Saturday, April 25, 2015

The Geek Beat:Celluloid Saturday II: Return of the Noob

Celluloid Saturdays: Let's Recycle!

welcome all to another edition of The Geek Beat, your weekly hit of crystal geek persuasion. It's been a while since we did a Celluloid Saturday - last time was when I was enjoying misadventures in Hamburg and didn't have time to write a full blog; this weekend I'm similarly engaged in activities of ill repute so it seems like the perfect time to squeeze in a rerun. 

If I had the time to write a full blog this weekend, naturally I'd be writing about the two seismic trailers that have landed last week. I was majorly impressed with the Force Awakens trailer; regular readers will know that I give the Star Wars movies a little bit of a hard time here and there - only 'cos I love 'em so much. That trailer really hit my sweet spot though and I'm suddenly a lot more excited than I anticipated becoming. I was less enthused about the Bats Vs Supes trailer that also landed - it is early days yet but the whole thing seemed to take itself so seriously that I couldn't help but be reminded of the exhausting grimness of Man of Steel. Man, that film took itself way too seriously but perhaps that's simply the tone these days - news has broken this week that even Frank Miller himself, the progenitor of the dark, gritty Batman way back in 1986's The Dark Knight Returns has returned to the fold. He's penning a theequel to his legendary DC series entitled The Master Race. Word is that this addition to his iconic saga is going to feature an ageing Carrie Kelly (Robin in the The Dark Knight Returns) meaning Bruce Wayne (who was close to daisy-pushing age in the first two books ) may play a less significant role in his own series. Which is kind of how Henry Cavill's Superman must feel for having to share his movie with Batman and the entire Justice League.  

Amidst all the madness I've also managed to squeeze in an IMAX viewing of Avengers: Age of Ultron. I won't say anything too spoilery as it hasn't even released in the States yet but for the most part it was very enjoyable. It's not without a few problems and most of the movie struggles to live up to the first few scenes but that's a blog for another day.

Anyways, onto the film school noobery. In the Celluloid Saturday editions of The Geek Beat I try and post something I've been working on of late along with an archived blog from when I first started getting into videography a couple of years ago. I don't have anything brand new to show at the moment; the writing side of things has kept me busy lately although not nearly as busy as the woes of real life - buuut, you can follow this link to see the last thing I worked on and finished. Enjoy.

https://youtu.be/v4XnnyIQWuo

Back? Okay - let's get down to some noobery then. Cue me, two years ago:

Week 3
Sherlock Holmes once said: 'These are very deep waters indeed' and although I can't fully remember what he was referring to, I'm pretty sure he wasn't talking about commercial video production. The character did exist through the creation of the telephone and the motor vehicle but didn't quite stretch to the video camera. But, pointless digression aside, he was correct as usual because these are deep waters indeed, for me at least. Sound is the topic today, something I until very recently knew very little about apart from the fact that like (some) water, it travels in waves. But so do Space Invaders and I know more about them than sound...

After Tuesday's class and some subsequent research I feel a little more comfortable with some of the terminology and concepts that surround sound (lol) such as microphone selection and placement; venue/environment setting and ideal decibel ranges. I have to admit that I never thought that a surplus of soft furnishings could adversely affect sound quality by 'deadening' the sound waves within a space but according to Television Production this can be the case. The shotgun mic seems to be the most versatile (or at least, most widely used) of the sound apparatus that we examined and I'm looking forwards to getting my hands on one in the near future and having a chance to experiment. 

Moving around the college on Tuesday, aiming to take a range of shots building on the previous week's work was much more familiar territory. We may not have got as many shots and angles as the other group but I was pleased with our commitment to following other elements that we've studied rather than simply just stacking up shots: exposure, framing, focus and composition. We performed white balances, continually considered the rule of thirds and came away with a few shots, a couple of which were visually impressive. At least to this noob anyway! I enjoyed the task and the work processes, the other two guys seem to have a similar outlook to me which is reassuring. 

One thing did come up in discussion on the shoot that I hadn't really considered and has been weighing on my mind for the rest of the week. Anybody that knows me will attest that for years now I've 'suffered' with Shaky Hand Syndrome to various degrees. No matter how much I avoid caffeine and (try to) live healthily it seems to come and go at will. Having listened to Scott's experiences over the last few weeks I don't think I'd considered just how much handheld camera work I might be expected to do. At the moment I'm not even sure whether these tiny tremors would even register BUT the camera is such a sensitive instrument I'm pretty sure it would be noticeable. I know I'm making light of it but it is something that concerns me a little.

