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Wednesday, 27 February 2013

Interview: 8-bit Synthtown


The retro gaming community is vast and diverse. Something never better illustrated than by Ravern haired princess of synth music Sam D'Uva - otherwise known as 8-bit Synthtown. Not only is she a dedicated collector and player of retro games but she also writes and produces retro styled 8-bit synth music.

Sam very kindly allowed us to use some of her songs on our YouTube vidoes and has since gone on to some real success with her first EP - Chip Bit Bleep, releasing recently. With such a dedicated and creative retrobate around we thought it our duty to sit down and ask her some questions.

Why 8-bit synth music?

My background has been predominantly in synths. Across 23 years I've studied classical, contemporary and jazz fusion. Believe it or not, retro tunes are very much involved. If you break down the melodies, synth bass lines and concepts, they are rooted in musical principals, not just random notes or basic chord progressions. The average person couldn't sit down and play something from Sonic the Hedgehog or Landstalker!

My love in music and my degree, lies in fusion, which is a mesh of musical genres with jazz voicings and theories to create some wacky electro goodness tunes! Badass! Once you have this understanding, that the old retro music was made with a purpose by people that understand complex music principles, you see the 8 bit music in a new light with a new respect. I love the complexity of some melodies, and the groove and just laying down a simple but catchy tune.

Everything I love in music, can be found in 8 Bit tunes. The old school synths and created waveforms to make a sound so unique. Coming up with melodies that are so original yet people feel they remind them of a particular game that they once played and loved. To me, it was a clear decision and smooth transition from playing covers, to writing and performing 8 Bit Music.

Literally, the creation of 8 Bit Synthtown was like a light bulb going on. Almost as if, say, you eat vanilla ice-cream all the time, but have never actually thought, "hey, I really like vanilla ice-cream", and one day you realise that you just do love it because you eat it all the time!




When did it all start?

As for when it started, i fell in love with music when I was 3 and started playing the piano. For me, it was a way of expressing a lot I felt and didn't want to verbally communicate. Many people don't know this about me. I am actually dyslexic. There are different forms. For me, it takes me a while to both read something, and also to communicate something fluently without thinking it through first. Music was always so wonderful, because from an early age, I could read music like a book. If I could think of a song, or I wanted to play something, I could, without struggling. 

I suppose it may seem a bit weird. People think that great musicians are all intellectuals. But many creative people are musicians. I am always learning, always growing, always discovering new things in music. I feel the piano is an extension of me personally, almost like a second voice. Last year, it occurred to me, that I love retro music, love playing it, and wanted to start writing something original, use my piano voice to say something different that people haven't heard before.



How important do you think music is in video games?

If you think of Super Mario, you think of the theme song. And if your mind goes to a particular level, you would associate that with the music in that level. New gen games rely on music and use it as just one tool to create a feeling at different points. To build upon the story line. It is rarely repetitive and highly orchestral in a lot of cases. The retro music was repetitive, catchy and almost jingle like. In a retro game, you are wanting that music you can sing along to. It plays a completely different role to the music in new gen games, though it is equally as important.


What games do you think really use music effectively?

If we're talking about retro games, the classic is Super Mario Bros.. The theme music from the original SMB for NES, has been built upon, remixed, altered, for many games over the years in developing the series and seeing it mature. How can there be an example more effective than this? A classic and simple chiptune in the most simple of musical keys has stayed in the series which continue to be highly successful, though if you play the classic tune, you would never hear people say they didn't like it, or new versions were "better". They are just different, but the theme is the key to the evolution of the music in the series.



Is there a certain routine or process you go through when coming up with a new tune?

There's a few different ways I come up with tunes, depending on the purpose. When I write for a client, i'll check out as much as I can about their site/podcast/videos, to get the general vibe. That's the best starting point. I'll sit down in the studio at a synth and play with sounds and match them to the feel of their brand. I'm hugely influenced by the sounds I use. Most of the time, a melody will come to me while I'm using sound. From there I record basic ideas and play over them with other sounds, bass lines, beats, until I have a definite idea of what I want for the tune. I then compose the tune, starting with the beat a lot of the time.

