Kairo: Silence, Simplicity, Sorrow.

May 3rd, 2013 No comments

I have to admit that I’m developing a soft spot for these indie exploration games. It started out as a relationship of convenience, my dedication to one review per week can sometimes see me scrambling for time and this particular genre of games usually doesn’t last much longer than a couple of hours. However over time I’ve come to appreciate their simplicity and the narratives that they create, whether through traditional means or through more abstract methods. Kairo by Lupus Studios is an abstract puzzler/exploration game that tells the tale of one possible future, and what might be done to save it.

Kairo Screenshot Wallpaper Title Screen

 

Without little more than a title sequence you’re dropped into a strange, clinical world. Off in the distance you can see a building but there appears to be a large, insurmountable gap separating you from it. Tentatively you step forward and find that it isn’t a gap at all and you’re able to cross over to the mysterious structure. Once inside it appears to be a lot larger than it was from the outside and there are rooms heading off in every directly. Curiously you enter one only to find yourself confronted with all manner of puzzles, each of them building upon one another, seemingly towards a greater purpose that never quite reveals itself.

Kairo has a distinctly desolate feel to it with most of the lighting being of a single colour that varies from room to room. It also makes heavy use of the film grain effect to give a little more texture to the otherwise flat environment which isn’t a particularly bad thing and there is an option to turn it off should you find it bothersome. The simplicity is very deliberate  however as it ensures that key game elements stand out and, in the case of story elements, shifts control of the narrative over to you. I’ll admit to initially feeling like this was minimal effort design but the further I got into it the more I realised that each of the visual elements was very deliberate, even more so than I gave it credit for.

Kairo Screenshot Wallpaper The Lighthouse

The core game of Kairo is that of a puzzler with each of the rooms using a different mechanic or a twist on a previous one so that even the similar puzzles won’t have the same solution. Most of them are fairly easy to work out, usually being based off tried and true mechanics that have been done in countless other games, however quite a few of them require quite a bit of abstract thinking. Indeed should you not know a lot of the common ideas in science and mathematics it’s quite likely that a lot of the puzzles will simply frustrate you since there’s really no way to guess the solution.

One such puzzle I could think of consisted of two dials with a central spinner. The dials were controlled by your X/Y position on a plate and each of the wheels contained 8 symbols on them and the central spinner displayed 2 symbols on it. Now any intrepid puzzle solver would look at that and think that you just needed to match the symbols up and, indeed, that’s the answer to the first part of the puzzle. However after that simply matching them doesn’t work but you’re quite likely to stumble over a solution just by chance (at least I did for the second one). The final one actually requires you to know π to a set number of digits (rounded up, as well) which, if you were like me, you won’t figure out on your own because you thought it was a pattern matching problem, not a numbers related one. I admit this might just be me getting stuck in a particular mindset but when you’re dealing in things that are this abstract I feel it might be better to include a couple more visual clues to help you along.

Kairo Screenshot Wallpaper Block Thinger

People who’ve played this game will be quick to point out that Kairo does in fact include a hint system that you can access at any time through the options menu. Indeed when I said you wouldn’t be able to figure it out on your own this was what I was referring to as after spending far too long being frustrated by the seeming lack of coherency in the puzzle that was the first place I went to. The hint system is a great inclusion as it helps those of us who just aren’t in the same head space as the developer and just don’t get what certain puzzles were trying to accomplish. I endeavoured to keep my use of the system to a minimum however as there’s nothing more satisfying than working something out on your own.

The lack of any kind of tutorial however does mean that there are some aspects of the game that will be hidden from you unless you go looking for them. In many of the levels in Kairo there are runes hidden away in places that are usually quite difficult to get to and unless you’re the kind of person to explore every section of a level fully you probably won’t know they’re there. Indeed I didn’t know they existed until near the end of the second section when I was nearly 2/3rds of the way through Kairo. So whilst I can appreciate a game that goes for the ultimate in simplicity a little hand holding wouldn’t go astray, at least so I didn’t find out that I was missing a relatively large part of the game without even knowing it.

Kairo Screenshot Wallpaper Dome

Probably my biggest criticism, and this should say a lot about the game overall, are the sections that aren’t required for you to progress further. They’re included for narrative purposes, usually giving you some insight into Kairo’s larger purpose, however they either do not contain a puzzle to solve or they have one which is non-critical (although do provide some really good bits of story if you should complete them). Whilst looking at the hints will reveal whether or not you’re in one of these rooms I would’ve been a lot happier if there was some visual indication, just so I didn’t spend an inordinate amount of time looking for a puzzle that didn’t exist.

