Wednesday, March 26, 2014

Con Review: Megacon 2014

Fun Fact: The chair is also balancing on top of something...
Photo by Brittany C. Horne Photography!
About 95% of my time at Megacon this weekend was spent from behind the table of my band's merch booth but I still feel like I have quite a lot to share. Let's start with some stats: This year Megacon grew exponentially from a normal, state-sized convention to a nationally epic 85,000 person super-convention! There were countless guest artists, special guests (including Stan Lee), and vendors which occupied the Orange County Convention Center's South Concourse (a move from the smaller West Concourse). To clarify: the line to get in on Saturday was so incredibly large that people literally wrapped around the convention center (exceeding a half mile of total line, but more likely a literal full mile of line i'm told!), cell phone reception in areas of otherwise good reception slowed and ceased altogether due to the extra 85,000+ people, and the halls were literally packed so tightly that it was neigh impossible to walk through without constantly touching or bumping into someone. The costumes were amazing, the people were friendly, there were cool things in sight every step of the way, and Megacon was better than ever this year!

Waking up at 4am on Friday
My story begins on the Friday morning of the convention at about midnight, packing my car full of my band's merchandise. With the assistance from my good friend Peter I was able to pack the car with over 1000 cd's, shirts, hoodies, stickers, posters, and all of the other merchandise that a band would need. This weekend I would be representing my band, Random Encounter. I slept for about 4 hours, woke up around 4:40am on Friday, and drove to meet with our guitarist Konami to pick up a few hundred copies of an album he forgot to bring to the last band practice (or just didn't have room for). We met at a shady gas station at around 5:20am, exchanged packages, drove our separate ways, and by 7:30am I found myself at the Orange County Convention Center loading docks. Moose (our drummer) arrived at around 8:15, about the time the doors opened and exactly the same time I got my exhibitor badges from the loading gate. We loaded in, set up the booth, he headed out, and I took a few minutes to look around the convention center.

LIFE SIZED RANCOR!!!
The amount of traditional vendor booths this year felt about the same as last year, with some natural growth of course. This year saw the return of the giant collection of robots (Literally. R2-D2 style robots, Daleks, etc), a series of star wars set replicas including a Rancor, a giant Lego area, a significantly larger artist alley consisting of up-and-coming artists, a larger guest signing area, and wider alleys for people to walk through. In the final minutes of my only real free time to walk through the convention center (before I had to go back to the booth to relieve Moose, so he could go home) my eye caught sight of a print that looked remarkably like something Charles Vess would make. Since he more or less stopped making prints YEARS ago I was in disbelief and started talking with the couple that owned the booth/company known as Chimera Publishing. We talked for maybe 10 or 15 minutes about art and artists, having a really great time. I learned that the image I saw was indeed a Vess print, and that they also had another print of his as well. Lacking a last minute birthday gift for my girlfriend (a huge Vess fan) I got both and victoriously returned to my booth, comically enough numbered "666." I'm not superstitious, but the number certainly helped people remember which booth to find us at. It also got me a lot of advice from superstitious individuals.

The 8am line on Saturday was said to be a MILE long,
extending well outside the entrance!!!
The doors opened and a flood of people came in. Over the course of the morning I gradually positioned my chair precariously atop the band's merch tote box and played songs while people walked by. I talked with a bunch of people, made friends, made fans, and made people smile. I think that's what I enjoy most about conventions, making people smile. I gave out stickers to kids and played music based on what people were wearing (Doctor Who was huge this year). I talked to pretty much everyone who walked by my booth regardless of ethnicity, age, or attire, and I've found over the years that some of the most interesting and friendly people are those you never thought you'd want to talk to: gruff punk rockers, the extremely Satanically inclined, older folks walking by with scowls on their faces. I really like cheering people up, entertaining them, and it was a pleasure to be the first accordionist ever seen by many I talked to. I caught up with old friends, played music, chatted, and gave my sales pitch nonstop until the doors closed. By the end of the day I was completely exhausted and fell asleep in a room (at a friend's house) that I was later informed contained a half dozen decomposing rabbits.