Other tunes come to me in strange places. I'll be driving and start singing a riff, bass line or melody, and grab out my phone and record me singing the idea. I've had plenty of people look at me strange for singing into my phone! Then when I do get to the studio and around to workshopping the tune, I have a basis and starting point. the rest evolves from there, similar to the last process I mentioned.

What are some of your favourite games?

My favourite games are Landstalker: the treasures of King Nole for SEGA, and Faxanadu for NES. I enjoy so many games so could never list them all, but these two are my stand out favourites. They aren't well known, both adventure RPGs, and both incredible! The music in them, is simply amazing. Faxanadu is authentic chiptunes. Very fusion based compositions and created using a program called LSDJ. I would love to do an orchestral piece of some of the tunes from the game at some stage. Landstalker has one of the best OSTs i can think of for a game. Synth heavy tunes again with a fusion background in terms of melodies and voicings. I'm currently doing some covers of them. Ive done some test recordings, but It's so important to do compositions like this justice, so it takes time.



Why take the retro route? 


Simply because I like  retro! I'm an 80s child and grew up with retro music and games, and I suppose it just wasn't a phase. I'm in love with and work with a lot of vintage and analog synths, and sound synthesizers. There's just something nostalgic and beautiful about retro for me. I still enjoy playing other genres, composing in orchestral styles, but for me, retro is where my heart is.


If someone is interested where would you recommend they start?

I'll say this for anything music related including writing gaming tunes, follow the style you enjoy and love. Just because you listen to chiptunes, doesn't mean you'll enjoy creating them. Just because you listen to orchestral scores, doesn't mean you'll like creating them either!! experiment, and see what genre in music really excites you! Of course, then you'll need some gear to play the tunes. Some people take the rock/heavy metal route in gaming music. Live band, guitars, drums. That often requires a band. 

For me, I play everything on real instruments and hardware. i don't use plugins. They say when you use hardware, the only thing that can break it is an axe, and when you use plugins, you'll want to take an axe to it!! Plugins will never replicate the real deal. But they are affordable and can get you into writing your own tunes. The best thing you can do, is check out different types of music. Listen to what people before you have offered up in history, and take from the music ideas you like. Then get playing. You can only know if you like writing a style if you play it. maybe start with copying tunes you like, then branch out to original music. It's such a personal subject because people have different reasons for playing. The best way to start, is to START!

If you would like to find out more about 8-bit Synthtown head over to the official website - Here 

You can also follow on twitter - @8_bit_Synthtown

Monday, 25 February 2013

Broken Sword 2: The Smoking Mirror Review (Playstation)


Broken Sword 2 follows the story of a Mayan god trapped inside a mystical Smoking Mirror. George Stobbart and his journalist girlfriend Nico once again find themselves tied up in a plot of murder, intrigue and mystery that could bring about the end of the world.

Graphically, the game remains much the same as the previous installment, no bad thing as the cartoon graphics compliment its style well. The interface hasn't changed much since the Shadow of the Templars either. Now however, there is the added bonus of being able to use the Playstation mouse.
Unlike in the previous title you now take control of both George and Nico. This may sound like a good thing, but in actuality tends to drag the game down. The problem comes because playing Nico is just so dull and players will be desperate to get back to George's much funnier dialogue.

While the story cannot hope to live up to the partially fact based account of its prequel, it nevertheless does create an interesting tale full of twists and turns. Unfortunately, the puzzles can range in quality. Certain sections more than live up to the design perfection of Shadow of the Templars, but others feel tired and lack invention.

Furthermore, certain chapters seem to have no direct purpose in moving the plot forward. These sections, while they don't appear often, drag an enjoyable story into the realms of the dull. There is also too much reliance on characters from the previous game showing up. While this allows for some light relief, it also highlights what is lacking in other parts of the title.