Maybe I'll build an exoskeleton steadicam rig that I'll have fused permanently to my body; I'll look like Matt Damon in Elysium but with more hair and cameras.

If that's what it takes...

Anyway. Thanks for reading, that's all from The Noob this week.

Week 4
No puns about how illuminating the whole experience was but in all seriousness, this week's lecture on lighting was like finding the gates of Shangri La: there was a point when I was looking at the viewing panel before we made a few adjustments to the three-lighting system (more on that later) including turning on the Fill light; I looked back a moment later and the transformation was pretty amazing. I know that my vocabulary can be prone to occasional bouts of hyperbole but I'm not exaggerating when I say that in my (limited) experience thus far, lighting is the element that most intrigues me; a simple shot of (I think it was) Mike, framed for an interview suddenly looked incredibly professional with the addition of a well-lit environment. 

Having then, seen first-hand the transformative effects that a standard three-point lighting setup can achieve I'm quite excited by the prospect of further experimentation. As well as simply providing adequate  lighting to properly shoot a subject, lighting can of course be used to create atmosphere and develop mise-en-scene. By changing the relative positions of the Key light (strong, direct lighting of the subject), the Fill light, (softer, diffused light intended to dispel some of the harsher shadows created by the Key) the Back light (the third light of the three, no less important as it allows you to separate the subject from the background - would this be of especial use in deeper focus shots?) and in some cases, Background lighting, you can achieve a wide array of subtle enhancements. It would have been nice if we would have had more time to experiment with this aspect but sadly that was not to be. Hopefully that's something we get to experience in a future class and if not I'm sure I'll be able to find an opportunity at some point...

One such moment came and went later this week; I was scheduled to shoot some green screen stuff at work with a new green screen kit I'd ordered, (only a inexpensive model, public sector budget and all that!) I'd spoken to Scott who advised me that green screen shooting was slightly different, (depending of course on the amount of lights you have available. I had three as it turned out) and that with limited lights it was prudent to light the subject but use a light purely to light the screen, chiefly to aid the keying process. As it turned out the lights were limited; so limited that they didn't work! Hopefully next week I can rig them up and have a play to look at the various achievable effects.

This week's puzzling conundrum that Scott left us with was the (fairly frequent I imagine) issue of lighting more than one subject. With lighting being such a precision procedure that is also relatively tech-heavy (I find it amusing that camerawork can require only one camera but up to three or four times the lights) the conventional wisdom decrees that one subject needing three lights equates to two subjects needing six and so on and so forth! Gladly this isn't always the case; astute lighting setups often use one light for multiple functions: for example in a two-subject shot, the Key light for one subject can also substitute as the back light for another as the diagram below illustrates:



The same is true of shots with multiple subjects where the process becomes more 'zonal' (that's NoobTalk by the way, don't quote me!) meaning that one Key covers several subjects. See below:

 **OOPS, SORRY, LOST THIS ONE!**

Whilst this is undoubtedly a good thing as it cuts down on the need for excessive lighting and therefore general overheads, (where would you store them all?) it does demonstrate just how much pre-planning needs to go into a lighting plan to ensure that every subject is it to the specifications of the shot. Despite the fact that it is a little daunting I do find the whole idea rather geekily exciting and can't wait to experiment further. Perhaps I should change the blog title to Random Notes from a Lighting Geek.

Perhaps that would be slightly premature.

Anyway, until next week. 

The Noob.

Back to 2015 me. The non-Noob? That's all for the blog this week. Be sure to head back next week for more Geek Beat awesomeness!


That's all from The Geek Beat this week folks. Any inaccuracies are a failing of my memory or bad Googling. 

Head back this way next week to see what's new with April's RETRObituary - Retro game goodness!

Until then be sure to follow me making plans and hatching schemes @vertigoDC on Twitter. Many Bothans died for those plans. But who cares about that? Also be sure to follow our journey to get a film and comic book project out to the masses @The_ANA_Project. Later!




Saturday, April 11, 2015

The Geek Beat: Inspiring ANA


The ANA Project: Inspiring ANA

Welcome to The Geek Beat, your  central point for all of the geek-related things that are good in your life. Think of this blog as a venn diagram of awesomeness where all of the cool little robots of geekdom converge to transform into one mega robot that could kick anybody's ass. (That's right, The Geek Beat's in a combative mood today!) As a kid, I never understood why Voltron, Superion from Transformers or the giant robot that the Mighty Morphin Power Rangers used even bothered with pissy-small individual robot modes when you could basically stomp around as a giant robo-god, smashing up stuff to your heart's content. I also used to get vexed that the bad guy monster or robot would just stand there, presumably picking their nose whilst they let the insignificant little robots undergo the intricate and often lengthy process of interlocking into a megabot that would invariably smash them to pieces. Bad guys are stupid.


