Ferris and friends, based in Canberra Australia flag, blog about the cars and games that inspire them most.

Thursday, February 28, 2008

Interview with Amiga game music legend: Olof Gustafsson

Long-time gamers like me will fondly remember the Commodore Amiga computer, and the amazing games that were produced for it.  The Amiga kicked off the careers of many gaming industry legends, with many having roots in the Amiga demoscene.  One such legend is composer/musician Olof Gustafsson, pictured above. Olof, using the handle Blaizer, originally composed tracker music for a demogroup called The Silents.  The original members went on to form Digital Illusions, and release the awe-inspiring Pinball Dreams, followed by Pinball Fantasies and Pinball Illusions.  



These games were lauded for not only their brilliant graphics and gameplay, but also their amazing soundtracks, which were composed by Olof.  Needless to say, Olof went on to compose many more great tunes for other Digital Illusions games. The reason I thought to post an article about Olof?  Well, I recently stumbled across an embarrassingly-inane interview with him on YouTube.  Take a look and you'll see what I mean.  I don't think language is the stumbling-block here, I think it's just a plain lack of research and knowledge.  Eg, the interviewer:

  • Thinks Olof was a member of Razor 1911 (0.57 mins)
  • Asks if Digital Illusions still exists (3.25 mins)
  • other examples I couldn't be bothered to document
Maybe it's just me, but does Olof look like he wanted to escape at around the 2.54 min mark? 
Fans of Olof's might not realise that he is still active in the demoscene, and that he composed the music for the amazing Starstruck Amiga demo by TBL, which was the winning demo at the Assembly demo party 2006.  You can see the demo below.  It's even more impressive when you consider that it is running on an Amiga, with the music playing courtesy of the Amiga's 8-bit 4-channel 'Paula' sound chip!  The music is up to Olof's best, and I love the choreography of many parts of the demo, eg. at the 5.35 minute mark.



A higher quality version of the demo and an mp3 of the soundtrack can be downloaded here from pouet.net.
Good news for Xbox 360 gamers: in the interview Olof reveals that his new company, Epos Game Studios, will be releasing their first game via Xbox Live Arcade.  I for one can't wait!...

Tuesday, February 26, 2008

Rise of the Gaming Bug?



Hi, I'm AmstradHero. After plugging my NWN2 module in his last post, Ferris has now been generous enough to allow me to guest post on his blog - which I'm going to take advantage of by writing about bugs in computer games. I'll start with a little warning that this is a little bit lengthier than previous posts...
Every gamer knows what it feels like to get frustrated with a game. Whether it's losing to opponents in an online match, struggling to defeat a particular hard segment of a game, or simply figuring out the correct path through a puzzle, games are designed to be both fun and challenging. However, the one frustration that is the bane of every gamer are bugs or gameplay elements that simply don't work. If you've been a gamer for any length of time, you're almost certain to have your own horror story about a bug or glitch that caused you countless hours of grief. It is also true that sometimes these can work in your favour - and certainly, I remember clocking up the high score in a variant of choplifter on a BBC Micro due to a glitch that let me continuously destroy a tank for points. The Internet proved a saviour for PC gamers when it enabled the release of patches that have now become commonplace. While this was a fantastic step forward, the problem that has increasingly reared its ugly head is that games are being released and that patches ARE expected, as opposed to being a means of dealing with a series of unfortunate events that cannot be avoided. Additionally, often these patches are being used to add in functionality that should have been included from a game's first release.
Let's draw on some recent examples to prove a point. First off, I'd like to take aim at one of the pride and joys of my FPS gaming enjoyment for many years - the Unreal Tournament franchise. When the Unreal Tournament 3 demo was released, I, like many other eager fans, downloaded the UT3 demo with much anticipation and indeed a sense of glee at returning to the frenetic pace of a game that makes you feel like you should be taking a cocktail of speed, acid and amphetamines just in order to get the maximum enjoyment out of it. Dealing death with an Instagib shock rifle while leaping off walls and maniacally laughing like the arch-villain out of a B-Grade action flick is exactly what I'd come to love and cherish about the series. However, when I downloaded the demo, I was brought back to reality with a resounding kick up the jacksy and the completed obliteration of a gamer's false sense of self-worth as embodied by the power of his gaming rig. After playing one vehicle CTF fragfest against bots and finding it putting my moderately aged system through its paces until I dropped the settings down a little, I decided to fire up a deathmatch game for pure unadulterated slaughter. Or I tried to. My box froze unceremoniously on the menu and I clicked "play game", and nothing short of a reboot would fix it. Undaunted, I fired the demo up and tried again, after all my machine is getting a little long in the tooth... Load up, choose instant action, play game... BAM. I spent more time installing the darn demo than I did playing it. If I hadn't been a one-eyed UT fan, I wouldn't have recently bought UT3 and found that the full version lacks all the bugs of the demo that was obviously released far too early. Thank God. I still love you, Epic.

