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76 Trombones: Me and Game Music

October 30th, 2012 by Troy Goodfellow · Music

Video Games Live has been on the nerd concert scene since 2005 and I’d never had any great desire to go. First, the idea struck me as a little like those K-Tel “Best of the Classics Compilations” where you can get your Bach smashed up against your Chopin, music chosen for no better reason than that people were already familiar with it. Second, I don’t listen or like the music in most of the games I play, so after giving it a go or two, I usually turn it off and resort to my own music. Sure, it might clash with the theme, but at least I already know I like it.

But VGL is doing a Canadian tour and Christopher Tin is conducting. Tin is a friend of Flash of Steel, a Grammy winning composer for his album (and my meditation music) Calling All Dawns, and the composer of what is, to my mind, the single best piece of music ever written for a strategy game – Civilization IV‘s Baba Yetu.

Though meeting him for the opening Toronto show would have been too hectic, Chris was able to get two tickets for myself and Jenn Cutter for the Kitchener-Waterloo show on Sunday night, and he even spent an hour before the concert talking to us about hockey and music and games. [Read more →]

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Three Moves Ahead Episode 192: Fallen Enchantress

October 29th, 2012 by Troy Goodfellow · Podcast, Stardock, Three Moves Ahead

ThreeMovesAhead

This week, original panelist Tom Chick returns to wax poetical about Fallen Enchantress, Stardock’s follow up to Elemental: War of Magic. He finds a welcome audience in Fallen Enchantress lead designer, Derek Paxton. What do Rob, Troy and Bruce have to add? Listen to a discussion of design docs, original vision, AI debates and discussion of the early game.

The MP3 can be found here and I encourage all of you to join the discussion over at the official forums.

Rob Zacny’s review of Fallen Enchantress at Gamespy

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Three Moves Ahead Episode 191: Return to Summoner’s Rift

October 22nd, 2012 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

In case you missed it over the last year, Rob Zacny has gone whole hog into covering e-sports and professional gaming. So he takes this opportunity to welcome back Rhea Monique and new guest Julian Williams to talk to he and Julian about League of Legends, how it compares to Starcraft 2 as a sport and how Riot makes it work.

You can download the MP3 here.

EDIT: A reminder that you can talk with other people about how they didn’t understand anything over on our forum.

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Three Moves Ahead Episode 190: The XCom Review Show

October 15th, 2012 by Troy Goodfellow · Design, Firaxis, Podcast, Sci Fi, Three Moves Ahead

ThreeMovesAhead

Just in case you aren’t quite tired of XCom chatter yet

We were lucky to have two of our semi-regular panelists (Dave Heron and Jon Shafer) join us on the show, though really we could have probably picked any of our friends at random and had a good chat. Spoilers: We all like the game and have only minor issues with it. Apologies for the sound quality in places – new mics, and Rogers home internet kicked me in the teeth and died part way through, so Michael Hermes deserves credit for not forcing us to do it all over again.

MP3 Link for those few of your who prefer to listen here.

My thoughts on XCom
Rob and Joe Robinson talk XCom
Rob argues in favour of its simpler design (This is a must read essay, btw, that really encapsulates what a few of us have been arguing for years – only better.)

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XCom: Enemy Unknown – Some Thoughts

October 12th, 2012 by Troy Goodfellow · Design, Firaxis

XCom: Enemy Unknown has taken over my Steam friends list in the same way that FTL: Faster Than Light did a few weeks ago. XCom is bigger, flashier and, I think, more important than FTL – largely connected to the reasons that Ben Kuchera laid out earlier this week in his essay at Penny Arcade Report.

In short, this is a game that could determine the future of Firaxis as a studio. It is undoubtedly their most expensive game, it is quite unlike anything that team has made before – both in appearance and underlying technology – and if it’s as big a sales success as 2K hopes then it will free the studio from the Civilization Forever graveyard (though if they ever get to work on their own new, original IP is an open question.) I don’t think that Hartman’s comments about the pointlessness of strategy games were some long con or trolling; I honestly think he had zero expectations for the strategy XCom having any legs at all. I hope that the gaming population proves him wrong.

This is not a game that will change the fortune of AAA caliber strategy games, however. We may see more tactical games like this in other settings, games that will crib heavily from XCom and similar titles. But most people who play it will see it as an alien shooting game with a neat RPG mechanic; even if they love it, many will not make the connection between the planning, resource hoarding & tough decision making and the wider world of strategy games, including smaller similarly awesome games like Frozen Synapse. Strategy gaming is a huge genre and squad-based tactical games like this are a tiny part of that.

XCom is, as many have noted, almost the ideal remake. It captures what much of what made the first XCom so appealing but updates it for a newer multi-platform audience. It is probably one of the first strategy games to get the cinematic aspect of gaming right; the cutscenes are terrible of course, but [Read more →]

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Supervision Required #1: Lessons Learned the Hard Way

October 9th, 2012 by Troy Goodfellow · Me, Supervision Required

Saturday was the first time Jenn Cutter and I endeavored to broadcast our gaming adventures and tastes. You can go back to her blog post for the more detailed plan, but the idea was we would each play Super Mario World, we would stream our performance and people could watch and comment.

If you were kind enough to tune in, thanks, and feel free to email us your comments. If you didn’t you can watch some of the video at our respective streams:

twitch.tv/jenncutter
twitch.tv/troygoodfellow

Things were far from perfect, but I do want to focus a little on the positive before we get to the negative, including my public humiliation.

1) A couple of hours before showtime, Jenn’s internet died. Since the plan was to broadcast from her place, this was, understandably, a big problem. Fortunately, she lives close enough to her (very kind and sweet) parents to make salvaging the operation possible. So we bolted over to the Cutter residence, occupied the basement and set up a pretty quick ad hoc arrangement.

And it worked! Video wise, at least. The streams ran smoothly, Jenn and I could see and talk to each other and see what the other one was doing. She did almost all of the work on this part since it was her design anyway, and she was a whirlwind of energy. It would be easy to see Bell Canada’s crappy internet service as a negative (and it was since it made us abandon other, probably smoother, plans) but I look at the fact we could get everything moved, reconfigured and organized again as a positive. [Read more →]

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