Yeah, I'll just let him finish up assembling so he can punch me with that giant  robotic lion fist... 

Anyway, I haven't blogged about the ANA project since mid-Feb so I figured an update was due. Thanks to the kindly retweeting of none other than Neil Gaiman himself I know lots and lots of you did the read the original blog, even if I couldn't say too much at the time due to copyrighty things. (Thanks BTW to those of you that are coming back to check the blog weekly, reads are in the thousands which  is pretty pleasing considering I haven't been doing this that long.) For those of you that are reading about ANA for the first time, let me fill you in: The ANA project is a hybrid indie graphic novel/film collaboration that I've been part of for the past nine months or so. My main role so far has been as the project's writer - I've now finished all four issues of the graphic novel and completed a screenplay that fits within the overall story. I'm also part of the production team which believe it or not is way more work than you would imagine; I always thought producers basically let the director, cast and crew make the movie whilst they chomped cigars and did casting calls whilst skinny-dipping in pools filled with money. As yet I haven't got to do any of those things but I'm secretly hoping that's because I have yet to prove myself in some dark and primal rite of passage that concludes with me being being afforded the aforementioned. Hope springs eternal, right?


The ANA production team: Built for skinny-dipping

I'm still not going to say too much about the venture itself at this stage; it's very early in the project's life cycle to start spilling all of the good stuff but I will tell you this: ANA is a story based in a world not too far removed from our own; a world where the planet's population haven't really managed to get a handle on their problems resulting in some pretty dark times. I realise this sounds a little cliched and I accept that this post-civilisation story has been told many times before... but I do believe that our take on this genre is a fresh one: it uses a high concept idea that plays with the notion of memory which I won't get into just yet; also, we've really tried to avoid some of those tired comic book tropes too such as the females being scantily and impractically clad or requiring a male to save them; when you couple that with the fairly unique multimedia approach we're taking with the project I really think it offers something different. Hey, if I didn't, I wouldn't be doing it.

So this blog is going to essentially be two parts: I'm going to give you a quick update on the project itself, then I'm going to wax lyrical for a little while on some of our influences, however leftfield or slight - just to give you an idea of where we're coming from. 

Production itself is moving apace - as previously mentioned the bulk of the scripting is done; the core production team met in person for the first time this week and started to discuss PR and funding strategies. We also ate biscuits. Lots of them. There's a lot more going on behind the scenes however. Over in Italy our artist is quietly working away on concept art for the comic book series whilst over here in the UK, down in London the project's lead producer has assembled a production manger, a costume artist and a storyboard artist to begin bringing the screenplay element to life. Up here in the Midlands I'm working on a hush-hush ANA-related project that hopefully can be divulged in next month's ANA blog.  Exciting times.


  Our storyboard artist, hard at work. If you draw it, they will come...

Whilst we're in the very early stages of development at the moment, there are interesting happenings occurring all the time. To be part of it, be sure to follow our newly-launched profile on Twitter. We literally only went live a couple of days ago so you really are becoming part of the project from the very beginning. It's going to be an amazing journey bringing this enterprise to life and it'd be cool if you were with us dear reader. Find us @The_ANA_Project - right now we're Twitter's best kept secret but we'll give that anonymity up in a heartbeart to have you along for the ride. 

So that's where things lie with the project as it presently stands - which makes for a pretty short edition of The Geek Beat this week, but don't worry reader - I'm not goin' to do you like that; even though Daredevil is calling me from Netflix (just watched the first episode and it was ace) I'm not going to depart without giving you a little more. Before I leave I'm going to talk a little about influences. I've already mentioned that ANA is in the tradition of other post-civilisation stories and because there's been so many post-apocalyptic films, comics, books and video games there are of course influences that we as creators draw upon. After all, no writer writes in a vacuum. Some writers may use a vacuum cleaner to erm, unblock the sexual energy that's preventing them from getting past their writer's block but I would know nothing about that. These influences also pertain solely to me - the creation of comic books and films is a collaborative business and therefore multiple creators bring their own talents and influences to bear; perhaps I'll look at the texts that have inspired some of my collaborators in a future blog but for the present I'm going to stick with a few that have influenced me:

Firstly, for me, you can't have a discussion about the post-civilisation genre without mentioning Cormac McCarthy's seminal novel, The Road. Whilst the film adaptation didn't really float my boat the book is one of my all-time favourites, despite being about as cheery as a pop-up-book about dead kittens. The tragic story of one man's journey with his son across a post-apocalyptic wasteland is so desperately miserable that if the prose within didn't possess such terrible beauty then I may have never made it to the other side in one piece. As it turns out, I didn't. The book left me emotionally in bits in the way that only truly great writing can. If you've never read it - do so. Unless you have habitual mood swings or suffer from depression or take anti-depressants or just don't like great books. Here's a passage:


'He walked out in the gray light and stood and he saw for a brief moment the absolute truth of the world. The cold relentless circling of the intestate earth. Darkness implacable. The blind dogs of the sun in their running. The crushing black vacuum of the universe. And somewhere two hunted animals trembling like ground-foxes in their cover. Borrowed time and borrowed world and borrowed eyes with which to sorrow it'

Unsurprisingly the book won a Pulitzer Prize. The beauty of McCarthy's prose is unyielding as are the torments that he subjects his characters to. The climax in fact is so emotionally affecting that years later I remember exactly where and when I was at the moment I read it. And that means it's good writing.

You should probably dress in black when you read it too.

       Video games have done a great job during their relatively short time as a medium to recreate the dark possibilities that a post-civilisation world may hold. The Fallout series of games are especially memorable; my two favourite elements of those games are the scavenging - an in-game system that reflects the nature of the advanced technological world that we inhabit; I also loved the sheer scope of the game. Your equipment degrades over time and weapons, rations and spare parts are in very limited supply. As far as post-apocalyptic aesthetics go, Destiny is a visual influence- whilst I wasn't overly enamoured with the game itself, I was very taken with the design of the Hunter class. Scavenged HazMat suits, random pieces of composite armour, worn cloaks and hoods; a perfect blend of a cool-looking aesthetic that has practical roots when compared to some of the more ostentatious post-apocalyptic costumery such as Gears of War or erm, Pokemon. 

Great costume design, shame about the game...

It's important to me that for the sake of audience immersion that the world seems 'lived-in'. One of the biggest mistakes that George Lucas made (besides Jar-Jar) was to turn the grubby world of Star Wars into some gleaming, clean utopia. It screamed so loudly of a lack of authenticity that you could have heard it over a million voices all crying out in terror. Looking back at that line now I wonder if Obi-Wan Kenobi wasn't experiencing the loss of Alderaan through the Force but instead was somehow prophesying the prequel trilogy.  

Anyway, there are of course movies too but that's a much longer list for another day and frankly, Daredevil is calling. Be sure to follow @The _ANA_Project on Twitter for regular updates. Next week on The Geek Beat sees the return of Celluloid Saturday where I regale you with whatever filmmaking and videography stuff that I'm noodling with at the moment and give you a glimpse into my noob past. Look forward to seeing you then. Until next time! 

Ooh, almost forgot. Concept art changes all the time, but here's a little nugget from our artist. Things will probably change as they always do but here's a sneaky glimpse at one of the designs for a character from the ANA project. Enjoy!





That's all from The Geek Beat this week folks. Any inaccuracies are a failing of my memory or bad Googling. 

Head back this way next week to see what's new with Celluloid Saturday and my latest videography projects.   

Until then be sure to follow me @vertigoDC. I'm quite possibly going to explode if you don't. Bye bye!
   
      

Friday, April 3, 2015

The Geek Beat: RETRObituary - March 2015



Welcome to the RETRObituary: March Edition!

Before we get started this month, an urgent appeal: if anyone, anywhere knows of a website out there that databases Speccy, C64, Amstrad CPC games by month of release then I'd love to know. The RETRObituary is a little too focused on console releases so far - whereas I'd love to look at some of the old 8-bit home computer releases, but can't find a decent resource anywhere. If you do know of one, hit me up on Twitter @vertigoDC and let me know. We'll be pals for life! On with the show...

Hey all – welcome to this week’s edition of The Geek Beat: your weekly fix of sweet, sweet geek. Up this week is March’s RETRObituary – where we jump in the Geek Beat Delorean, dial it up to 88MPH and blast back in time to review classic video games of yesteryear. If you’re a regular reader you’ll know the drill by now: focusing only on games released in the title month we hop back down the time tunnel in five-year increments, checking out the classics that may or may not have lingered long in our memories. Some of the dearly departed are celebrated to this day, trailblazers that heralded a new dawn for the medium of computer and video games; others are less memorable – they lurk at the periphery of our consciousness – fleeting video game memories too intangible to grasp: like a riddle, wrapped in an sphinx-shaped enigma that inhabits the intangible equator where dreams dwell within dreams.