The trouble is, this isn't an isolated case, and it extends to full versions of games as well. I found STALKER close to unplayable due to various glitches and even when it wasn't being more buggy than a Louisiana Bayou, I found myself continually clearing out a never-ending stream of bad guys who would attack on sight as though someone in this radioactive zone was churning out people like Darth Sidious in Attack Of The Clones. Then there's Heroes of Might and Magic 5 seemed like a lesser cousin of its predecessors when released, though this may have been because half the information about the units or the gameplay wasn't made clear - it took about 500Mb of patches before you gained even basic things like checking the abilities of your troops! I could go on, like moronic AI, an appalling inventory system, or having enemies disappear or be encased in walls in Mass Effect, or the patches required to Neverwinter Nights 2 in order to make the camera usable. It is even possible to level complaint about your moronic AI allies in Call of Duty 4, but with these I'm hitting smaller issues and I think we've long learnt to expect as much support from AI in single player FPS games as we do expect facts from a US election campaign. (I should confess that I absolutely loved both Mass Effect and Call of Duty 4 regardless)

Of course, it would be remiss of me to argue the poor maligned gamer like some whining child or someone falsely claiming worker's compensation benefits, without presenting the other side of the argument. Testing IS done by gaming companies, but the problem they have to deal with is that they are dealing with an unknown platform. There are countless combinations of various bits of computer hardware from numerous manufacturers, and then there's varying patch levels for those components to consider - though by and large that mostly boils down to video drivers. This sort of problem is one of the factors that might lead to the death of PC gaming in favour of consoles, but that's another discourse entirely.

As for the solution: well, that's the sixty-four million dollar question, isn't it? Test cases are a fairly useless approach for most situations given the wide variety of possible actions in today's complex games. After all, speedrunning relies heavily on the unexpected consequences of various unforeseen actions, and if this type of ingenuity is taken away, then gamers will feel hamstrung by a lack of freedom. While heavy testing of individual segments can be carried out, the large scale problems are the challenge, due to lacking the ability to have several thousand testers at a company's fingertips. Unless, of course, the public beta angle is pushed more heavily. This, of course, has to be done in a carefully managed, fashion, because gamers do not (and should not) become the first line of testing. This also results in the difficulty of releasing a game sample large enough to give the gamers a taste of the game without giving them too much such that they don't want/need to buy the game. Ideally, games would undergo a substantial testing regime internally, followed by a closed beta, then finally an open beta for larger scale testing to occur. Of course, this also means that release dates should not be set unrealistically, and that companies should adhere to the maxim that dictates quality is better than quantity, and something should be done right, or not at all. Quality is something that gamers have come to expect, and the plethora of bugs and oversized patches issued for many modern games can start to leave a slightly bitter taste in one's mouth.

