Showing posts with label Wii Need to Talk. Show all posts
Showing posts with label Wii Need to Talk. Show all posts

06 November, 2016

On Live Music

Photo from Krysti Marie, a fellow concert-goer.
Yesterday, I went to Zelda: Symphony of the Goddesses, a touring concert that celebrates 30 years of music from the Legend of Zelda franchise.

As a longtime fan of the series, I've been excited about going for quite a while. I bought tickets for (literally) the best seats in the Warner Theatre in Washington, DC. I replayed several games in the series over the course of the past year. I listened to my favorite Zelda songs during my commute to work. But it's not like I did these things just in preparation for the concert; I am a sincere fan of Zelda, having played every non-CD-i game in the series. I've watched every single substantive commentary on Breath of the Wild at least once, including the several hours of streaming done by the Nintendo Treehouse and the two hour analysis from GameXplain. So you might well expect that my experience of the concert would be extremely positive.

Unfortunately, I found the experience disappointing. This isn't because the concert wasn't good. Nearly everyone around me in the theater raved about it, not just by clapping enthusiastically and exclaiming loudly how happy they were when their favorite game of the series came up in the concert, but also by several people after the concert coming up to me organically, wanting to talk about the experience with a stranger they had experienced this event with.

No, my disappointment was not with the quality of the concert, but with the concept of listening to live music itself. This was my first time going to listen to a concert for the purpose of listening to the music. I think I may have sat in a park while music was playing or went to support a friend as they played a small venue, but I've never actually gone with the intention of actually listening to the music being played.

As I sat in what very well may have been the best seat in the theatre, I found myself realizing that the songs I was hearing were songs that I already listen to. Those songs I played during my commute to work were nearly identical to the ones being played at the concert. It's then that I realize that I've already been listening to these songs this entire time, and if I closed my eyes to hear the music, all I could think was "this feels just like I'm on my way to work".

I'm not sure what I was expecting. Lots of people have favorite artists, and they often love to go to live concerts where the artist plays a song that they already have a better quality version of on their phone. What are they getting out of such events? I honestly am not too sure. It can't be the music, as the music is better in recorded form. Is it the company?

To be fair, it was fun to see people cosplaying as various Zelda characters. But even though I do love Zelda, I don't really identify with this crowd at all. For me, playing Zelda is primarily an experience in isolation. Even when it comes to multiplayer Zelda games, I've strongly preferred playing with close friends over the trolls that join public online games of Tri-Force Heroes. I don't see myself acting as a fan in the same sense as the way others were acting at that concert. Perhaps it is because I'm more comfortable being more reserved. Maybe I'm just not as into fan culture. But if being in a group with other fans is what people get out of live music events, then it just isn't for me.

Yet when I mentioned these thoughts aloud, I got back the objection: "That's not what live music is about. Live music is better than recorded music." And here is where I am most confused. The symphonic performers at the concert I went to were quite good. They were so good, in fact, that it reminded me exactly of the recorded versions I'd heard dozens of times before. Their sameness in sound is part of what made the experience dull for me.

Would I have preferred if I could have heard more errors in their performance? Or maybe what I would want is some kind of improvisation?

When I look to something like Michelangelo's David, I'm impressed. But when I look at recently made statues of similar realism, I am unimpressed. I think this is mostly because the skill needed to create such a statue in the past is nothing like the skill needed to do so in the present. Yes, there is still skill in the posing. But the David required working around the good parts of the material, understanding how to scale up the dimensions realistically, understanding the center of gravity, understanding the proper width of needed hidden trusses. Meanwhile a modern statue can be made by scanning a model, scaling it up, and having a laser cut each part perfectly from a piece of marble that is predetermined to perfectly work with those cuts. It still takes skill, but of a different sort. And if you try to do it the old way, it just seems silly to me. Why not take advantage of modern methods to make the finished product better?

So it seems to me with live music. Being able to record multiple performances and edit them into a final product just seems better to me. Sure, mp3s are lossy, but if you use a lossless format and high quality headphones, then I suspect you get the best experience. Far better than live music, which requires you to have to go somewhere in public (ugh, the traffic) and doesn't have the amenities that you may have at home (when I asked for a cola, they said they were out and offered diet cola instead).

With all this said, I do want to say that most everyone else enjoyed the concert. And the venue was pretty good. Having in-seat service is a big plus, even if it was fairly expensive. So if you're considering going to Zelda: Symphony of the Goddesses, then you shouldn't use my experience as a strong reason not to go.

But the Warner Theatre did run out of dessert before the concert even began, and there was the lack of non-diet cola in the VIP room. All in all, I think I can confidently say that I never intend to go to a live music event again, and if I do, I probably won't do it at the Warner. It just isn't for me.

I think I'll stick to plays instead. I'm looking forward to when Hamilton comes to the Kennedy center.

22 December, 2015

Gauntlet: A Whimper Indeed

When I was very young, games were all about high scores. I can remember my uncle taking me to the arcade in the mall, where we'd play shooters and beat-em-ups, pinball and pac-man. At home, on the Atari, we'd compete in tank warfare, swing on vines across canyons, and box against one another for hours. But in the end, the focus was always on the high score.