Among my favorite costumes of the weekend...
Day 2 was similar to day 2. Waking up at 7am to insane traffic; a blur of a day playing music, meeting with people, and selling merch. I forgot the cash box half way through the drive to the convention center and had to go back for it, waking up everyone in the house on accident. At the convention I watched as a "very straight man" hit on a "very cute girl", only to realize when she opened her mouth that she wasn't a girl at all. As Forbes Magazine suggested in their article on Megacon, geeky things are now becoming mainstream and as those people who would not refer to themselves as geeky are gradually introduced into this new world things like this will become more commonplace and "normal" folks will gradually find themselves liking things that were formally thought of as being reserved for the extremely geeky like anime, comic books, and (if I have anything to do with it) video game music. The future looks fun!

My chair only slipped once the entire weekend!

Cave Story: Download it for FREE NOW
Throughout the day I gradually got higher up on the chair, still recklessly balanced atop the tote, sold stuff with the help from a few friends like Peter Pepper, Kat, and Loki, and saw dozens of friends and fans from cons/shows past. Being my 4th year as a vendor at Megacon I've made quite a few friends and was pretty nostalgic at points through the weekend. There were more insane costumes, new friendly faces, and literally THOUSANDS of people walking by the booth every hour. At the end of the day my band played a show (the Ongaku Overdrive Megacon After Party) with Shammers, Sci Fried, and Marc with a C a few blocks away which I felt was a grand success. I slept on the sidewalk before the show started, was utterly exhausted before/after the show, and did my best to give a high energy performance and sing, despite having just played for maybe 8 hours a day for the past two days on no sleep. It was a great night and we didn't get to Moose's place to sleep until 2am, this time in the room NEXT TO the room with the decomposing rabbits.

Friendly faces at the rock show
I woke up on the morning of Day 3 feeling off. Undaunted, I got to the convention center by 8am, but I still felt sick, shaky, and tired. By the time the doors opened I phoned for backup and did my best to sell merch with Kat's help until Konami and Rook arrived. I played one final round of Ren and Stimpy's: Happy, Joy with a man dressed like Powdered Toast Man who stopped by the booth and was utterly exhausted. My bandmates took over the booth from there as I packed up and took the long walk back to my car. None of you will believe this, but I was able to spot Waldo again this year. I just wasn't fast enough to snap a good picture before he ran off and blended into the crowd. I was unable to find him again on my way back to the car. Traffic at 1pm was still pretty bad for Orlando traffic but it was nothing compared to the insanity of the Saturday crowd. 

Voltron anyone?
Megacon was an extremely fun time this year. It's grown a lot and and I feel I've personally grown with it. My only big regret this year is that I could not have been there longer but I am extremely grateful for all of the awesome people I was able to meet, and for having the ability to play a show within walking distance of the convention center this year! I'm already signed up for next year and can't wait. 

Who is awesome? This guy!
Feel free to share your stories from this weekend here or post pictures (or links to pictures/videos) in the comments section below!

Thursday, March 20, 2014

Capturing Game Footage

Capturing "Footage"
I've been traveling a lot these past two weeks so I missed a post... However, I'm hoping to make up for this by offering a few extra video posts from time to time because I've started recording myself and myself playing video games! As boring as this sounds the process is actually made amusing thanks to the fact that I'm comically awful at games and the dialogue between myself and my girlfriend, StatzMeister. My interest in recording playthroughs started with the birth of Nanogamers, watching my friend Helios mow through the minions of darkness. It seemed like fun and capturing game footage didn't seem like it could possibly be difficult for me, because I've done my fair share of recording, short-films, and video-editing.

We started off by trying to capture footage of the game Thief on my Playstation 4. The PS4 has a built-in video-capture function, so I thought it would be pretty straight forward. Something like:
Step 1. Plug in a microphone.
Step 2. Push the capture button twice.
Step 3. Stop when you feel done and edit the video footage in the PS4's native video-editor.

However, the process described above does not function as advertised. 
First, it was a bit of a nightmare getting a quality PS4 headset that didn't turn our dialogue into a laughably jarbled recording. It took us some time to find a microphone that would capture both of our voices. However, despite this setback it turns out that the PS4's native capture button only captures footage in 10 or 15 minute increments. This would be acceptable except that there is no indication as to when it stops recording your footage(!), meaning that you just sort of have to set a 15 minute timer and remember to double-tap the capture button every time the timer goes off. The final straw in our PS4 came capturing adventure was when we discovered that you can only record 5 videos for a given game before the capture function stops working for that game (without any indication!). We've been unable to find a fix for this either, but some articles online have suggested that Sony intends to fix these issues in the future.