As for the story I will have to be honest and say that I wasn’t completely sure what was going on throughout most of the game. There are references to mathematics, biology and general science all over the place but apart from a couple key points (like the control room) I wasn’t really sure what was going on. After I was intrigued by the possibility of a secret ending, which isn’t so secret since there’s an achievement for it, I found many good plot summaries that detailed Kairo’s purpose. Reflecting on my time with Kairo it then became clear that all the clues were there and I simply missed a couple key interlinks that would have revealed everything to me. So should you be looking to play this game I’ll advise you to explore as much as humanly possible as the tale of Kairo is one of tragic beginnings that ends with hopeful redemption.

Kairo Screenshot Wallpaper The Console

Kairo is a standout title that utilizes its fanatical simplicity to convey a message that will only reveal itself through careful examination. Whilst this dedication to stripping away all extraneous elements does mean that you might find Kairo wanting in some aspects as long as you know this going in you will likely appreciate it far more than if you approach it like a traditional game. It’s not for everyone, indeed unless you enjoy building your own narrative I’d probably steer clear, but Kairo will reward dedicated players who give it the careful attention it deserves.

Rating: 8.5/10

Kairo is available on PC right now for $8.00. Total play time was 3.2 hours with 27% of the achievements unlocked.

Soundwaves and Synched Video.

May 2nd, 2013 No comments

With CGI being par for the course these days any you can’t be blamed for thinking that anything you see is fake. I think that’s why effects that are achieved without the use of computer trickery are so impressive, much in the same way as games that forego modern graphics but still manage to create an intriguing experience. Probably one of the coolest effects I’ve seen recently is the use of sound waves that are at a very similar frequency to the frame rate of the camera being used which ends up producing some pretty weird and wonderful effects.

Below is the latest one I’ve come across, and it’s pretty awesome:

YouTube Preview Image

As the video alludes to the effect would appear to stem from the rolling shutter that CMOS based cameras use to create images. What’s happening is when the image is read off the sensor its done line by line and then reconstructed into a full image. However because of the way the sensor is read this allows the image to change during exposure which gives rise to all sorts of weird and wonderful effects. In this particular video it has the effect of making the speaker cone appear to have a wave travelling through it, rather than it slowly moving in and out like the creator expected. This has since been confirmed in other videos as rotating the camera shows the effect tracking the camera’s point of view.

Other interesting effects you can get is “freezing” the motion of water using a similar technique. If you fool around with frequencies slightly you can also get all sorts of other weird behaviour like water appearing to defy gravity. These are all based on sound waves however but anything that has a periodicity to it will allow you to make some really cool effects with cameras that use a rolling shutter.

Categories: Technology Tags: , ,

The Curiously Limiting Twist for Google Glass Applications.

May 1st, 2013 No comments

There’s little doubt that Google’s Project Glass is going to be a disruptive technology, although whether that comes from revolutionizing the way we interface with technology or more because of the social implications will remain to be seen. Considering that the device has been limited to the technically elite and the few that got in on the #ifhadglass competition (disappointingly restricted to US citizens only) we still don’t have much to go on as to how Glass will function as an everyday technology. Sure we’ve got lots of impressions about it but the device is still very much in the nascent stages of adoption and third party development on the platform is only just starting to occur.

Google Glass Up Close

We do have a much better idea of what is actually behind Google Glass though thanks to the device reaching more people outside the annals of the Googleplex. From what I’ve read it’s comparable to a mid range smartphone in terms of features with 16GB of storage, a 5MP camera capable of taking 720p video and a big enough battery to get you through the day with typical usage. This was pretty much expected given Glass’ size and recent development schedule but what’s really interesting isn’t so much the hardware that’s powering everything, it’s the terms with which Google is letting you interface with it.

Third party applications, which make use of the Mirror API, are forbidden from inserting ads into their applications. Not only that they are also forbidden from sending API data, which can be anything from feature usage to device information like location, to third party advertisers. This does not preclude Google from doing that, indeed the language hinges on the term 3rd party, however it does firmly put the kibosh on any application that attempts to recoup development costs through the use of ads or on-selling user data. Now whether or not you’ll be able to recoup costs by using Google’s AdSense platform remains to be seen but it does seem that Google wants to have total control of the platform and any revenue generated on it from day 1 which may or may not be a bad thing, depending on how you view Google.