So we Google those ones.

At this point I should probably apologise for the lateness of this blog. I’m well aware that it’s a March feature arriving in April; I could put this down to scheduling issues – my fellow collaborator on this blog, @shaune_gilbert and I have full schedules; we’re busier than a recycled environment from Dragon Age II. (five minutes thought and that was the best I could do…) I could blame our sloppy timekeeping on just not having spare time or the emulator issues that I was tweeting about on Monday night but then everybody knows that time - from a non-linear, non-subjective viewpoint, it’s more like a big ball of wibbly wobbly time-y, wimey… stuff. According to The Doctor of course. Which I think would negate my argument if I only understood what it meant. How is it that The Doctor knows so much about time and space and everything yet he didn’t figure that regenerating into Peter Capaldi would be a bad idea?

Anyway, onto the games:

2010: Assassin’s Creed 2 – PC/Dragon Age: Awakenings - multiformat

@vertigoDC

Five years ago this month saw a spattering of releases: Assassin’s Creed 2 launched on PC; I played the game on Playstation 3 (I think) although I didn’t finish it. For me, I’ve always found the Assassin’s Creed franchise to be plagued with the slight odour of missed opportunity – a bit like that talented guy you knew at school who somehow ended up flipping burgers when he had so much more potential. I never finished the first game because it was so repetitive – it had fun combat moves but even they became monotonous after a while; it was an interesting if unoriginal parry/counter system that was okay for a while before you realised that ultimately it was about as deep as the Rex Kwan Do fighting system


                                           For the love of all that is holy, please follow the link... 

 Going back to the game itself though: It was like being trapped in some sort of horrific statis-lock: A sort of digital Groundhog Day without the obvious benefits of Bill Murray. Whilst the second game improved on this to some degree, I still didn’t complete it for the same reasons: that wash-rinse-repeat cycle of missions soon got boring. It seems to me that Ubisoft have never really got past this issue: last year’s release of Watch Dogs was possibly the most overhyped game since pretty much every Fable game ever – it was outdone in every department by rival sandbox title GTA V, despite the latter debuting on last-generation consoles.

              Did someone say 'overhyped'?

So I wasn’t playing much of Assassin’s Creed 2 back in 2010. That year did give me occasion to go back and visit one of my all-time favourite game worlds however: Ferelden, the oft-beleaguered, war-torn realm of the Dragon Age universe, home to all manner of interesting inhabitants, from lowly brigands to exultant kings.  Dragon Age: Origins, the first title in the series actually launched back in 2009 – Awakening was a major DLC launched in 2010 to accompany the main title. I wouldn’t normally count DLC as a game release but this was huge – probably the biggest piece of DLC I’ve ever played. The price reflected it; I remember it being about twenty quid – quite steep for 2009, although considering that we were plunging into the abyss of a global financial crisis at the time, twenty quid suddenly became a lot of money. At one point I think that two ten pound notes would have brought you most of mainland Europe. Or eighty percent of the British banking sector.

I digress. It was a huge game, worth a mention because in many ways it set the tone for me personally with regards to what good DLC should look like: extra content that added tens of hours of playtime onto the life of your favourite game rather than an alternative outfit for your character or a bonus level that you can zoom through in a couple of hours leaving you the rest of the afternoon to curse the game developers for their black-hearted larceny.


   At least, that's why i remember liking it... Unless there was something else...

Whether Bioware still intend to carry on in this fine tradition remains to be seen; the first piece of DLC for last year’s Game-of-the-Year-but-only-because-there-was-nothing-else-out-there-worth-awarding, Dragon Age: Inquisition, has just dropped on Xbox One and PC – however, early reports suggest that it’s no Awakenings; PS4 players have to wait an extra month because of one of those tiresome exclusivity contracts – you know, the ones that are like the video games equivalent to locking you into an iron-shod chastity belt whilst Kate Moss does a teasing dance right in front of you. Why do game developers and publishers do that? Surely they realise that it creates more ill will towards them than any kind of envious desire. Case in point: when I heard that Inquistion’s DLC was arriving on Xbox One a month or two before it dropped on the PS4, I wasn’t suddenly filled with a great and unending regret that I’d brought it for the wrong console – I was just mildly annoyed for about twelve seconds before I kicked the big, fat Microsoft machine whilst it glared at me balefully through its Orwellian-Big Brother-is-watching Kinect eye, its HAL-like features making silent promises that one day it would be my superior and how, in the fullness of time I would surely learn to fear its terrible wrath. Meanwhile the Playstation just looked on smugly like the superior sibling that knows its parents love it more, smiling superciliously at the once-mighty Xbox One, reduced now to little more than an occasionally-kicked, overly expensive, voice-activated remote control for my Sky box.

