Parallax View

Casual Game: Rhythm Heaven Parallax View Sounds like the name of a bad 80s movie, right? This theory actually belongs to Slavoj Zizek and is mentioned in Ian Bogost’s How to do things with Videogames. According to Zizek, “The common definition of parallax is: the apparent displacement of an object (the shift of its position against a background), … Continue reading “Parallax View”

Casual Game: Rhythm Heaven

Parallax View

Sounds like the name of a bad 80s movie, right? This theory actually belongs to Slavoj Zizek and is mentioned in Ian Bogost’s How to do things with Videogames. According to Zizek, “The common definition of parallax is: the apparent displacement of an object (the shift of its position against a background), caused by a change in observational position that provides a new line of sight.” Zizek goes on to establish a philosophical twist on the term, but that does not apply to video games as much as it does to life.

Bogost uses the term, parallax view, to describe the experience of playing Rhythm Heaven. According to Bogost, the term represents, “a shifting perspective between two points without synthesis.” This is true, because as mentioned in an earlier post, Rhythm Heaven allows the player to experience music simultaneously as actor (characters) and instrument (DS stick). This game makes music operational through distorted abstractions with bizarre characters and strange character movements that align to a specific rhythm in a song. The character and the song may not necessarily go together, but the player must connect the character’s actions and the rhythm in order to successfully complete a level. Sometimes the distortion becomes too much and it’s easier to close your eyes and tap along to the rhythm instead.

Strangely, it isn’t always easier to play the game without the visuals. Although some can play the game without looking at the visuals, the visuals do help in cueing the player when a beat is about to drop or change.  For example, Karate Joe is typically seen hitting pots like the one below.

However, when that pot changes into a barrel, the player knows to expect a change in rhythm and prepare his or her wrist to flick the screen differently. Without this visual cue, it’s almost impossible to know what’s coming up. The visuals and the music sometimes work against each other since the player must pay attention to both simultaneously, which can be confusing! The overlap of senses – sight and sound – can sometimes be overstimulating since there is no synthesis between the two. The player must focus on both the character and the music in order to survive.

http://www.lacan.com/zizparallax.htm

A Parallax View by Slavoj Zizek

 

It’s all in the wrist!

Casual Game: Rhythm Heaven It’s all in the wrist! This game can be categorised under the genre rhythm action, which Ian Bogost mentions in How to do things with Videogames (Bogost, 32). When playing Rhythm Heaven, “you see, feel, and hear the musical patterns in a song that otherwise go unnoticed, blending into the overall flow and feel of its … Continue reading “It’s all in the wrist!”

Casual Game: Rhythm Heaven

It’s all in the wrist!

This game can be categorised under the genre rhythm action, which Ian Bogost mentions in How to do things with Videogames (Bogost32). When playing Rhythm Heaven, “you see, feel, and hear the musical patterns in a song that otherwise go unnoticed, blending into the overall flow and feel of its melody, harmonies, and rhythm,” (33). According to Bogost, “the game bears much similarity to Dance Dance Revolution or Rock Band. But Rhythm Heaven does away with the natural mappings between instruments and their rhythms, replacing the visuals and player interactions with arbitrary, often absurd fictional skins,” (34-35).

True to Bogost’s words, each level of Rhythm Heaven has it’s own story. Each level (minus the mega mixes) are completely independent from each other. Here are all of the levels laid out chronologically:

As you can see, none are the same! Each level posses a new character, a new rhythm, and a new song. Unlike Guitar HeroRhythm Heaven’s songs do not directly correlate with the characters or performance. In fact, all of the characters were imagined in order to fit the music and have little to with the actual performance of music. They each have their own plot line and their own tactics of expressing music. One level may have two scientists in love throwing flasks at each other, while another level takes the player into outer space where he or she must shoot down enemy ships in time to the music. Unlike Guitar Hero, this game allows the player to act “simultaneously as actor and as instrument,” (35). Really, it’s all in the wrist! You must know how to flick the wrist in time to the music. You must then connect that to the actions of the characters on the screen. If you figure out how to put the two together, you can conquer every level!

Another part of the game that makes it stand out is how it punishes the player for messing up. The game makes it clear when you fail to align to a specific rhythm, because it makes a distinct sound and the character that you’re playing exhibits a negative reaction.

For example, in “Lockstep” the character is noticeably out of sync with everyone else when you mess up. The character is hit by the other characters and the player hears a loud smacking sound.

Other characters make funny faces of exasperation or cringe when the player messes up. This is notable, because every level and every character’s reaction is unique.

 

The Pressure to be Perfect

Casual Game: Rhythm Heaven The Pressure to be Perfect Three strikes and you’re out! Rhythm Heaven has a series of mini games where the player must match the movement of the character to whatever rhythm is in the background. Every so often, the player has a chance to go for a “Perfect” and win a medal. Winning … Continue reading “The Pressure to be Perfect”

Casual Game: Rhythm Heaven

The Pressure to be Perfect

Three strikes and you’re out!

Rhythm Heaven has a series of mini games where the player must match the movement of the character to whatever rhythm is in the background. Every so often, the player has a chance to go for a “Perfect” and win a medal. Winning these medals allows the player to unlock special levels and features within the game.

The little pink “P” with “Go for a Perfect!” hanging on the top left of the screen is as stressful as it is exciting. If you mess up once, then you automatically lose the session. If you mess up three times, then you lose the chance to win a perfect for that level. One you lose the chance to win a perfect for a level, you must wait until the next opportunity comes up, however, waiting feels like an eternity!