What got me though was the strict limitation of Glass only talking to web applications. Whilst this still allows Glass to be extended in many ways that we’re only really beginning to think of it still drastically limits the potential of the platform. For instance my idea of pairing it with a MYO to create a gesture interface (for us anti-social types who’d rather not speak at it constantly) is essentially impossible thanks to this limitation, even though the hardware is perfectly capable of syncing with BlueTooth devices. Theoretically it’d still be possible to accomplish some of that whilst still using a web app but it’d very cumbersome and not at all what I had envisioned when I first thought of pairing the two together.

Of course that’s just a current limitation set by Google and with exploits already winding their way around the Internet it’s not unreasonable to expect that such functionality could be unlocked should you want it. There’s also the real possibility that this limitation is only temporary and once Glass hits general availability later this year it’ll become a much more open platform. Honestly I hope Google does open up Glass to native applications as whilst Glass has enormous amounts of potential in its current form the limitations put a hard upper barrier on what can be accomplished, something which competitors could rapidly capitalize on.

Google aren’t a company to ignore the demands of developers and consumers at large though so should native apps become the missing “killer app” for the platform I can’t imagine they’d stave off enabling them for long. Still the current limitations are a little worrying and I hope that they’re only an artefact of Glass being in its nascent form. Time will tell if this is the case however and the day of reckoning will come later this year when Glass finally becomes generally available.

I’ll probably still pick one up regardless, however.

SpaceShipTwo Undergoes First Powered Flight.

April 30th, 2013 No comments

 

You’d be forgiven for thinking that Virgin Galactic had disappeared into a cloud of vapourware. Whilst they had managed to build, fly and drop test SpaceShipTwo over two years ago there really hadn’t been much more from them since. Sure if you were keen you could find out what they were up to but the majority of the time it was more of the same: dozens of drop tests under their belt with no firm indication of when the next envelope push was going to happen. Indeed the last time I wrote about them was over 2 years ago and every time I wrote a space article since then I’ve always checked up on them to see if anything had changed. Unfortunately nothing did but a couple weeks ago I heard a rumour that they might be doing their first powered test soon.

That rumour appears to have come true.

Virgin Galactic First Powered Flight

WhiteKnightTwo and SpaceShipTwo launched around 8 hours ago and performed their routine ascent up to about 14KMs. Then they separated and shortly afterwards SpaceShipTwo ignited its N2O/Rubber hybrid motor for 16 seconds, propelling it 2.7KMs higher and seeing it reach speeds just over Mach 1. SpaceShipTwo then glided back down to earth for a successful landing, aptly demonstrating the scaled up motor from the original Ansari X-Prize winning craft was quite capable of accomplishing its required task. It’s one thing to read the the text however and another thing altogether to watch it happen:

YouTube Preview Image

It’s a huge step forward for Virgin Galactic as it serves as a solid verification of all the critical systems required in order to get the craft into space. Further testing will see the motor burn for longer and longer each time, pushing SpaceShipTwo ever closer to that goal of passing the Kármán line at 100KM above sea level. Virgin Galactic appears to be quite confident in the craft as they’re planning for a full space flight before the year is out which, if the motor is similarly built to SpaceShipOne’s, would see them ramp the burn time from the paltry 16 seconds we saw today to well over 90 seconds. Considering the rigorous amount of testing SpaceShipTwo has undergone prior to this I can’t see much that would stand in the way of achieving this goal.

Virgin Galactic is going to be the first step in commoditizing space access. Sure right now it’s not much more than a joy ride (although even short suborbital flights can have some good science done with them) but SpaceShipTwo is the first to market in private space travel for regular people and with so many others already throwing their hats in the ring I can’t imagine it’ll stay so expensive for long. I might not be able to afford a ticket yet but I don’t think I’ll be waiting too long for my chance at it and that makes me incredibly excited.

Congratulations Virgin Galactic and godspeed.

Making The Most of BizSpark (or Page Compression, How I Yearn For Thee).

April 29th, 2013 No comments

Since my side projects (including this blog) don’t really have any kind of revenue generation potential I tend to shy away from spending a lot on them, if I can avoid it. This blog is probably the most extravagant of the lot getting its own dedicated server which, I’ll admit, is overkill but I’d had such bad experiences which shared providers before that I’m willing to bear the cost. Cloud hosting on the other hand can get nightmarishly expensive if you don’t keep an eye on it and that was the exact reason I shied away from it for any of my side projects. That was until I got accepted into the Microsoft BizSpark program which came with a decent amount of free usage, enough for me to consider it for my next application.

