American Horror Story: McDonald's Museum

Desiree Echevarria:

I have a pretty apathetic stance when it comes to McDonald’s — I don’t love it, but I certainly don’t hate it the way some McDonald’s-shamers do. But I recently got a new job with an office within walking distance of a McDonald’s. And since I generally don’t care about what I put in my body when I’m in the middle of a work day, I gave it a try. On the outside, it looked like a perfectly normal McDonald’s — in fact, even a little boring, as it’s attached to a run-of-the-mill corporate office building. But when I walked inside, my jaw hit the floor.  The restaurant had all these bizarre statues on display in the eating area. And I mean BIZARRE.

Possibly the most hilarious/terrifying thing you’ll see today.

GOTY: Rocksmith 2014

Not much weight should be put on Game of the Year. Just ask Griffin McElroy. And for a guy who obsesses over the industry, I’m ashamed to say that I had only played a handful of last year’s releases. While I played the best of the best, Mario Kart 8, Middle-earth: Shadow of Mordor, and Broken Age to name a few, nothing has kept me coming back like Rocksmith 2014.

Apologies for the late review. I had only started playing days before the New Year.

Gameplay

I was a latecomer to the plastic-partying hysteria of Guitar Hero. My brother talked me into picking up Rockband (Guitar Hero with drums and a microphone for those unfamiliar) as a family activity. We had a blast, but I was never able to pry myself away from the drum kit. With a small background in music, the five-button toy guitars never satisfied. The drums were the closest I could get to a life-like experience. After leaving my high school rock band days well behind me, an itch for the satisfaction in controlling a real instrument began to percolate.

At it’s core, Rocksmith is built around the iconic Guitar Hero design: A reverse Star Wars crawl of notes streaming toward a fretboard with the player expected to strike said note at the right time. Where Rocksmith differs is the use of a real guitar; 138 notes vs. Guitar Hero’s 6.

From the get-go, I was extremely impressed by Rocksmith’s accuracy of note and chord recognition. Honest strikes and near misses are fed back in real-time just like Guitar Hero. Inaccuracies happen but typically err on the side of the player. Sure, there are inconsistencies here and there. If I missed a note in a chord, Rocksmith generally let it slide. However, when I can feel and hear exactly what I am playing, I know I am a cheat. (No amount of “gimmes” could extinguish my weight of guilt.) I didn’t need Rocksmith 2014 to tell me I was wrong. I was just as eager to jump back into the ring.

The player is offered three paths: lead guitar, rhythm guitar, and bass. In the instance of lead guitar, techniques are slowly introduced during the “Learn A Song” mode. They are also readily available in “Lessons”. The player starts by playing along with a songs using well spaced single notes. These notes slowly advance into chords, bends, slides, hammer-ons, pull-offs, tapping, etc. The scale of techniques offered by the game is shocking, not to mention the depth of the lessons and range of songs that utilize each technique.

Core

Where Rocksmith shines is the Learn A Song mode. There is a surprisingly vast array of songs in the catalog: from The Ramones to Rush to The Dear Hunter to Minus the Bear(!) to Mastodon. The player fas the choice to play each song straight through or focus on objectives such as mastering a bridge, finishing with a certain level of accuracy, or playing a mini-game that teaches a technique used in the song.

The killer feature, however, is Rocksmith’s ability to scale the difficulty of each song on the fly based on how well the player is performing. As I coolly played through La Sera’s “Love That’s Gone”, strumming full E5s and delicately plucking scattered notes, I was sure I had mastered the patterns. I was then caught off guard by a C#m that, at first, had only included A-flat and D-flat. After a few play-throughs and a headfake chorus, the chord had evolved, incorporating an E and another A-flat. Replaying the same song over and over without having to manually change difficulty is great. But more importantly, scaling the difficulty between individual sections previously mastered is brilliant. Imagine every time you played through World 1-1, new obstacles were introduced in the areas you excelled in.

Extras

In addition to learning songs, Rocksmith 2014 is packed with a plethora of supplemental modes, all serving individual importance and, quite possibly, to different audiences.

“Lessons” focus on individual techniques with accompanying videos and monitored playback that end in full songs. Lessons are repeated until mastered and are fairly enjoyable to revisit. Even the simple ones taught me something. And yes, the videos can be skipped.