If I was going to put it another way (and it looks like I am) then my Playstation would be the Salacious B. Crumb to my Jabba the Hutt – tittering gleefully as I repurposed my Xbox Artoo Detoo into a roving drinks cabinet. Or something. I’m not quite sure how a point about the evils of timed-exclusive releases led to me comparing myself to Jabba the Hutt. Perhaps we should move on.


    ...Or maybe consider a different metaphor altogether?

Honourable Mentions: Just Cause 2 - multi-format, Final Fantasy XIII - multi-format


2005: God of War - PS2

@shaune_gilbert remembers this classic PS2 mythological brawler...

Wow!!! Blood, boobs and blades, what more you want!?!

What an introduction to a game, firstly there’s an apparent suicide by the old walking off a cliff routine (classic) then  you face off almost immediately against a huge hydra, a mythical three headed beastie of the sea, you kill the first two heads by impaling their heads to a ship’s deck with some sort of cargo rigging, then there’s the 3rd head which is bigger and badder than the ‘lesser’ two, you kill him by impaling him on the splintered mast of the ship through the beasties eye socket and skull. Once done and you’ve taken a quick  breath to think what the fuck just happened? -  the two ‘lesser ‘ heads explode in a bloody mess and then to move on what’s the obvious thing to do….that’s right have a stroll into the mouth of the dead hydra to fetch a key..Duh!!!


               Now there's a Hydra I would Hail...

So how’s that for an intro level and your basic training? You know you’re gonna have a great time with this game when heads explode, right? It's like, one of the founding laws of the universe!

There are ‘minigames’ when certain characters are almost dead, think of it as akin to mortal kombat finishers. For example, Cyclops: you’ll climb him and stab the eye out in all its bloody goriness, same for Minotaur’s  - but this time you knock him over and stab him through his mouth, into his neck...nice...lol

 Narrator is kindergarten cop head teacher. Actress  Linda Hunt. The score I remember being very filmic and dramatic.I also remember being in awe of the size and scale of this game, the gods and use of mythology is awesome. The size of the Titan Cronos crawling with Pandora’s Temple upon his back just blew me away, biggest thing I’d seen on PS2, it blew away the giants of that great game Colossus.
Those that loved Greek mythological creatures were in for a treat, there was:
Medusa, Cyclops, The Harpies, Wraiths, Sirens, 3-Headed Dogs, Centaurs and many more.

Editor's Note: At this point in his review, Shaune's PSN download of the game kept crashing so that's all you get. On another note, I'm quite relieved as I was getting alarmed at just how gleefully bloodthirsty my friend was sounding. Shaune, next time you come round you may notice that there'll be nothing sharp within the house. 

Coincidence buddy. Pure coincidence.

Seriously though, what is up with PSN? First they give our data away to hackers, then they screw up my pal's download. And where's this new series of 'Powers' you promised here in the UK you ass-clowns?  

Honourable Mentions: Devil May Cry 3 - PS3, Mortal Kombat: Deception – Gamecube, Star Wars: Republic Commando – PC, Need for Speed Underground: Rivals – PSP, TimeSplitters: Future Perfect – multiformat, Dynasty Warriors 5 – PS2, FIFA Street – multiformat, LEGO Star Wars - multiformat

2000: Star Wars Episode I: Jedi Power Battles – PS1

@vertigoDC

Remember earlier I talked about those games that were best left forgotten? Unless you’re of a certain vintage you’ve probably never heard of this turn-of-the century platforming/brawling hybrid. Based on possibly the most derided movie of all time, Jedi Power Battles had you choosing from a selection of the Jedi Council’s finest: Young Padawan, Obi-Wan Kenobi, the only member of the Jedi Order who was able to rock three truly shocking hairstyles – all at the same time; Maverick Master Qui-Gonn Jinn who ascribed to something called the ‘Living Force’ – an aspect of the Force that allowed him and subsequent Jedi to communicate from beyond the grave – so it appears we have Qui-Gonn to thank not only for bringing the annoying Jake Lloyd into the franchise as a young Anakin, but also for Hayden Christiansen as an older version gurning at us as a force ghost at the end of Return of the Jedi. Thanks a bunch Qui-Gonn; rounding out the jedi roster were slap-headed puppet pal, Mace Windu and Plo Koon and Adi Gallia, two other Jedi with equally silly names.