That changed when I received the Nintendo Entertainment System for Christmas one year. Suddenly, the high score was an afterthought. In Super Mario Bros., what mattered was saving the princess, not gaining points. In the Legend of Zelda, the main goal was adventuring, not stockpiling numbers.

So when my friends and I first started playing Gauntlet II, we had a warped mindset.

Back then, you couldn't look online to learn more about games because there was no internet we could access. All we knew about Gauntlet was that all four of us could play together, and we would dive into that dungeon as deeply as we were capable, trying our best to beat the game. It quickly became a fan favorite among my friends, mostly because it allowed four player simultaneous play, a rarity among games back then. I have many memories of needing food badly only to find my supposed teammates shooting that much needed food before I could pick it up. Those were great times, and I look back on them fondly.

Yet the strongest memory I have is when one of my friends had a sleepover for their birthday, and we all vowed to finally beat Gauntlet II. We got started early on, and although we did many other things that night, there was always at least two players on the NES, working together to keep the party alive and progress further and further into that dungeon. Once we reached 50 levels deep, we were further than we had ever been, yet the game showed no signs of nearing the end. A friend said it can't be more than twice as many levels than Super Mario Bros., which had 8 worlds of 4 levels each, so we eagerly looked forward to level 65. Once it came and went, we all came back to the tv at level 99, only to find that level 100 was just another level of this impossibly deep dungeon.

But we persevered. While most of us played other games late into the night, we always had a rotation of two players on the NES, continually playing through each stage. Eventually, it became not just methodical but hollow; this was not hard, like TMNT or Battletoads, but it tried our patience nonetheless.

As the hours wore on, we got more and more tired. Still, we would all group up in front of the tv at level 150, level 200, level 250.... But it seemingly never ended. What if it had no end? What if this game was a throwback to the older games before the NES; what if it was like Pac-man, where no matter how long you played, you could never really beat it? But there were rumors even then that Pac-man could be beat, if you lasted long enough. We had no way of knowing whether this was true back then, but now the kill screen on level 256 of Pac-man is better known -- could the same be true of Gauntlet II?

Eventually we were "shape without form, shade without colour; paralysed force, gesture without motion". We were dead on our feet, and all other games came to an end. We pulled our sleeping bags close to the tv and took turns trying to stay awake past level 300, 350, 400. Some of us fell that night, not just in the game, but to the sandman himself. Those of us who remained were sure -- so absolutely sure -- that the final level must be 500. It's such a round number, and no dungeon can be deeper, surely. Surely.

But alas, 500 came and went, and we lost all hope. It was late. We were tired. Every second in the game our characters lost a portion of their life, and no amount of health would keep us alive throughout the night without someone adventuring for additional food. If we slept, it would be game over. One of us had to be sacrificed. So I offered to take the first watch.

One by one, the rest of my friends fell fast asleep while I half-played, half rested-my-eyes. I wasn't progressing through levels, exactly, but I was keeping the game session alive, so that in the morning we could push to what would surely be the true ending level: 999. I felt so certain that 999 would be the final level, because there was only room for three digits in the UI. I started daydreaming about what it might be like. What reward might the game designers have cooked up for whomever could make it to that final stage? Would there be some fearsome boss? Would there be a princess to save? Would we finally get out of this abominable dungeon? I imagined an ending like that of Dragon Warrior, as Dragon Quest I was known in the US at the time. Something with music, and a congratulatory screen, saying that we had saved the kingdom by making it to the very last level.

But then, abruptly, I was shaken awake. Before me were my friends, and, behind them, the Gauntlet title screen.

Breakfast that morning was not very fun.

Edit (November 2018): A reader pointed out a truth that I'd never even considered: there isn't a final level. After level 998, there's a treasure level, and then you get kicked back to level 1 again. The video below shows the loop back to level 1.

14 October, 2015

New Segments on Wii Need to Talk

I've been cohosting a monthly podcast on video games for the past year, and now that we're on our eleventh episode, we've started to add regular segments into the mix. If you haven't been listening, you may want to get in on the action!

Our first segment is Quest Log, where we talk about what we've been playing. It's a great way to learn what kinds of games are legitimately awesome - because, for me at least, the most valuable thing I have these days is time, so if I actually spend time on playing a video game, you can know that it's good.

The next segment is Co-op Play, where all three of us play through a single game and talk in-depth about it. This month, we're talking Undertale, one of the best indies to come out in quite a while. This part of the discussion includes spoilers, so if you want to experience the game for yourself, be sure to play before listening to this segment.

The last segment is Screenshot, where one of us talks about a video game event from the past. This month, Jon talks about his experience with Super Mario 64 -- which he also posted on NintendoLife.

If you're into video games, I encourage you to give us a listen. We'd love to have you join us!

27 January, 2015

Announcing Wii Need to Talk

I've started a podcast!

Brock, Christine, and I have begun a new podcast called Wii Need to Talk -- it's all about video games and video game culture. Come check out our first episode or subscribe to all the episodes of the podcast.

You'll find regular updates about the podcast on MegaVeggieMan.com.