To sum up, what you get is basically more of the same in terms of puzzles and gameplay. If you loved the first Broken Sword, there is a lot of charm to be found in this second installment. It’s just a shame that genuinely excellent sections of the game act to show up other poorer areas. Nico's sections are particularly uninspired. Despite its faults, Broken Sword 2 remains a charming and intelligent game that will keep you interested until you uncover the mystery. With a bit more inspiration though, it could have become another all time classic.

7/10

Wednesday, 20 February 2013

Metal Gear Review (NES)



Ever wondered what ‘Outer Heaven’ was and why Snake and the rest of the characters kept talking about in Metal Gear Solid? Well, this is where it all started in  the first adventure for Snake way back in 1987 when Konami tried to add stealth into the modern gaming language, and as you may gather due to the franchise missing the sixteen-bit era it was not an entirely successful venture. 

The story goes that Snake is dropped behind enemy lines and must infiltrate Outer Heaven before killing comedy named leader of the opposition forces ‘Vermon Ca Taffy’ and taking down the deadly Metal Gear. Vermon who was a once ‘tranquil shepherd boy’, has outlawed democracy and forced homeless villagers to become terrorists - a more evil blighter surely does not exist! 

Stealth is still very much the order of the day, although implementing it on the NES means there are many limitations. Forget about the tricks of the later games (no strangling guards or wall hugging) and don’t even think about hanging from a ledge either. However, certain elements are in place. For instance, the silencer must be found before firing any of the guns you come across or the whole place will come down on you, and they will not stop after a certain time either, they just keep coming. The Codec also has a key part to play with the conversations being as long-winded as ever. 

Graphically, the game takes a top down approach. Though the animation is poor, the characters, vehicles and different locations are all detailed and at least mean that you have a clear understanding of your surroundings - essential when sneaking around. There is a touch of flickering present at times but it only happens on occasion and though it can complicate matters by making enemy soldiers nearly invisible it doesn't take away too much from the title as a whole.

Gameplay is problematic, the idea of the game is very good, but really this is not the format to implement it on. Snake moves around well, but there just are not enough moves available to make sneaking about as fun as it should be, furthermore combat is reduced to punching or shooting. This is made worse by the fact that both are too awkward to be affective when you are trying to take someone out quickly. What really makes the game fail though is the difficulty, it's so hard that on your first couple of goes you'll likely not get past the first four or so screens, which is simply ridiculous. 

Hardcore is not the word as you even get a complete map, a players guide and a chart of what does damage to what with the boxed version of the game. Yet you will still will not be able to get anywhere. This could be the hardest game ever made and it would not have taken that much work to sort it out, as it is though it remains frustrating and impenetrable with an unfinished feel. 

Overall, Metal Gear is not a great game, anyone who played this originally would never guess in a million years that is would become such a landmark title on the Playstation. There are nice ideas to be found, but they are implemented without flair or consideration of how they are meant to be achieved. It's all well and good telling a player to be stealthy but at least give them the moves to have a fighting chance. All in all it's a real shame how the game turned out, while not awful it's just too hard to be worth seeking out. If you must have the origins of the series it would be wiser to find the MSX version.

6/10 

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Friday, 15 February 2013

3DS EU Release Schedule

We don't normally do news but with so many 3DS games and dates announced we though you might appreciate somewhere where everything was grouped together. Below are the dates we know about for major 3DS releases so far this year. All dates are of course subject to change.

Castlevania: Mirror of Fate 08/03/2013

Monster Hunter Tri 22/03/2013

Fire Emblem 19/04/2013

Luigi's Mansion 2 17/05/2013

Animal Crossing New Leaf 14/06/2013

Code of Princess (Download only)  - Spring

Mario Golf - Summer

Mario and Luigi 4 - Summer

Donkey Kong Returns 3D TBA