    More crimes against haircuts in a single'do than the eighties managed in a whole decade...   

The game itself consisted of you and a buddy working your way through a rough approximation of the Episode I storyline; you began on the battle droid ship above Naboo and the game’s final level was of course the climactic battle with Darth Maul. You could actually unlock Maul upon completing the game but only with his single-bladed lightsaber which is akin to winning the lottery but only being allowed to spend the winnings on stained underwear. All of the standard features that you’d expect from a game featuring Jedi were present - force powers that were upgradeable between levels, whirling lightsaber action that could decimate most enemies in glee-inducing fashion, stoic, joyless, Jedi conversations that had you were wishing you were a Rodian in a cantina just so Han could shoot first. 


                                      

In actual fact, the Jedi could do most stuff in the game… apart from jumping that is. Remember how you sat slumped in your chair over the course of the prequel trilogy, resisting the urge to facepalm yourself into a blissful numbness as the Jedi Masters were slowly emasculated movie by movie, seemingly unable to do anything but talk shit, procrastinate and ultimately get slaughtered in the face of a few battle droids and winged moth-things whilst the Dark Lord of the Sith slowly amassed power and turned the Chosen One to the dark side right under their noses? Well, for whatever reason LucasArts decided they couldn’t fit all of this monumental lameness into the game so they just made the Jedi characters unable to jump. I mean, they could try, they just weren’t very good at it. Couple this with some truly awful automatic camera issues and you were in for some truly frustrating platforming.


     They can kill stuff with but a thought. Just don't ask them to jump. Or hop. Or even skip a little...

I recall one level in particular towards the game’s climax where you had to scale the walls of Theed Palace on Naboo – halfway through the level’s most difficult jump the camera would automatically swoop around and you’d have to manually correct the direction of your jump to match. Which was almost impossible, and I’m not talking there’s-no-way-the-Dark-Lord-of-the-Sith-could-be-my-father-because-my-trusted-mentor-would-have-definitely-told-me-that-one-impossible, I mean really impossible. All I’m saying is that the LucasArts programmer who put that in the game, then made sure it somehow got past quality control must have really hated people. I mean, this is all conjecture but he may have been some sort of Misery Demon that fed off human anguish or maybe he just found out that his wife preferred the company of other men. Either way it made for a brutally difficult endgame – Star Wars Episode 1: Jedi Power Battles enjoyed an average reception, possibly because everyone just got fed up of its overly long title; it joined quite a few Episode 1 inspired games by revelling in mediocrity. Insert mandatory joke about the film here…


Honourable Mentions: Smackdown! – PS1, Wario Land 3 – Japan, Gameboy Colour, Tekken Tag Tournament – PS2

1995:  Tekken – PS1

@vertigoDC

Tekken first hit home consoles in Japan twenty years ago this March before being released for other territories later in the year. Although it wasn’t the first 3D fighting game (that honour went to Sega’s Virtua Fighter) it soon became the most popular, ultimately earning a place in the Guinness Book of Records for becoming the first Playstation title to sell a million copies. Although the story and the character roster clearly relied on a mixture of the same tired tropes (an international fighting tournament, a hero fighting for revenge) and traditionally oddball Japanese wackiness (one of the fighters was a bear) what really made Tekken appealing to players was its realism. The button interface differed from other fighting games – instead of having inputs to represent power in the Streetfighter II mould, Tekken chose to allow each of its four buttons to represent a limb. It sounds like a small difference but its intuitive nature markedly changed the feel of the game; attacks and combos occurred more naturally and the player had a greater sense of agency. Couple this with Tekken’s more realistic fighting styles and the game was an instant hit. Whilst the Streetfighter franchise (although as popular as ever) was becoming more and more ridiculous with its characters and movesets (I remember playing one of the turbo editions at my local arcade where Zangief could do a mid-air lariat whilst farting flames), Tekken’s grounded fighting styles with moves heavily rooted in traditional martial arts systems found a groundswell of appreciation.


 So, the bear enters a martial arts tournament to battle a cybernetic ninja. Like I was saying... realism, you know?