When playing for a perfect, you must put your undivided attention to the game. One little slip up, even the tiniest variation in the flick of the DS control stick, could cost you the perfect. Honestly, it’s more about pride than anything else.

I’ve never been so intensely focused on a game. It’s strange, because there is no tangible real-life outcome, there are no real-life prizes, there is only me and my pride. Still, as a perfectionist, these opportunities would simultaneously thrill me and fill me with dread! I had to get a perfect and I tried ever cheat I could just to get one, but it never worked out. You can’t turn off the game and restart a level to save up on chances, because the game automatically saves when you start a level. Trust me, I tried.

I ended up completing a bunch of perfects, but it cost a ton of time and energy. In my opinion, it was totally worth it. Seeing the “Superb!” at the end made me feel like a beast.

That’s No Weapon. That’s a Shovel!

The quest begins the Shovel Knight’s backstory. Shovel knight and Shield Knight are both partners who were separated after confronting The Enchantress. Shield Knight disappeared and Shovel Knight is on a quest to find her because he believes that Shield Knight is still alive. A shovel is the main weapon in this game, which is […]

The quest begins the Shovel Knight’s backstory. Shovel knight and Shield Knight are both partners who were separated after confronting The Enchantress. Shield Knight disappeared and Shovel Knight is on a quest to find her because he believes that Shield Knight is still alive. A shovel is the main weapon in this game, which is a unique concept. The shovel is actually not that bad of a weapon. Shovel Knight can jump and aim the shovel downward to perform an aerial attack.The Enchantress and the Order of No Quarter have taken over the land and established separate domains. This game is largely based on medieval fantasy. All currency is referred to as gold regardless if it is a diamond that was picked up. Save points light up when reached and are a crystal ball upon a stand. Upon death, Shovel Knight’s collected treasures sprout wings and float in the exact death location for recollection. A dragon appears! Shoveling walls can unlock secret places that include new treasures. This can also lead to alternative routes. Relics are located on the bottom screen and can be used for added boosts.

Black Knight is a lonely hater of Shovel Knight who doubts Shovel Knight’s power in comparison to The Enchantress. He has an attack in which he jumps in the air and drop straight down with his shovel/lance such as Riku’s “Dark Break” in Kingdom Hearts: Chain of Memories (GBA). Once defeated Black Knight runs away. The dream sequence is beautiful! The song choice really drives the emotion only to then wake up after catching Shield Knight. A bard collects music sheets and provides a side quest of collecting all the sheets. He compensates Shovel Knight by rewarding gold. He can perform any music sheet which a nice feature since the soundtrack is extensive. My favorite interaction is with the hedge farmer who asks the player to shovel dirt: “You really are the Shovel Knight!”

Riku's Dark Break. (linked image)

Riku’s Dark Break.

 

Shovel Knight’s Shovel Drop.

Game Log #3 (Bioshock) – The Dissonant, Diegetic Soundtrack

Bioshock’s underwater city of Rapture is an environment that physically embodies broken dreams. Built by the visionary Andrew Ryan, the city was meant to represent the high-minded ideals of creative and scientific freedom, along with the optimism of 1950’s America. The freedom that Rapture offered ultimately lead to its downfall, however. The invention of Plasmids and Adam … Continue reading Game Log #3 (Bioshock) – The Dissonant, Diegetic Soundtrack

Bioshock’s underwater city of Rapture is an environment that physically embodies broken dreams. Built by the visionary Andrew Ryan, the city was meant to represent the high-minded ideals of creative and scientific freedom, along with the optimism of 1950’s America. The freedom that Rapture offered ultimately lead to its downfall, however. The invention of Plasmids and Adam gave citizens new, powerful abilities, but ended up driving the populace into a state madness and obsession. The once-pristine, rusted and flooded environments of Rapture stand as a testament to what Rapture once was and how the errors of man caused everything to quickly go awry.

In Dr. Lerner’s Film Music course, I learned a great deal about how music is used to compliment film, and I find that many parallels can be drawn between video game and film soundtracks. In the case of Bioshock, dissonant, diegetic music can regularly be found playing from phonographs and radios within the game’s world. I am drawn to one particular memory from my first time playing Bioshock, when I found myself pinned between one of these radios and a horde of angry splicers. As Bobby Darin’s rendition of “Beyond the Sea” played in the background, I desperately used the last shells in my shotgun to dispatch my attackers that dashed at me from the dark. When the cacophony of my firing had died down and the splicers lay dead, I finally could take a deep breath. All the while, “Beyond the Sea,” kept playing softly.

Not only did the diegetic soundtrack serve to draw me into the world, but it served to highlight the broken dreams of Rapture just as the broken physical environment does. “Beyond the Sea” embodies late-40s-early 50s American optimism, with its melody and lyrics conveying a sense of cheerfulness and comfort. The splicers that attacked me, on the other hand, were a reflection of Raptures failures and the monster the city had become. The music served, therefore, as a dissonant soundtrack (or a soundtrack that does not match the actions on screen). Dissonant soundtracks are a common filmic technic, and they often emphasize particular themes or emotions by choosing music that purposely counters what is expected in a scene. Like the once-shining statues of Rapture, the diegetic music represents what could have been. Rapture was founded on optimism and creation, and the contrast between the music and reality confirm this. Ultimately, Rapture’s decaying physical environment and the game’s music work together to solidify that Rapture is a land of tattered dreams and corrupted potential.