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Showing posts with label sound. Show all posts
Showing posts with label sound. Show all posts

Thursday, August 23, 2012

How Sound Shapes Shines

In a year of indie wonders, PS3 and Vita musical platform puzzler Sound Shapes is a marvel. Crafted by Queasy Games' Jonathan Mak and Shaw-Han Liem, it’s a darling synthesis of a beautifully simple world and hugely likeable music.

Through the central character, a spinning 'fried egg', players navigate gorgeous worlds, gathering musical notes and creating songs along the way.

Platforming and puzzle-solving are wedded together in levels that somehow manage to glue visual minimalism with environmental complexity. This is a game in which thoughtful progression, rather than twitch, pays dividends, especially for those of us who measure our dull two-dimensional acuity with a pendulum. It’s a stop-and-start adventure swinging through the arc of the screen in search of strange, new aural experiences.

Sound Shapes’ cute charm is a balm for anyone suffering from gaming’s malaise, shooting-dudes-fatigue, the point here being discovery and creation rather than mayhem and gore.

Interesting that the tutorial for the game’s level editor comes very early in the experience, a testament to creativity’s central role. It is already yielding genuinely interesting user-generated offerings. Sound Shapes is an artistic adventure both from the creators and for the players.

Some critics have questioned Sound Shapes’ shortness, knocking points off their crude scoring systems because the game is “over” after a few hours. But replayability is a genuine factor here, in which level variety and a catholic musical overlay demand another look, another listen, just like a good album. In any case, there is a Death Mode for people who enjoy a mind-gnashingly tough challenge.

IGN caught up with Jonathan Mak and Shaw-Han Liem to talk about the game’s genesis and the decisions that went into its design. Here are the seven creative steps that culminated in one of the year’s best small-team games.

1. Experimentation

The team had previously created Everyday Shooter, which synthesized a classic game genre with musical exploration. Mak says, “The challenge for us was, ‘how do we give the player more ownership over the music’? Allowing players to actually create music within the game. So when we exhausted the Everyday Shooter style. We kept trying different things, different genres.

“The reason we chose a platformer was, we wanted to find some super-ubiquitous form of video game. A top-down shooter is kind of abstract. It has some weird rules. Certain things you can touch, certain things you can't. If you've never played a video game, you might not really understand that.

“But a platformer already has some real-world things built in. There's gravity. There's a character that walks around. Although I f***ed that up and made the character a fried egg [chuckles]. And the whole going from left-to-right. Classically, the platformer goes the same way. It's similar to how you read music and so it makes sense in that way.”

2. Design

Each of the ‘albums’ that make up the game carry a different musical style and visual story, but they all adhere to a distinctive look, a felt-board collection of shapes and colors that never fails to delight and surprise.

‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

Mak says the simple aesthetic was designed to give the player as much access to its music as possible. “You need some way to show the player the gameplay features, the checkpoints, in such a way that it doesn't draw attention away from the stuff that's actually making music. But I think Shaw-Han and I share the same liking of the idea of a clean aesthetic. Luckily, we found [designer] Cory Schmitz.  It just feels more modern. You look at the iPhone. Simple is the way to go.”

3. Gameplay

The elegance of the game’s design is underpinned by its relatively forgiving nature. This is no pixel-Nazi platformer. Once the rules of the world are understood, progression is less a matter of hand-eye-perfection as of timing. Music’s own playbook being the obvious inspiration.

Mak says, “Is about enjoying the music, getting players engaged in music, and inspiring them to write their own music as well. Our worst fear was making some sort of musical toy. I really wanted to get to the point where the game was, for real, a video game. Not just this musical gimmicky thing with some half-assed video game slapped over it. Part of the magic of Sound Shapes was how Shaw-Han was insistent that the game itself be a music instrument.”

4. Music

One of the great commercial and cultural successes of the last decade has been selling the illusion of creativity as entertainment. This idea that, with the right tools, we are all towering mountains of artistic genius just waiting to be mined.