The upcoming game capture we're working on
Helios, an old and dear friend who is heading the Nanogamers movement, saw our frustration and kindly gave us a capturing device called the "Game Capture Pro HD." It comes with some very basic editing software and was extremely easy to set up. For a second night in a row StatzMeister and I sat down to play Thief 4 only to be thrwarted by the fact that the HDMI output of the PS4 is HDMI-P, meaning that it's protected, specifically preventing us from streaming/capturing footage on devices like the one i'd just purchased. A few Youtube videos offered fixes using a splitter, but ultimately we concluded that this was inaccurate. Again, Sony is expected to make a patch that fixes this in the future, but the future is vague and far away... 
Fortunately the release of Dark Souls 2 on the X-Box 360 (which took a "mere" 4 hours to download) inspired us to think outside the box (rather, inside the x-box). Realizing that the Xbox 360 (and Xbox One) naturally supports game capturing we just needed to figure out a way to capture the audio of our talking. I rigged up a recording system entirely apart from the Game Capture Pro rig, and in a few short minutes we were off to a good start! The Game Capture Pro HD was pretty much as easy to use as advertised. Install, click, and go.

After recording enough content for two episodes in one sitting, the only thing left to do was sync the talk-audio with the video in the built-in editing software. I set the volume levels between the in game volume and the audio of us talking so one wouldn't overpower the other too much and it was pretty much ready to upload to youtube. This was a pretty interesting trail and error process and I'm happy to share it.

Wednesday, March 5, 2014

Game Review - Banjo Kazooie: 15 years later...



Back in 1998 I went on a road trip to Montana with my trusty giant (20 pound) 8'' screen TV, an N64, and a copy of Banjo Kazooie I was borrowing from a friend. During one of the more exciting journeys of my childhood I beat what I remember as being one of the best 3D adventure games ever made! If the save files from my friends' cartridges bear (no pun intended) any resemblance to my own skill at gaming, it probably took between 20-40 hours to get through the game with a 100% completion rate, completely unassisted by strategy guide or the internet (which wasn't a particularly useful thing at that time for walkthroughs). I've been trying to get my hands on a copy of Banjo Kazooie ever since and this weekend, a full 15 years later, I had a chance to pick it up, plug the very same N64 (complete with an expansion pack) into a 19'' flat screen, and use the same controller I used back in the day! I was extremely curious how good the game would still be and wondered with dread if perhaps I remembered Banjo Kazooie to be more fantastic than it actually was.

Cue the opening sequence. I was immediately pulled back in time through nostalgia wormhole by this insanely quirky game. Banjo smiles and laughs as if greeting an old friend, stares straight at you and knocks on the screen, shattering the 4th wall in the opening moments. As the cheesy music picks up, the new game starts, and Tootie is kidnapped, I couldn't stop thinking how hokey but strangely enjoyable the game already was. Perhaps it might just survive the test of time after all...



Plot
The plot is about as deep as one can expect from an All Ages game. You're a big brother bear named Banjo and your little sister bear, Tootie (named such because she plays the flute) is kidnapped by a witch named Gruntilda. Gruntilda wants to steal Tootie's youthful looks so you and your bird-friend, Kazooie (who lives in your backpack) need to rescue her so this doesn't happen.

Fearsome Foes!
Gameplay/Feel
The moment I had control over Banjo and Kazooie the muscle memories from years past told me to try all sorts of jumping moves that didn't seem to work. At first I thought that perhaps I was thinking of the controls for another game but after I talked to Bottles the Mole I quickly re-discovered that you need to learn all of the various moves throughout the course of playing the game by finding mole-hills and having brief yet comical exchanges with Bottles. A few such exchanges and two stages later I found my skills rivaling the apex of my childhood. I was able beat entire levels without dying and questioned if it was just an easy game by today's standards or if perhaps I was just really good at Banjo Kazooie. A few more stages, by Mad Monster Mansion, I discovered that the game has a fairly balanced difficulty curve and found myself genuinely challenged. Rare did a good job with balancing an ever-increasing difficulty without inducing crippling and entirely unenjoyable difficulty spikes found in games like Psychonauts.