Azure BizSpark

The Azure benefits for BizSpark are quite decent with a smattering of all their offerings chucked in which would easily be enough to power a nascent start up’s site through the initial idea verification stage. That’s exactly what I’ve been using it for and, as longtime readers will tell you, my experiences have been fairly positive with most of the issues arising from my misappropriation of different technologies. The limits, as I found out recently, are hard and running up against them causes all sorts of undesirable behaviour, especially if you run up against your compute or storage limit. I managed to run up against the former due to a misunderstanding of how a preview technology was billed but I hadn’t hit the latter until last week.

So the BizSpark benefits are pretty generous for SQL storage, giving you access to a couple 5GB databases (or a larger number of smaller 1GB ones) gratis. That sounds like a lot, and indeed it should be sufficient for pretty much any burgeoning application, however mine is based around gathering data from another site and then performing some analytics on it so the amount of data I have is actually quite large. In the beginning this wasn’t much of a problem as I had a lot of headroom however after I made a lot of performance improvements I started gathering data at a much faster rate and the 5GB limit loomed over me. In the space of a couple weeks I managed to fill it completely and had to shut it down lest my inbox get filled with “Database has reached its quota” errors.

Looking over the database in the Azure management studio (strangely one of the few parts of the Azure that still uses Silverlight) showed that one particular table was consuming the majority of the database. Taking a quick look at the rows it was pretty obvious as to why this was the case, I had a couple columns that had lengthy URLs in them and over the 6 million or so records I had this amounted to a huge amount of space being used. No worries I thought, SQL has to have some kind of built in compression to deal with this and so off I went looking for an easy solution.

As it turns out SQL Server does and its implementation would’ve provided the benefits I was looking for without much work on my end. However Azure SQL doesn’t support it and the current solution to this is to implement row based compression inside your application. If you’re straight up dumping large XML files or giant wads of text into SQL rows then this might be of use to you however if you’re trying to compress data at a page level then you’re out of luck, unless you want to code an extravagant solution (like creating a compression dictionary table in the same database, but that’s borderline psycotic if you ask me).

The solution for me was to move said problem table into its own database and, during the migration, trim out all the fat contained within the data. There were multiple columns I never ended up using, the URL fields were all very similar and the largest column, the one most likely causing me to chew through so much space, was no longer needed now that I was able to query that data properly rather than having to work around Azure Table Storage’s limitations. Page compression would’ve been an easy quick fix but it would’ve only been a matter of time before I found myself in the same situation, struggling to find space where I could get it.

For me this experience aptly demonstrated why its good to work within strict constraints as left unchecked these issues would’ve hit me much harder later on. Sure it can feel like I’m spinning my wheels when hitting issues like this is a monthly occurrence but I’m still in the learning stage of this whole thing and lessons learned now are far better than ones I learn when I finally move this thing into production.

 

Surgeon Simulator 2013: BOB I GOT THIS.

April 26th, 2013 No comments

If you’ve ever played QWOP you can understand the appeal of games that are intrinsically badly designed, usually to provide challenge in an otherwise ru rudimentary game. I’m not sure what it is but they seem to trigger the competitive OCD part of my brain, pushing me to master them even though there’s little to be gained since none of the skills gained in these games translate to other titles. They do provide a rather weird sense of enjoyment though, usually when I find a way to beat the system through an emergent property of the game that is, again, due the deliberately bad programming/controls/physics. Surgery Simulator 2013 is yet another title that fits in the “deliberately bad but devilishly fun” genre and I spent some time with it over the past week.

Surgeon Simulator 2013 Screenshot Wallpaper Title Screen

Born out of this year’s Global Game Jam Surgery Simulator 2013 started off as a comical heart transplant simulator where you, an unnamed doctor (or are you? It’s never really made clear), must get a new heart in your patient before they run out of blood. Unlike games like Trauma Centre which attempt to recreate the tension of performing medical procedures like this Surgery Simulator instead puts you incontrol of a single hand that you must use to perform all tasks, one that’s incredibly awkward to control. Still you persevere, performing heart transplants, double kidney replacements and even a brain transplant.

For a game that was originally created in 48 hours I have to say I was very impressed with the graphics in Surgery Simulator 2013. Granted they’re nothing spectacular but the stylization, almost TF2 like in nature, adds to the overall comedic tone. The level of detail in the environments are also quite astounding with all sorts of stuff you’d expect to see in a reception/surgery and, quite surprisingly, most of them functioning in some way. I have to say I didn’t expect any of the floppy disks to work when I put them in the drive, nor the pen to draw on the paper when I first started mucking around.