Monday, February 25, 2008

Fate Of A City: upcoming Neverwinter Nights 2 module

I'll admit right away that I'm not an RPG fan.  It could be because I don't have the free time required to play through an RPG.  Then again, I'll happily devote time to completing a Grand Theft Auto game (as I'm sure to do once again when Grand Theft Auto IV is released).  So that can't be the reason.  Perhaps it's just the whole fantasy environment that doesn't excite me - I'm not sure.  In any case, RPGs like Neverwinter Nights 2 are massively popular with gamers and modders alike.  Which leads me to Fate Of A City, a Neverwinter Nights 2 module being developed by fellow Canberran AmstradHero. AmstradHero is a particularly talented guy who has taken a break from writing short fiction to develop what promises to be the the most impressive Neverwinter Nights 2 mod to-date (if the excited chatter on NWN2 forums is anything to go by). It's almost enough to get me interested in playing an RPG again! 

Almost...
(image from fateofacity.blogspot.com)

Saturday, February 23, 2008

COD4: Xbox 360 Controller > PC's Mouse and Keyboard

I never thought I'd say this, but I have found an FPS that I prefer to play on console rather than on PC. The game is of course Call of Duty 4.  I have previously written about how much better COD4's controls are compared with other Xbox 360 FPSs, but it was only recently that I had the chance to experience COD4 on PC.  The venue was a LAN cafe in Canberra, where I joined around 30 of my workmates for an extended COD4-session. After the usual reconfiguring of controls, I began playing - confident that my previous experience with the game would hold me in good stead. But something was wrong, I just couldn't get comfortable with the controls - a first for me on a PC shooter.  Perhaps it was the lack of additional buttons on the mouse to assign various controls to, but I found that I didn't have enough fingers on my left hand to comfortably access all the functions I needed. Try as I might I couldn't reconfigure the keys any better, leaving me with the shocking revelation: Call of Duty 4 on console is superior to the PC version.  The Xbox 360 controller provides much faster and more convenient access to the controls you need, while not sacrificing aiming accuracy - the scourge of the console FPS since time immemorial. I'm no PC FPS n00b - having played more than my fair share over the years -  so this conclusion is as much of a shock to me as it is to you. It's a good shock mind-you, as it overcomes one of the last remaining bastions of PC gaming superiority... :)

(image from gadgetsandgames.co.uk)

Friday, February 22, 2008

C64 retro-game music: Reyn Ouwehand & Jeroen Tel

I love old computer games- especially the retro 8-bit music.  One of the legendary C64 (Commodore 64) musicians is Martin Galway, composer of many superb C64 game soundtracks.  Green Beret is one of Martin Galway's most famous tunes, and you can find a wide range of remixes all over the web (eg Remix.Kwed.Org).  This YouTube video is not just a remix, but something quite different.  It is essentially a live performance by Reyn Ouwehand (a famous C64 composer in his own right), who uses some fancy looping technology to enable him to play multiple parts and instruments by himself.   Anyway, it's very cool... give it a few minutes as it gets more and more impressive over time. I particularly like the cool Rhodes part at around the 8-minute mark.  :)


Another famous and prolific C64 composer/musician is Jeroen Tel.  Jeroen is responsible for some classic game tunes, including my favourites EliminatorCybernoid and Robocop 3.  Judging by this YouTube video, it looks like Jeroen is still very much active in the 8-bit music scene.  This is a small except from a longer performance, which you can download in its entirety from 8Bit Mayhem
While C64 or Amiga retro-tunes may not be everyones' cup of tea, I still think they sound fantastic.  Particularly when performed by talented musicians like Reyn and Jeroen...

Friday, February 15, 2008

Car club get-together at Deep Space Centre, Canberra


You've got to love chatting with like-minded car-enthusiasts. I went for a short drive today to meet with members of my work's car club. The meet-location was the Canberra Deep Space Communication Complex, about half-an-hour's drive from Canberra.
The drive itself is very enjoyable, with plenty of sweeping bends and little traffic. A good opportunity to blow away the cobwebs from the GTI's 2.0L TFSI engine. Unless you happen to get stuck behind a learner-driver, as I did towards the end of the drive. But nevertheless, the drive was still lots of fun, and highlighted the excellent mid-range response of my Golf GTI, particularly when left in S (Sport) mode.