Because, let’s face it, there are few things in entertainment more rewarding than the sensation of creativity. The genius of Sound Shapes is in turning a two-dimensional left-to-right progression into an act of musical composition. Of course, the music is really just being ‘read’ by your movements, but it feels like the songs are being untethered by player-choices.

Mak says, “The game is a gateway to the music. It’s showing people that writing music is easy. We let the players discover that for themselves, and that discovery is what's fun. It's like if you're tweaking a patch on a synth and you discover this crazy thing by turning a knob. ‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

5. Synthesis

That great human invention, musical notation, allows us to visualize and record pitch, tone, duration, and has been with us for centuries (arguably, millennia). Although Sound Shapes moves the player in every direction on-screen, it works much like a musical score, left-to-right with high notes high, and low notes low.

Shaw-Han Liem explains, “Obviously there's a connection. The music and visuals have things in common. You can map relationships, like tones to colors and volumes to sizes. The timing of animations to the curves of volume.

“There are certain things that map pretty naturally across the two aspects. But of course, not only do these things have to sound good and look good, but they have to be understandable in a game world and meaningful in a way where they work with the logic of a 2D platforming game, I think that's where you start. It's really the intersection of those things when it becomes a big design challenge.”

6. Pitch Perfection

Of course, this synthesis sounds pretty straightforward in principle, but in practice, a platform game and a musical score are not the same things, and they both demand absolute perfect placement within the rules of their own domains. A lava pit that cannot be traversed is no use. Likewise, a duff note will ruin an entire composition.

So, the note floating above the lava pit, assailed by shooting bubbles of magma, must be in harmony with its surroundings.

Mak says, “With scoring the levels, even the placement of the notes, we'd have to be super-careful. Towards the end, we'd be like, okay, I need to move this ground here one pixel, but that might change the rhythm bit. I'd need to move a note down, and then there's this huge day-long discussion about this note moving down and what we should do about it. It can get really intricate.

“In the editor for players, it's kind of a whimsical experience, and obviously that's what we intended. But when we're crafting our levels, we have this mindset of perfection. It's hard to be perfect when you have all these variables floating around.”

7. Level Edits

Sound Shapes’ greatest puzzle is its level editor, which invites you to not only create platform worlds, but to work-in a musical theme. This offers limitless creative possibilities.

Liem says, “After about a week from when we launched in North America, there were already thousands of levels, and tons of really cool ones. We've been watching people starting their own communities on different message boards and sharing different tips and levels.

“I got a message from a guy who said he was at his job secretly sketching out what his level was going to be at his desk, and he was sending out the images and the drawings of what he was planning on doing once he got home and was able to put it together. Obviously we hoped that people would be excited by it, but to be able to see that happening first-hand with some people is really exciting.”

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. I really think you'll like Sound Shapes. You can contact me via Twitter or IGN to discuss this game.


Source : ign[dot]com

Tuesday, August 7, 2012

Sound Shapes Review

Sound Shapes has been ambiguously floating in the PlayStation ether for a while. Originally created as a Vita exclusive, it was over a year ago that we first declared it to have serious potential as a launch title. But Sound Shapes slipped from the launch window, and anxious players had to patiently wait, seemingly so developer Queasy Games could port it to PlayStation 3.

Now, six months removed from Vita’s western launch, Sound Shapes has finally arrived on both PS3 and Vita, and I’m happy to report that it was worth the wait. Sound Shapes packs beautiful visuals, a stunning audio array, rock-solid gameplay and a suite of creation and sharing tools that unify both versions of the game. That last part’s good news, as Sound Shapes’ low price buys you both the PS3 and Vita iterations of the game.

Instantly striking about Sound Shapes is its presentational fluidity, its ability to get you right into the action through its gorgeous, minimalist, no frills approach. This immediately shines through from its compulsory tutorials. Though Sound Shapes contains a slew of options, it behooves you to get right into its 20-stage campaign first, since doing so unlocks scores of components that can be used in creating your own stages later on. And beating Sound Shapes’ campaign unlocks two other modes that will be interesting to challenge-seekers and Trophy-hunters in particular. Those modes fully compound Sound Shapes’ inherent fun factor.