Surgeon Simulator 2013 Screenshot Wallpaper Frickin Lasers

The premise of Surgery Simulator 2013 is simple: you need to get the new organs in the patient before they run out of blood. This sounds a lot easier than it is as the patient loses blood every time you hack into them and should you be… less careful with where you bash/slash/cut they’ll start to continually lose blood, putting a firm timer on how long you have to complete it. This is made all the more difficult by the controls which aren’t exactly intuitive, especially with the way they interact with the various tools and organs you’ll be working with.

Your hand is controlled by a combination of your keyboard and mouse. The A, W, E, R and Space bar keys represent your fingers which works fairly well although I often found my hand getting out of place after a little while. Your hand’s position and rotation are controlled by the mouse with regular mouse movement changing the overall position, depressing the left mouse button dropping your hand down and the right mouse allowing you to rotate your arm and move your wrist. If this sounds confusing it most certainly is and this is where the challenge comes in, mastering these whacky controls in order to perform the correct actions.

Surgeon Simulator 2013 Screenshot Wallpaper Brain and Hammer

I thought that since I’d played a little bit of the original game I’d be more than capable of doing the same actions in the full version of Surgery Simulator 2013 but I couldn’t have been more wrong. The original was a little more liberal in what you could accomplish without severely injuring your patient like being able to bust open the entire rib cage with a single, well placed hammer strike. Attempting the same thing in this version seemed to do a lot more harm than good, often resulting in ~10% of their blood disappearing and leaving them bleeding rather quickly. It seems that the best way to complete most surgeries was with a light, precise touch, something I didn’t think was actually possible.

So whilst you might be able to accomplish everything by using the power tools to slice and dice your way through and knock organs flying with the hammer should you want to go after any of the numerous achievements you’d be advised to try the light touch and use the scalpel/surgery laser more often. Indeed whilst I might not be at A++ level on any of the surgeries yet I definitely found it a lot easier once I started playing it a little more carefully. There’s also the green syringe on the side which when used on the patient stops any bleeding completely which is a godsend when you’re trying to find out where to cut and failing miserably.

Surgeon Simulator 2013 Screenshot Wallpaper Ambulance Mode

If you’re not finding the regular surgeries much of a challenge then there’s the Ambulance Mode which ratches up the difficult level significantly. You’ll get all the same tools however you’ll be constantly bounced around, moving all your tools around and often throwing something onto/into your patient. You can also lose things out the back of the ambulance, including the organ you’re trying to replace. Whilst it’s not impossible it sure is a damn sight harder, especially when the fire extinguisher keeps landing on your patient’s head.

For a game that was built in 48 hours then polished over the next few months Surgery Simulator is a surprisingly well done game, expertly capturing the “so bad it’s good” idea with it’s awkward control scheme and rediculous game premise. If you’re someone who likes to master the nigh on impossible then there’s a lot to love in Surgery Simulator 2013 and the myraid of achievements is sure to keep you coming back in the hopes of performing the perfect surgery. It’s certainly not a game for everyone, especially if you can’t stand being frustrated by bad controls, but the hilarity that ensues is most definitely worth the price of admission.

Rating: 8.5/10

Surgery Simulator 2013 is available on PC right now for $9.99. Total game time was approximately 2 hours with 29% of the achievements unlocked.

We Actually Do Need New Consoles, Yahtzee.

April 24th, 2013 No comments

It was a late night in March 2007 where deep in the bowels of the Belconnen shopping mall dozens of consoles gamers gathered. I sat there, my extremely patient and soon to be wife by my side, alongside them eagerly awaiting what was to come, adrenaline surging despite the hour rapidly approaching midnight. We were all there for one thing, the release of the PlayStation 3, and just under an hour later all of us would walk out of there with one of them tucked under our arms. I stayed up far too long setting the whole system up only to crash out before I was able to play any games on it. That same PlayStation, the one I paid a ridiculous price for in both cash and sleep, still sits next to my TV today alongside every other current console.

Well, apart from one, the Wii U.

Wii U Failed

The reason behind me regaling you with tales of my more insane gamer years is not to humblebrag my way into some kind of gamer cred, no it’s more to highlight the fact that between then and now 6 years have passed. I’ve seen console games rapidly evolve from the first tentative titles, which barely stressed the hardware, to today’s AAA titles which are exploiting every single aspect of the system that they run on. Back in their day both the PlayStation3 and Xbox360 were computational beasts that could beat most other platforms in raw calculative potential without breaking a sweat. Today however that’s no longer the case with the PC having long retaken that crown and people are starting to notice.