View Larger Map

While it wasn't a particularly large turn-out, there were some very desirable cars present at the get-together. As you can see from the photos, members turned up in German and Japanese autos, including: a Honda Civic Type R, Mitsubishi Evo VII, Mazda RX-8, Datsun Fairlady 1500, Golf Mk IV 2.0 Sport, and my Golf Mk V GTI. The Civic Type R looked fast even when sitting still, while the Evo VII (with mandatory drainpipe-sized exhaust) would have eaten every car present for breakfast. The highlight for me was the restored Datsun Fairlady 1500. What a beautiful car - it's amazing how a 1960s Datsun can make even Civic Type R's and Golf GTI's look average!

A good time was had by all, and I hope we can add to the number of makes and models at our next Canberra get-together, whenever that may be...


Tuesday, February 12, 2008

FreeNAS and Mac OS X - brilliant!

Ok... I admit that this article doesn't bear any relation to cars or games, but I thought some of you might find it interesting anyway. I was recently looking for a solution to (1) automatically backup my main computer (an Apple iMac running OS X), and (2) make use of an old PC I had lying around. I am paranoid about making backups, especially with regard to my 5000-odd digital photos. I regularly back-up to a portable USB hard drive that I keep off-site, but I was also looking for a solution that would enable me to schedule back-ups to run overnight, without any intervention required on my part.

Having a spare PC lying around I figured I'd install Linux, chuck in a few hard drives, and run a simple script from the Mac to back-up my files. I initially chose DSL, a cutdown Linux that would not overly tax my old PC hardware. After messing around with DSL for a weekend - while following the helpful tips of a colleague - I still managed to completely fail to get Samba server running correctly. I then remembered that another colleague had suggested I give FreeNAS a try. Installing FreeNAS was as simple as installing DSL, but the big difference was configuring the software for file sharing. FreeNAS was amazingly simple, with all configuration performed through an intuitive web GUI. And a nice surprise was inbuilt support for AFP, which it seems is the most straight-forward way to share files with a Mac running OS X. Apple Filing Protocol seamlessly supports long-filenames, which is pretty essential in my book. And enabling it in FreeNAS was simply a matter of ticking a box! Connecting to the FreeNAS box from my Mac was easy as well, and you can find some great tips on ways to automatically connect on startup etc. at MacOsXHints.com

From the Mac side of things, I wrote a simple script that used the ditto command to copy directories from the Mac to the FreeNAS PC. There is probably a more technical way to schedule the script to run automatically, but I found that iCal did the job nicely. In iCal I created a calendar recurring event/appointment for the back-up, and enabled the alarm feature. Instead of the alarm playing a sound or emailing me a reminder, I selected the option to run a script or command. So now, every time the back-up appointment alarm occurs, it triggers the backup script to run. Oh, and make sure to create a new calendar group for the back-up appointments so you can choose to hide the appointments from view- otherwise your calendar will look rather busy!

Overall, I reckon FreeNAS is a brilliant piece of (free) software. It is very stable, easy to configure, and it has been working extremely well as part of my back-up solution. I definitely recommend it to Mac users who have an old spare PC lying around. But back to cars and games in my next article, I promise :)

Saturday, February 9, 2008

Nintendo Wii - uh, I mean 'Vii' - review

I first saw this video on Kotaku.com.au, and just had to post it here to spread the word.  A Brit by the name of Dr Ashens has gone to the trouble of ordering a KenSingTon Vii from China to review.  And an entertaining review it is!  I particularly liked the Chinese Puzzle Bobble knock-off: Squirrel Bobble!  I actually owned a Nintendo Wii for a year... a mostly enjoyable experience, except for the lack of decent games.  By the time this problem was rectified (Metroid Prime 3, Super Mario Galaxy etc) I had sold the Wii and moved on to the Xbox 360 - with no regrets at all.

While on Dr Ashens site, make sure you check out his Human Killing Machine (for Atari ST) retro-game review.  Ashen's reviewing style brings to mind Zero Punctuation, but with enough differences to be unique.  His HKM review is a reminder to all of us just how terrible some games from our past could be...

Wednesday, February 6, 2008

Frontlines: Fuel of War on Xbox 360... played it!