The campaign itself is interesting right off the bat because each of the five “worlds” (called “albums” and filled with stages in-game) are designed by different visual artists. Better yet, a different musician was assigned to each album, giving the varied art its own distinct and unique audio accompaniment. For instance, the four stages of CORPOREAL (designed by Superbrothers with music from Jim Guthrie) feel, look and sound different than the three stages in the Cities album (designed by Pyramid Attack with music from Beck). PixelJam, Colin Mancer and Vic Nguyen are some of the other artists in the game, with more music from the likes of I Am Robot, Proud and deadmau5.

Gameplay is fairly straight forward – Sound Shapes is very much a side-scrolling platformer – but there are a number of twists that will keep you on your toes. Each stage comes littered with collectible circles that, when gathered, add components to the background music. As you begin to collect more and more, the music grows in robustness, losing old features – such as a gentle hi-hat hit or a jarring bass strum – and gathering new notes, instruments and chords in their wake. The motivation of the game’s little blob character remains unknown – he simply wants to get to the end of any stage where a record player can be found, allowing him to move on – but that’s one of the strangely endearing features of Sound Shapes. It’s open to interpretation.

As a result, Sound Shapes has multiple layers as both a standalone platformer and as something more, something deeper and more artistic. It isn’t designed to be ruthless. It’s actually quite forgiving, casual and easy to understand; that’s part of its charm. You can easily beat the game in under three hours, but when you compete with the masses on worldwide leaderboards that chronicle both your aptitude for collecting a level's "sounds" and the timeliness (or lack thereof) in which you beat a stage, Sound Shapes’ brief campaign quickly balloons by becoming the worthwhile sum of its many parts.

But only when you beat Sound Shapes does the game truly begin in earnest. Thrashing through the campaign unlocks two new modes – Death Mode and Beat School – that open up the essence of Sound Shapes for players to dissect at a molecular level. While Beat School challenges musically inclined gamers to put together beats using only Sound Shapes’ creation tools and their ears, Death Mode puts players back into sticky situations, tasking them with collecting a certain amount of objects in a given time. As a musician, I blazed through Beat School, but I can’t help but wonder how the everyday gamer will do with them. Death Mode, on the other hand, was far more challenging for me.

Through these two modes, all but one of Sound Shapes’ Trophies are earned, and like the recently-released PSN exclusive Dyad, this makes Trophy-hunting an entirely separate and novel affair from playing the game itself. While earning the game’s only Gold Trophy comes by way of beating the campaign, its other 32 Trophies – all Silver – will come via arduous Death Mode adventurism and a knack for recreating music in Beat School. And yes, Sound Shapes doesn’t only come packing a Platinum Trophy, it also comes packing two separate Trophy lists for the two versions of the game. And if you sync your save from one to the other, expect to earn all of the Trophies from your Vita on your PS3 (or vice-versa).

Speaking of syncing saves, Sound Shapes allows players to send their progress from one iteration of the game to the other. And while I preferred playing Sound Shapes on Vita, the PS3 version is equally splendid in both core gameplay and content creation. Likewise, created stages cobbled together with the game’s intuitive creation tools can also be shared and played across platforms, and part of Sound Shapes’ lasting appeal will no doubt be derived from the player-created stages that will undoubtedly get more complex and impressive as time goes on.

With that said, I encountered issues with both syncing my saves between games and playing user-generated content. It took me around 10 tries to get my PS3 to read my synced Vita save – a problem a producer on the game told me was due to being signed into the PSN before booting the game up – but regardless of why the issue exists, it needs to be patched. Likewise, I tried to play a handful of user-generated levels and would get error messages just as many times as I would be able to successfully jump in and get playing. The reason for these issues remain to be seen, and again, a fix would be nice.


Source : ign[dot]com