Although Tekken’s graphics were nothing to write home about, (they were pretty fugly, even by 1995’s standards) the game became a smash hit, spawning sequels that are still being released to this day. During the series twenty year history the games have experimented with tag fighting, scroll-along beat-em ups and even modified versions of bowling and volleyball; as well as this Tekken has also spawned numerous spin-off movies and games outside of the traditional fighting genre. A couple of years ago Namco released a physical/digital card game variant that I played to death for a couple of months until I got into the top hundred in the world. It was pretty neat to tell my friends that I was one of the best Tekken players on the planet, even if I didn’t tell them that it actually meant that in reality I was basically super good at Rock Paper Scissors.


             Sadly, I was less good at the actual game...


Honourable Mentions: Panzer Dragoon – Saturn, Chrono Trigger – SNES, Mega Man 7 – SNES, Super Sidekicks 3 – Arcade, World Heroes – Neo Geo CD, Fatal Fury 3 - Arcade

1990 – After burner II – Megadrive

@vertigoDC

Although I’ve never actually played After Burner II, from what I’ve read (on the excellent Hardcoregaming101) the game is almost identical to its predecessor, a third-person Top Gun-inspired shoot em-up where you control a fighter jet against unending hordes of enemies. I did play the original After Burner a lot, original as it munched my twenty pence pieces in the arcades that would roll up when the fair came to town and later when I had the rather fun port for my trusty old Atari ST back in the early nineties. I remember those days fondly: visiting an amusement arcade was like stepping into the near-future of gaming: huge sprites and crazy colour palettes; mind-boggling 3D and digitised sound; games that pretty much forced you into forking over more cash if you wanted to explore later-game content. The last one sounds suspiciously like DLC again but it wasn’t – in order to monetise the arcade industry and keep young customers like me reaching into their pockets, they simply made games ridiculously hard.  

After Burner (and presumably its cloned sequel, After Burner II) was one of those games. Created in 1987 by Sega who were the undisputed kings of the arcade developers during this era, the game threw wave after wave of enemies at your lone fighter jet until the screen was awash with enemies and inevitably, you’d find yourself fumbling for another twenty pence as your burning plane plummeted once more from the sky. The Megadrive port finally arrived twenty-five years ago this very month.

                 Just give us yer cash already...

Why Sega felt the need to release a slightly-souped up version of the original After Burner with a couple of extra levels and market it as a full sequel I don’t know. Well, I can guess: it starts with ‘cash’ and ends with ‘money’ but how they got away with it I know not either. One other easter egg of an addition to the ‘sequel’ that you’ll appreciate if you’re an 80s arcade child like me is the sequences shown between levels where the fighter jet lands and there are cameos from a couple of Sega’s other iconic arcade vehicles – namely, the motorcycle from Hang-On and the Ferrari Testarossa from Outrun.


  There aren't many people in the world that would find this fleeting cameo strangely exciting. And then there's me.  

The series’ legacy is more than just being loosely affiliated with that stable of classic eighties Sega arcade games; although not an official sequel, (although After Burner III did eventually follow in 1992) Sega launched G-LOC: Air Battle in arcades from 1990 onwards – an After Burner game in all but name, the deluxe R360 cabinet had two automated axes of movement allowing you to fly upside down in the cabinet. Sega World, which lived at a bowling alley near to me had one of these beasts and I still remember the gravity-defying feats that you could pull to this very day. Man, I loved Sega World. The R360. Eight way Daytona USA. Virtua Racer, Virtua Fighter - that place was my childhood equivalent of Willy Wonka’s chocolate factory. Speaking of prodigious yet eccentric weirdos who occupied fantastical realms beyond imagination, I bet Michael Jackson had a G -LOC R360 in his Neverland arcade. If you’ve never taken the virtual tour of Jacko’s realm of video game nirvana I strongly urge you to follow the link – if you’re of a similar vintage to me, then it’ll be like all of your inner-eleven year old’s dreams are finally coming true.

     I don't use the term 'left agog' for just anything you know. But this...
     
For an arcade like that I would have risked a trip to Neverland. Hell, I would have even have drank the jesus-juice. But, who am I kidding? My parents would never have let me travel halfway across the world to stay with some weird oddball benefactor - because sadly, they were far too responsible and because also I don't exist within the pages of a Roald Dahl novel.

         ...but if I did it'd be this one. I'd never need to hunt for pharmaceutical-grade happy pills again!




That's all from The Geek Beat this week folks. Any inaccuracies are a failing of my memory or bad Googling. 

Head back this way next week to see what's new with ANA, my latest writing project.   

Until then be sure to follow me @vertigoDC. I'm quite possibly Twitter's best kept secret. Peace.