Created by the team behind the fantastic Desert Combat mod for Battlefield 1942, I've been waiting with baited breath for Frontlines: Fuel of War on Xbox 360.  Aside from Call of Duty 4, I haven't found a console FPS that comes close to rivaling the PC gameplay and fun of Desert Combat or Battlefield 2.  My hopes were initially lifted by Battlefield: 2 Modern Combat when it was released on PS2, but I quickly discovered that the game didn't bear much relation to its PC relation-  I thought it was pretty dire actually. 

So it was with great anticipation that I downloaded the Xbox 360 demo of Frontlines.  My initial response after playing it for 20 minutes was a longing to play Call of Duty 4 instead.  Frontlines: Fuel of War looks the business, with nice crisp graphics that remind me of Desert Combat.  The only letdown is the character animation, which sometimes looks rather stilted. The drones are interesting- driving a C4-laden RC car under a tank is fun (even though the controls leave a lot to be desired), while piloting the RC-helicopter drone brought back memories of playing through Grand Theft Auto RC missions.  

The biggest complaint I have with Frontlines - based upon the limited time I have spent playing the demo - is with the controls. The controls feel very similar to Ghost Recon Advanced Warfighter's to me.  Not bad, but not great. They lack the responsiveness and accuracy of Call of Duty 4's controls, especially when it comes to precise aiming.  Which, to be honest, is what provides much of the enjoyment in an FPS.  Headshots anyone? One of the biggest compliments that I would pay Call of Duty 4 is that I never feel like it's controls inhibit me.  Just like the mouse and keyboard controls for a PC FPS, and unlike 99% of console FPS controls.  Don't get me wrong though, this game definitely has promise. Fingers-crossed that Kaos Studios and THQ take onboard feedback from the Xbox 360 demo and tweak the controls before the game is released proper...


(images from frontlines.com and gamespy.com) 

Saturday, February 2, 2008

Golf GTI: DSG FTW!


Just for a change, the reality actually lives up to the hype. The Golf GTI's DSG (Direct-Shift Gearbox) is good, very good. After six months of driving I am completely sold on the GTI's DSG transmission.

If you are wondering what the fuss is all about, then check out this (strangely-silent) Volkswagen Group DSG video.



Or alternatively, check out this insane Meccano model recreation of a DSG gearbox.

I reckon the DSG gives me the best of all-worlds. For example, I usually leave the transmission in D for my daily commute. In this mode everything is automatic, although unlike a regular automatic you need to be careful when performing hill starts (the GTI will roll backwards!). D mode delivers the best fuel economy. During my 30km daily round-trip commute I usually average somewhere between 7.5-8.5 L/100km (around 27-31 MPG), which is outstanding. While in D mode you can manually change gear at any time by using the steering-wheel mounted paddles or the regular shifter. Since the regular shifter has been installed the wrong way around, in my opinion (push forward to change up?- I don't think so. It's as bad as pushing the mouse forwards to look up in an FPS), I rely exclusively on the paddles. This mode is great for quickly dropping a cog or two for a quick blast, with full-auto mode being reactivated by simply holding the right-hand paddle for a few seconds.

S mode is crazy. From my observations, putting the DSG into S mode forces the GTI hold a gear right the way to the redline before changing up. This is very cool and definitely lots of fun, and of course delivers some awesome acceleration. It can however be a bit over the top, especially when in heavy traffic or on a quiet suburban street.
There is one remaining mode, and this is the one I use most often when wanting manual-control. When in D mode, push the shifter to the left and you will have complete manual control over gear changes... just like a conventional manual but without the clutch pedal. This is my favourite mode of all. It delivers precise and near-instantaneous shifts when pulling on a paddle. The closest thing I can compare it to is changing gears in a console driving game using the controller's shoulder buttons. It is that quick and seamless.

So, DSG seems to have all of the advantages of both manual and automatic transmissions, but without any real downside to speak of. And with a 7-speed version on the horizon, it looks like it's only going to get better...

(images from vw.com and matey-matey.com)