General gaming

General gaming


I Know that Song from Somewhere...

Posted: 29 Jun 2012 05:06 PM PDT

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1UP COVER STORY | WEEK OF JUNE 25 | VIDEO GAME MUSIC FESTIVAL

I Know that Song from Somewhere...

Cover Story: Rare instances when licensed tracks made a positive impact in video games.

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nyone modestly familiar with cinema is aware of the common use of licensed music to compliment the unraveling action on-screen. Wes Anderson is one director whose frequent use of a vast smattering of audio genres has become possibly his most significant trademark. The revenge and arrest of Max Fischer near Rushmore's climax accompanied by the rollicking bliss of The Who's "A Quick One While He's Away," is a prime example of how the use of established music with a moving picture can enhance both. But licensed music, whether for monetary reasons or otherwise, has seen little use stylistically in the gaming medium. Despite this, there are a few examples that prove that licensed tracks can be utilized just as prominently to define a game's tone or punctuate a point of narrative importance.

The Rolling Stones, "Paint It, Black" -- Twisted Metal Black

Total Immersion: Gaming's Best Diegetic Music

Posted: 29 Jun 2012 04:12 PM PDT

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1UP COVER STORY | WEEK OF JUNE 25 | VIDEO GAME MUSIC FESTIVAL

Total Immersion: Gaming's Best Diegetic Music

Cover Story: Game music is great, but it's even better when it's actually part of the game.

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ou may not be familiar with the term "diegetic music," but you know of the concept: Diagetic music refers to a melody that appears within a multimedia work not simply as a part of the score but as a sound whose origin lay within the context and environment of the story. So when Luke Skywalker blows up the Death Star and you hear a triumphant swell of strings and tympanis, that's not diegetic, because Luke does not (to our knowledge) have the London Symphony Orchestra in the cockpit of his X-Wing. But when he wanders into Jabba's palace and sees horrible computer puppets dancing around to agonizing electronic music, that is diegetic, because the song and music originate with the Max Rebo Band skulking repulsively in Jabba's lair. Got it? Got it.

Diegetic music doesn't play into video games as often as you might think, but in a way that helps to make its appearances all the more meaningful. Besides really obvious instances, like Parappa literally rapping his way into Sunny's heart while baking cakes and using the bathroom, the following instances of in-game music stand out to us for the way they lend a little something extra to the works in which they appear. Maybe they build atmosphere, or perhaps they accompany a crucial moment on which the plot pivots. In any case, these diegetic game music selections transcend the status of mere soundtrack by becoming an integral part of the game itself.

Aerosmith Can't Catch a Break

Posted: 29 Jun 2012 03:43 PM PDT

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1UP COVER STORY | WEEK OF JUNE 25 | VIDEO GAME MUSIC FESTIVAL

Aerosmith Can't Catch a Break

Cover Story: The surprisingly long chronology of the famous band's roles in video games.

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om Hamilton, Joey Kramer, Joe Perry, Brad Whitford, and Steven Tyler -- Aerosmith, one of the most prolific American rock bands that's still around today. Believe it or not, Aerosmith has been around video games in one way or another for almost 20 years. For a group of rapidly aging rockers who didn't really project a love of video games, they were oddly willing to be in them. Sure, tons of popular music acts have their songs licensed for use in games, but as an in-the-flesh band, Aerosmith has had more game appearances than you'd think. It's just that none of them were very dignified.

Battlefield Premium Success Likely to Result in More CoD Elite Imitators

Posted: 29 Jun 2012 03:11 PM PDT

Battlefield 3

When Battlefield 3 was rumored to be getting a Call of Duty Elite-style service last month, it was not difficult to foresee more franchises following suit, particularly if this one did well. As we learned today, Battlefield Premium is safely in "doing well" territory, having amassed 800,000 users in its first two weeks on (virtual) store shelves.

Premium was launched earlier this month for $49.99. It entitles buyers to five Battlefield 3 expansion packs, two of which are already available. Premium members also get early access to these expansion packs (they're sold separately to non-Premiums), new camos for soldiers and weapons, new assignments, priority when waiting in server queues, and more. Controversy over whether non-paying members should be forced to wait longer to join servers aside, $50 is a good deal for those planning to buy all of the expansion packs. At $15 a pop, even those who received Back to Karkand for free from purchasing the game's Limited Edition would be saving $10 as the remaining DLC would cost a total of $60 to purchase individually.

Zuntata and the Future-Proofing of Game Music

Posted: 29 Jun 2012 12:42 PM PDT

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1UP COVER STORY | WEEK OF JUNE 25 | VIDEO GAME MUSIC FESTIVAL

Zuntata and the Future-Proofing of Game Music

Cover Story: A look at how Taito's house band remained ahead of the game music curve.

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sually, when video game developers create music for their games, composers score a set of pieces, create some demos, and record the final playlist using studio musicians or company sound programmers. Publishers will even occasionally allow them to commission entire orchestras or established popular bands to add to a game. But unless a company has an in-house musician on the payroll, very little collaboration happens. This practice used to be less common, as publishers would boast claims over luminaries such as Nobuo Uematsu or Koji Kondo, but today, most companies send out contracts to freelance composers, reducing the process to a simple business transaction. And while this can still result in some inspired pieces of video game music, true musical ambition is almost always hampered.



Bubble Bobble Theme

Interview: Reinventing Rock Band

Posted: 29 Jun 2012 11:55 AM PDT

1UP COVER STORY

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1UP COVER STORY | WEEK OF JUNE 25 | VIDEO GAME MUSIC FESTIVAL

Interview: Reinventing Rock Band

Cover Story: How Rock Band Blitz is keeping music games alive beyond the age of plastic.

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ock Band Blitz may not be exactly what you expect from a game called "Rock Band." For one thing, it's a solo joint. Secondly, it's strictly controlled with a standard controller -- no plastic instruments needed. Different though it may be, though, it's also an interesting, addictive take on the music genre, a back-to-the-basics experience. Harmonix's Matthew Nordhaus, the game's Project Director, was kind enough to answer a few of our questions about Blitz's plan to push the music genre forward by taking it back to its roots.

1UP: For me, the most striking thing about Blitz is that it's a Rock Band game without the instrument controllers. I can understand the move away from a bundle approach, but why the change? Why no support for players' existing guitars and drums?

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