“Guitarcade” focuses less on technique and more on music theory. Numerous surprisingly well designed games teach core skills in volume control, scales, and chord changes, among others. Be it the Streets of Rage style “Scale Warriors” or the Star Fox homage “Star Chords”, the level of detail in design, music, and art is top-notch.

That said, I have yet to jump at playing any of the “Guitarcade” mini-games. I don’t find them quite as engaging as the core “Learn A Song” mode or “Lessons”. Their presence within the greater Rocksmith game are a prime statement on edutainment; layering education on top of existing games (or vice versa) rarely produces a great experience. (Guitarcade) Building them together generally produces a far more engaging product. (Learn a Song)

To round out the list of features, “Session Mode” allows the player to build a band for an endless jam session. Similar to Apple’s GarageBand and Logic drummers, the band members the player chooses work for the player, not separately from the player. The AI play styles dynamically shift based on the player’s strumming patterns and rhythms.

Even with my lukewarm response to the “Guitarcade”, I can see a universe in which each of these secondary features are shipped as fantastic stand-alone products. To bundle them into the same package as the already fantastic core game is without a doubt a triumph in its own right. There is a level of finesse, execution, and love put into “Lessons”, “Guitarcade”, and “Session Mode” that seem to have be missing from major releases of late.

Falling Short

Where Rocksmith falls short is in guiding the player through recommended songs, lessons, and mini-games. It is clear that there was a desire to emphasize recommended paths, but it feels poorly executed. Rather just pressing “play” and letting Rocksmith 2014 take the wheel to automatically jump from song to mini-game back to the same song with an emphasis on a single verse and so forth, the player is forced to manually jump around in hopes that the recommendations are truly applicable.

In the case of playing “recommended” songs, I felt like I was playing through the entire catalog rather than focusing on where my skills needed work. In no time, Rocksmith took me from Johnny Ramone to Alex Lifeson before I could handle Dave Grohl. It took about 4 hours of play to realize sorting by “difficulty” rather than “recommended” was my desired style of play.

Conclusion

It’s been nearly 15 years since I began playing in a rock back. Nearly 15 years since the dream of becoming a rock star ever surfaced into my consciousness. Time, money, space, studies, work, responsibility: These things began to take priority after high school. The thing that made me feel most alive was put aside. It’s a shame that more effort was not made, that I lacked the confidence to perform on my own, or that I wouldn’t set aside a few hours a day to practice. (Also, I was never that good.) The older I got, the more I watched my rock ‘n roll glory days fade away.

Rocksmith 2014, through it’s brilliant use of familiar design, great song catalog, and level of detail, is quite possibly the best piece of edutainment software out there. Not only is it engaging, it is educational and addicting.  It is by no means perfect, with “recommendations” being a botched effort on potentially the strongest feature. But what it gets wrong pales in comparison to the core features it gets right. With surprise after surprise, “wow moment” after “wow moment”, Rocksmith 2014 kept hitting me in all of the sweet spots. And most importantly, it brought me back to my guitar.


Amazon | Rocksmith 2014 requires a guitar and a specialized 1/4 audio to USB cable.

Past, Present, Future Music Week

All things considered, I had a pretty good week; A fan re-cut of The Hobbit films was released (I have yet to watch), the State of the Union was pre-published to Medium, and news that the Super Bowl will be available for streaming outside of broadcast TV were some of the highlights.

But on a personal level, I felt like I hit the jackpot: Music releases that have switched me on! And early in the year, no doubt. Here are worthwhile releases from the recent past, unfortunate present, and previewed future.

Minus the Bear - Lost Loves

Minus the Bear - Lost Loves

Minus the Bear easily fits into my top 5 bands. Though, they had slipped out of my consciousness as of late. It wasn’t until I saw AbsolutePunk’s Most Anticipated Albums of 2015 that I decided to check in on the happenings of my top 5. Turns out, Minus the Bear released Lost Loves, a collection of B-sides and rarities, in October of 2014.

The record of miscellaneous memories may be the best scrapbook collection I have ever heard. The most prominent sound throughout is that of Dave Knudson’s iconic tap-guitar. This was the element of Minus the Bear that originally hooked me; however, I felt it had progressively faded into the background for the likes of calculated noise looping and quirky electronics. Lost Loves, taken as a cohesive album rather than b-sides, feels like the Minus the Bear of yesteryear. Between the swaths of delay, floaty synths, and lush guitar-tapping, there is a futuristic, dystopian, Bonnie and Clyde, car chase vibe throughout, likely brought on by the opener’s lyrics ”Your mark has made you his / And If you want to live let me suggest this / Get a gun and get a car.