Of course console makers are keenly aware of this and whilst the time between generations is increasing they still see the need to furnish a replacement once the current generation starts getting long in the tooth. Indeed if current rumours are anything to go by we’ll likely see both the PlayStation4 and Xbox-something this year. However the rather lackluster sales of the first installment in next generation consoles (the Nintendo WiiU) has led at least one industry critic to be rather pessimistic about whether the next generation is really needed:

Whatever the case, what lessons can Sony and Microsoft take on board from how their rival has fared, as they prepare to make their moves into the next console generation? Well, there’s one immediately apparent lesson: Don’t start a new fucking console generation, because it’s a bad climate and triple-A gaming is becoming too fat and toxic to support its own weight. If you make triple-A games even more expensive and troublesome to develop – not to mention forcing them to adhere to online and hardware gimmicks that shrink and alienate the potential audience even further – then you will be driving the Titanic smack into another iceberg in the hope that it’ll somehow freeze shut the hole the first one made.

The thing is the problems that are affecting the WiiU don’t really translate to Sony or Microsoft. The WiiU was Nintendo’s half-hearted attempt to recapture the more “hardcore” gaming crowd which, let’s be honest here, was a small minority of their customer based. The Wii was so successful because it appealed to the largest demographic that had yet to be tapped: those who traditionally did not play video games. The WiiU, whilst being comparable to current gen consoles, doesn’t provide enough value to end users in order for them to fork out the cash for an upgrade. That then translates into developers not wanting to touch the platform which starts a vicious downward spiral that’ll be incredibly hard to break from.

However the biggest mistake Yahtzee makes is in assuming the next generation of consoles will be harder to develop for, and this is simply not the case.

Both the Xbox360 and the PlayStation3 are incredibly complicated beasts to program for with the former running on a custom variant of PowerPC and the latter running on Sony’s attempt to develop a supercomputer, the Cell. Both of these had their own quirks, nuances and tricks developers used in order to squeeze more performance out of them, none of which were translatable to any other platform. The next generation however comes to us with a very familiar architecture backing it (x86-64) which has decades, yes decades, of programming optimizations, frameworks and development behind it. Indeed all the investment that game developers have made in PC titles (which they’ve thankfully continued to do despite its diminutive market share) will directly translate to the next generation platforms from Microsoft and Sony. Any work on either platform will also directly translate to the other which is going to make cross-platform releases far cheaper, easier and of much higher quality than they have been previously.

In principle I agree with the idea, we don’t need another generation of consoles like we have in the past where developers are forced to retool and spend the next 2 years catching up to the technology. However the next generation we’re getting is nothing like the past and is shaping up to be a major boon to both developers and consumers. As far as we can tell the PlayStation4 and Durango are going to be nothing like the WiiU with many major developers already on board for both platforms and nary a crazy peripheral has been sighted for either of them. To cite the WiiU as the reason why the next generation isn’t needed is incredibly short sighted as Nintendo has shown it’s no longer in the same market as Sony and Microsoft are.

The current generation of consoles have run their course and its time for their replacements to take the stage. The convergence of technology between the two major platforms will only mean good things for developers and consumers alike. There are issues that are plaguing the wider industry, there’s no doubt about that, and whilst I won’t say that the next generation will be the panacea to their ills it’s good step in the first direction as there’s an incredible amount of savings to be made in developer time from the switch to a more common architecture. Whether that translates into better games or whatever Yahtzee is ultimately lusting after will have to remain to be seen but the next generation is bright light on the horizon, not an iceberg threatening to sink the industry.

The Subtle Effects of Different Lighting on a Subject’s Face.

April 23rd, 2013 No comments

As most readers are aware I’m an incredibly amateur photographer having dabble in it on and off again for the past 5 years but only really started taking it seriously towards the end of last year. I’m still very much in the early stages of my understanding as whilst I can produce some pictures that I (and others) like my hit rate still feels incredibly low, especially when I set out to create a very specific image. A lot of that is comes from my still nascent understanding of how to light subjects properly and how the direction/intensity changes the resulting image.

