The Verge: 'My Xbox One S is now a meaningfully different console to my PS4'

Sam Byford, The Verge:

It’s also something that Sony simply isn’t able to offer, given the complexity of the PlayStation 3 hardware and consequent difficulty of emulating its software. And to be clear, Sony doesn’t really need to do it — the PS4 library is more than strong enough to make the console worth buying. If I only owned an Xbox and had the choice of being able to play the likes of Nier Automata, Uncharted, and Horizon Zero Dawn instead of a bunch of games from the last decade, I’d take it. It’s the paucity of Xbox One-exclusive content that is forcing Microsoft to find other ways to get people to use the platform.

That’s actually fine with me. I like that my Xbox One S is now a meaningfully different console to my PS4 Pro, with different use cases and functionality. It’s the box I go to for 4K Blu-rays, Forza Horizon 3 in HDR, or Ninja Gaiden Black with a usable controller. It’s the box I switch on to browse through when I’m not sure what I feel like doing, or when I’d rather play Cuphead on the couch than at my desk.

As I said, I think Microsoft has turned a story-telling corner.

Video Game Music’s Tremendous Power

Voice actor David W. Collins digging into the Super Mario Bros. ‘Ground Theme’ on his recently debuted Soundtrack Show podcast:

As a general concept, game music is very often written to loop back around, seamlessly. This composition is meant to loop endlessly into itself so you can play for hours and hours and hours. But the actual composition that we just listened to was only 80 seconds long. 80 seconds! And there’s repetition within that 80 seconds; there are repeating parts.

There are other pieces of music in this game — the underground music, the underwater music, the castle music, a series of music fanfares, etc. — but in total, the amount of music written for this game adds up to less than 5 minutes. 5 minutes of music. 40 hours of gameplay, give or take on average. 40 million copies.

Now we’re starting to get a picture of the power of video game music. The amount of times that we heard that 80 seconds. That’s what I mean about video game music’s tremendous power. It’s why we have to talk about it.

Don’t take repetition for granted. When done poorly, repetitious music can become jarring — quickly. When done well, a great loop can increase the feeling of immersion in the game’s world. When done well, a standalone soundtrack’s standard of two loops per song feels wrong.

Nintendo has a knack for this. Koji Kondo — composer of many first-party Nintendo titles, including Super Mario Bros. — is without a doubt a master at this. But even Kazumi Tokata painted his masterful stroke with the Wii’s heavily repeatable ‘Mii Plaza’ and ‘Wii Shop Channel’ themes, both of which continue to live on in today’s mainstream.

While today’s AAA titles can incorporate orchestral arrangements through to procedurally generated soundscapes, repetition in video game music was born with the medium and will continue to live on. For those of us who grew of up listening to 8-bit repetitions to orchestral repetitions, we’ve had the great fortune of experiencing the evolution of a music technology, medium, and experience, as I touched on in my piece 1985: Burst and Bloom:

The sounds, visuals, and interactivity provided a pool of imagination. The limitations of early consoles could not provide orchestral arrangements. Instead, repetitious patterns were drilled into our heads. They not only encapsulated the game we were playing, but they opened the world outside to a new soundtrack, creating a wealth of memories that could be tapped into from a few simple chirps. Hearing these primitive arrangements evolve felt like experiencing the birth of music. As hardware progressed, so did the complexity if the music. Repetitive pieces turned into grand and iconic themes, each game re-shaping the idea and importance of video game music.

Final Fantasy X, Kingdom Hearts, Mega Man 2, Super Mario World, Super Mario 64, T&C Surf Designs: Wood & Water Rage, Vectorman — these are some of my favorites.

Most Video Games Are Too Long

Patrick Klepek for Vice’s Waypoint:

Minit knew what it wanted to accomplish, and how long it took to accomplish it. Done. But it also left me wanting more. If they announce a sequel—may I propose Another Minit?—I’ll be there with bells on. Too many games leave me exhausted, as if my dozens of hours have only made a small dent. (This is especially true for open world games.)

I recently played and completed Florence on iOS in 40 minutes. In that short stint, it hooked me, filled me with hope, sadness, and nostalgia, much like Disney’s Paperman short. It left a lasting impression on me.

I understand the feeling of immersion, but even with The Legend of Zelda: Breath of the Wild — as focused on in the previous post — I was yearning to finish. Many of the most impactful gaming experiences I’ve had have been shy of four hours; Journey — again, mentioned in Lewis Gordon’s ‘The Rise of the Ambient Video Game’ previously linked to — has been the most impactful of all. Another being Dear Esther.

Speaking of both Journey and Dear Esther, see also ‘Why the Two-hour Game is the Future’.

The rise of the ambient video game

Lewis Gordon, writing for The Outline:

Both The Legend of Zelda and these ambient records channeled the natural elements of water, earth, and air — phenomena of increasing rarity in the modern Japanese city. To step into such video game worlds was to stabilise oneself within the frenetic noise and anonymity of the expanding urban spaces. The Famicom allowed players to experience video games from the comfort of their home while Yoshimura, alongside other ambient artists of the era such as Satoshi Ashikawa, designed their records for public spaces whose mood they attempted to subtly augment. Later, in 1993, Haruomi Hosono, member of Yellow Magic Orchestra, released Medicine Compilation From the Quiet Lodge, an ambient album touching on house and techno but infused with Japan’s past and elementalism. Its title articulated the healing potential of music created outside of the metropolis.

A lovely observation and read by Gordon.

Polygon's God of War Review: 'You don’t find collectibles; you find entire chunks of story'

Chris Plante, Polygon:

All of which is to say that the game is relaxed to the point of bordering on indifferent. Many of God of War’s most interesting surprises are optional, branching from the game’s sturdy throughline: secret rooms giving way to hidden caverns winding to towering statues or belligerent dragons — which I would have missed altogether had I just followed my compass to the next objective. You don’t find collectibles; you find entire chunks of story tucked behind a mossy wall or under a tropical island. God of War, like last year’s Nier: Automata and The Legend of Zelda: Breath of the Wild, rewards the player who inspects its immaculately designed world as if it were a hidden object game.

This reminds me of Star Fox 64. A player could “beat” Star Fox 64 without ever visiting over 50% of the areas/missions created for the game. (“Beat” in quotes as the path the player uncovers indicates a level of completeness, ultimately leading to a truer ending.)

It’s one thing to sprinkle trinkets throughout a game. It’s another to build entire stories and environments that may never be found. God of War sounds remarkable.