I had already heard (and collected) five of the ten gems on this record, but the album was well worth the purchase.

Björk - Vulnicura

Björk - Vulnicura

Much to the dismay of Björk and her people, I took the leak of Vulnicura as a fortunate mishap. Since, hearing Further Seems Forever’s cover of “Pagan Poetry” in 2007 and, thusly, falling head-over-heels for it’s source album Vespertine, I’ve had a slight obsession with Björk. Needless to say, I was thrilled when I learned that Vulnicura would be released on 1/20/15.

The opening track of a Björk album typically paints a picture of what’s to come. Vulnicura is no different. The album opens with somber strings followed by an exhaustingly precise vocal arrangement unique to Björk. If Vespertine is rooted in quiet and icy harp-filled beat-patterns, Vulnicura shows off Björk’s keen awareness of the delicacy of strings layered under abruptly honest lyrics. There is an air of Medulla on “Lionsong” and Biophilia on “Noget”, but the record feels more like a spiritual successor to Vespertine than any other; A successor to my favorite Björk album.

[Afterword] Turns out I wasn’t mistaken about the similarities to Vespertine. If you’d like a full review of Vulnicura, look no further than Spencer Kornhaber’s at The Atlantic. Devastating.

Mew - + -

Mew - "+ -"

Mew has always felt like the perfect blend of Minus the Bear and Björk: Wildly frantic fantasy epics tucked behind accessible ”indie stadium” rock. Angelic/demonic guitars quirk, shift, and jolt on top of spacey synths, chugging bass, and driving drums that are in overwhelming control of  their cadence and timing.

This past week, Mew announced the pre-order of their upcoming album, + -. “Satellites”, the opening track to + - (and first song showcased from the record), is the closest Mew has come to returning to the Frengers opener “Am I Wry? No”. It’s an uplifting, galactic epic fit for a Rush record from an alternate universe, sprinkled with a tale of complex feelings on simple love. Sparking guitar is followed with a wide-open synth, both paving the way through dancing verses and dreamy choruses. “Satellites” is Mew at their finest. I cannot wait to see what the remainder of this album has in-store.

More Battletoads

During today’s Windows 10 event, head of Xbox division and Microsoft Studios Phil Spencer was unabashedly sporting a Battletoads t-shirt. Polygon followed up:

When asked, Spencer told Polygon, “I don’t think I’ve ever worn a t-shirt that’s been a complete head fake. I don’t think I have… have I? I wouldn’t do that.” So if it’s not a “head fake,” we’ll consider it a confirmation of more Battletoads.

Rare games could be system sellers in my book. Relinking to last year’s post, Xbox One: Swinging for the Franchise Fences with Rare IP?

How Does Game Length Affect Other Developers?

https://www.youtube.com/watch?v=dcT6M0VmIvg

Ben Kuchera in an accompanying piece on Polygon, emphasis my own:

People like to say that games are getting shorter, and this is a bad thing, but the data doesn’t support that view of the industry. A shorter game can be made for less money which leads to lower prices which means more people buy it … and so on. But it’s also tricky to assume you know what other people want out of their games. Maybe they want to buy one or two games a year that will last nearly forever. In that situation, long games are the best.

My comment originally posted on said accompanying Polygon article, edited:

How does game length affect game sales of other publishers? I have yet to purchase Dragon Age: Inquisition because I haven’t yet completed Middle-earth: Shadow of Mordor. Developers and publishers must see a hit in sales due to the fact that their potential audience is still wrapped up in a competitor’s (would you consider them competitors?) product.

I’d certainly love to experience more games that developers pour their souls into, I just don’t have the time. And when I’m spending $40-60 on a game, you can bet I want to finish it.

Game length must certainly cut into competing game sales. I’d love to see some investigation into this topic.

Need to know:

  • What is the market size? (Total video game consumers? How many of those own PS4/Xbox One/both?)
  • How many consumers eligible to purchase both Middle-earth: Shadow of Mordor and Dragon Age: Inquisition purchased both/one of these titles?
  • How many consumers are interested in both titles? (Past data might include consumers who purchased both a Batman: Arkham title and Mass Effect/Dragon Age title)
  • How many purchasers completed one/both title(s)?