Now whilst the following video isn’t exactly the greatest introduction on how you should go about lighting your subject (in this a model’s face) it does showcase just how dramatically you can change the resulting image simply by moving the light source:

Showing this to my wife she was adamant that they were splicing video together with different models as the changes are quite dramatic. It is the same person however as if you look at the eyes you can see the light source rotating at a rather impressive clip which is what gives rise to the dramatic changes in shadows. Pausing at different sections also makes it quite clear what the impacts of the direction of light are and how they are reflected in the final image.

I wonder what the effect would be if instead of moving the light they used multiple sources then just cycled through them. Hmmmmm…….

Categories: General Tags: , , ,

Antares A-ONE Launches, Becomes the Aldrin of Private Launch Systems.

April 22nd, 2013 No comments

It’s hard for me to hide my fan boy nature when it comes to private space flight. Whilst all credit must go to Scaled Composites and Virgin Galactic for getting me inspired about all things space they have unfortunately taken a second seat to my current space crush. Not-so-long time readers will know that I’m talking about SpaceX, a company that has shown time and time again that they’re capable of not only developing technology that no private entity had previously but also delivering on their patently crazy promises. However I’m not in favour of monopolies/single points of failure (stemming from my capitalistic/engineering nature respectively) and the more options we have available to us for putting things in space the better.

Today it appears we have another contender: the Orbital Science’s Antares rocket.

antares-rocket-beach-nasa-wallops

Now I’ve only mentioned Orbital Sciences briefly in the past, noting that they won a contract to provide launch capabilities to NASA alongside SpaceX as part of the Commercial Orbital Transportation Services (COTS) program, but their legacy stretches back quite a long way. Founded in 1982 they’ve developed several different launch platforms in tandem with NASA and have also been involved in numerous high profile scientific missions. Most recently they developed the Dawn craft which is currently in the asteroid belt transiting from the asteroid Vesta to the dwarf planet Ceres. Needless to say if anyone has the chops to develop their own launch system it’s orbital sciences and the Antares rocket is their first such system.

On paper it looks to be somewhere between the Falcon 1 and 9 with a total payload to LEO of around 5000kg. The two first stage engines are curious little beasts, originally designed to form the basis of the Russian N-1 rocket that was bound for the moon. Considering that launch system was a dismal failure you’d then have to wonder about them using the engines from it but N-1′s issues were mostly process/design based rather than stemming from issues from one particular component. It also has a slightly wider payload fairing than the Falcon 9 at 3.9m in diameter which could come in handy for certain mission profiles.

The first launch of the Antares (dubbed A-ONE) was scheduled to happen in the middle of last week however some minor technical issues delayed the launch. The rocket itself was fine however one of the umbilical cables disconnected 12 minutes prior to launch, far too early when it usually happens right before lift off. Thankfully this didn’t require the rocket to be stood down and they were able to reschedule it for a couple days later. Unfortunately high winds on the second launch day caused them to issue a no-go due to weather and it was rescheduled for today. Thankfully conditions improved and they were able to launch, making the Antares rocket the second fully private rocket to make it to orbit.

Apart from that it’s still notable for many reasons. If the picture above looks a little unfamiliar to you it’s because the Antares wasn’t launched from the iconic Cape Canaveral. Instead it was launched from NASA’s Wallops Flight Facility located in Virginia, a place that doesn’t usually see rockets of this size. Indeed the Antares rocket is the largest rocket to ever be launched from this facility and will likely become the defacto launch site for the rocket in the future thanks to its much less crowded launch schedule. If all goes to plan this site could see another 2 launches of the Antares rocket this year which would be on par with SpaceX’s rapid turnaround times.

Today marks a great achievement for Orbital Sciences and the greater space industry as it shows that not only is the private space industry viable, it can likely support several competing players. This will only help spur innovation forward as companies look to outpace each other on every aspect. Whilst SpaceX might be the current starlet Orbital Sciences has decades of experience behind them and I can’t imagine them being in the backseat for very long. As always this means that the cost to launch will trend downwards and from there it’s only a matter of time before it reaches the commodity level.

And that, my friends, is really exciting.

 

Categories: Space Tags: , , , ,

Evoland: A Nostalgic Trip Down Memory Lane.

April 19th, 2013 No comments

It really is quite staggering to see how far games have come since I first started playing them nearly 3 decades ago. Even more surprising is how each style of game still has a place in the market today, even those that forego all modern trimmings in favour of recreating those early experiences. Last year saw a bevy of such titles cross my path and I was really quite surprised just how enjoyable revisiting that period of gaming could be. When I first read about Evoland it seemed like an intriguing idea as it would take you through the history of adventure games whilst also telling its own story.