The controls of Banjo Kazooe felt alright, even by today's standards. Banjo and Kazooie a fairly responsive and easy to control for the most part but it's sometimes tough to judge exactly where you are spatially, like when you're trying to jump from one floating object to another, or when your trying to judge the correct distance for an attack against a large enemy. It's often hard to judge how close/far you are from objects and creatures when swimming, flying, or even walking in some instances and I often found myself dancing around the pickup items. I think this can be attributed to lack of shading or shadow effects, which is something that can be blamed on the game's age.

Depth Perception Issues...
The Bad
There were only three things I outright disliked in Banjo Kazooie.
Swimming underwater felt slow, clunkly, and difficult to control, especially if you're not inclined towards Y-inversion. This made underwater item pickups frustrating because even if I knew what I wanted to do and how to do it I generally couldn't because of the lack of depth perception.

Another mechanic I really disliked was shooting eggs. I found it to be extremely difficult to aim eggs (a projectile you shoot) at distances greater than point blank. This was only mildly frustrating by comparison to swimming because in the few instances where you need to shoot eggs you are only required a lucky shot or three, and egg ammunition is plentiful.

I also noticed that there were a number of seemingly difficult-to-reach but utterly useless rooms you could reach that pertained to secrets that only affect the game's sequel(!), but that otherwise had no purpose. About half of the game's levels seemed to contain such a secret rooms and I found myself aggravated at the lack of in-game explanation, and the amount of time I spent scouring those empty rooms in confusion, looking for hidden notes or puzzle pieces that just weren't there.

After playing through 15 additional years of platformers and adventure games it also felt like there should have been a ledge-climbing mechanic in Banjo Kazooie, which my brain subconsciously noticed was missing. You can jump into ledges, you can jump over ledges, and you can climb trees, but you can't attach yourself to a ledge and climb up it (or drop from it). Mario 64 (a console release title) featured this mechanic so I don't think it was a system limitation.



"Freedom"
Between the quirky but expansive level design, Mumbo Jumbo's ability to turn you into various magical "creatures", and the ability to fly gained early on in the game there really isn't much of the game that feels unexplored if you attempt a 100% completion playthrough. Before the days where games pointed you in a direction with a giant arrow, a minimap with a giant marker, and a HuD that obscured 25% of your screen, there were games like Banjo Kazooie that told you "there are 10 puzzle pieces, 100 notes, and a few Jinjo's hidden in each level. Good luck finding all that, get lost in any direction you'd like, and have fun!" There was a sense of true exploration throughout each level and I was really glad to reexperience that. It's surprisingly fresh when not 8 hours before I was playing an unnamed modern game where giant looming markers and flashing lights show you where to go on a screen obscured by HuD, or in other games where the level design is so bad that you literally need to follow the mini-map for guidance and just ignore what you actually see on the game's main screen. Banjo Kazooie inspires a sense of excitement when you're exploring the levels by not force-feeding you directions and allows you the freedom of multiple paths... which ultimately lead to the paths you didn't take but it's the illusion of freedom that this game gets right and the cheery sense of achievement you feel when you complete each level with 100% efficiency. The game also throws some silly things things at you like Gruntilda's sister, who tells you all sorts of silly facts about the witch, like the name of her band in highschool.

Kazooie eats those...
Art/Music
The art direction is toonish and despite the issues with depth perception that I mentioned earlier the game's graphics were revolutionary for its time and withstand the test of time as far as I'm concerned. They're not bad and they'd be considered stylistic if you saw them in a new release. At worst, they're about on the same level as the games Nintendo is still releasing on the 3DS.

In terms of music I feel that the soundtrack to Banjo Kazooie was well done. The arrangements are simple, a little hokey perhaps, but the songs constantly change and evolve as you're interacting with the environment. Each stage has a distinct song and within each stage exists several renditions of that song affected by your physical location within the world. Are you walking into a dark and creepy cave? The music for the level will seamlessly become a slightly more creepy version of the same song played on a digital xylophone. This feels fairly advanced for its time and is still an example of what solid interactive audio design can be.

Breaking the 4th Wall
Closing Thoughts
Banjo Kazooie has survived the test of time and in my opinion will always be a solid classic that future gamers can enjoy and seasoned ones can return to time and time again. I can see myself returning to play it in the future, which is rare, though I still have yet to try out the sequel: Banjo Tooie.