Evoland Screenshot Wallpaper Title Screen

Evoland starts out as a classic Legend of Zelda clone, all the way down to the pixely graphics and limited colour pallette. However as you move around and start finding chests of loot you’re not greeted by additional items to help you on your journey. No instead you will typically get an upgrade to your game experience like the addition of music, better colours and, my personal favourite, extra dimensions. These all build upon each other so as you progress through Evoland it becomes an ever increasingly varied game, one that aptly captures the essence of nearly all adventure games that have come before it.

Considering that Evoland’s primary goal is to take you through the history of adventure games the art style varies wildly from flat, 2D pixel art right up to full 3D environments that are reminiscent of titles like The Longest Journey. The pixelart is quite good, especially after a couple pallette upgrades, but the 3D feels incredibly rudimentary by comparison. It’s somewhat in line with the rest of the game as nothing about Evoland is terribly complicated so it all kind  of fits together, at least enough to carry the overall thrust of the game forward.

Evoland Screenshot Wallpaper Humble Beginnings

In the beginning Evoland is your run of the mill, top down 2D adventure game complete with enemies that run around randomly and you equipped with only a sword with which to dispatch them. It plays exactly like the old Zelda games as well as you’re left to run around the environment looking for the next puzzle that’s blocking your progression. You can also, if you’re so inclined, explore even further to find all the collectibles that are scattered around the map although there’s little reason to do so outside of wanting to complete all the achievements.

The more you play Evoland the complex and nuanced it becomes, something you’ll be acutely aware of because it’ll tell you every time you unlock another game mechanic with an alert plastered across the bottom of the screen. Some of them have obvious and immediate impacts on the way the game plays, like the introduction of a world map which introduces random turn based combat encounters ala Final Fantasy, and others are more subtle like the “Something happened somewhere” alert that indicates you triggered an off screen event.

Evoland Screenshot Wallpaper Turn Based Combat

Initially the introduction of new elements is quite fun as it’s like a whole new game has been opened up for you. However due to the rudimentary nature of Evoland’s many different aspects they quickly start to descend into tedium. The random turn based encounters are probably the best example of this as you can’t walk for more than 10 seconds without one of them occurring. After a while these don’t take too long to resolve but the lack of variety in these encounters means that after the 3rd or 4th fight you’ve seen all the enemies Evoland has to offer and you’re essentially just grinding away XP and glis (a nod to Final Fantasy’s Gil system) which only has a limited amount of utility.

Indeed whilst Evoland is a cohesive game on the surface the actual mechanics of it aren’t exactly uniform across every new iteration. Most dungeons have been designed with a specific idea in mind and whilst some of the abilities will transfer across (like the upgraded combo sword attack) most of them won’t. So whilst one dungeon might give you a health orb rather than the 3 hearts system you’ll likely find that once you go anywhere else the health system du jour is back again. They also all seem to have separate internal values as well as half health in the turn based combat system doesn’t seem to translate to 1.5 hearts in the dungeon system.

Evoland Screenshot Wallpaper Diabloesque Dungeon Crawling

Realistically Evoland is more like 4 distinct games that are loosely tied together by common elements. Viewed like this I’m more inclined to overlook the faults of them not completely interacting with each other. Indeed since the overall thrust of the game is more to take you through the evolution of adventure games rather than provide an in depth experience in each successive iteration of them I’d be missing the point if I judged it on the merits of the individual section’s gameplay. I guess what I’m getting at is if you’re looking for a solid gameplay experience you’re likely to come up short with Evoland, but that’s not the reason you’d play it.

There is some semblance of a story which really only sees development during the last couple sections. It might have been because I named my characters Dudeface, Butts and  Mouman respectively but I didn’t feel any attachment to them nor any real drive to move the story forward apart from the desire to see which game mechanic would be unlocked next. The final boss battle was pretty cool though with the combination of music and larger than life boss aptly capturing the essence of those same encounters in games of yore.

Evoland Screenshot Wallpaper Final Boss

Evoland serves as a great history book, detailing the many transitions that adventure games have undergone during the years. As a game it’s nothing spectacular but the essence of each era of adventure games is captured within each upgrade of the Evoland’s mechanics. There’s a very specific audience in mind for Evoland and it’s for people like me who grew up on all the titles that inspired it. So if you find yourself pining for the golden age of gaming or you’d just like take a trip down memory lane then Evoland is the game for you.

Rating: 7.5/10

Evoland is available on PC right now for $9.99. Total game time was approximately 2 hours with ~83% completion and 34% of the achievements unlocked.