Friday, January 3, 2014

Published Interview: Steven Belledin

I had the privilege to interview an extremely talented artist for the Russian Sci-Fi/Fantasy magazine Mir Fantastiki! This is an English transcription of that interview, which was done in English. The rest of the article was translated from Russian, though I've taken out the uniquely Russian Idioms that don't translate well into English. Special thanks to Sergey Serebryanskiy for the intro and formatting and to Mir Fantastiki for allowing me to post this!




A Conversation with Steven Belledin
Belledin was born and raised in Pennsylvania. After high school he moved to New York and studied art at the Pratt Institute in Brooklyn. Over the years Belledin has worked closely with Wizards of the Coast. He started illustrating Dungeons and Dragons books and then became one of the leading artists working on the collectible card game: Magic: The Gathering. In addition to concept art, Belledin works on covers and interior illustrations for various projects.

"The main thing is catching the mood."

When and why did you become an artist?
It was just something I did and enjoyed since I was a little kid. For whatever reason my parents were encouraging so from a very early age this was something I wanted to do. I had some really excellent art teachers in school and I ended up going to the Pratt Institute in Brooklyn, NY. That's where I learned the nuts and bolts of how to put a real painting together and learned the craft. I've always taken art very seriously, as a profession. I didn't really understand what the lifestyle would be but I understood that I wanted to make art for a living. I'm not sure that if I really understood [what it entailed,] that I would have made the same choices but now that I'm where I'm at I wouldn't change a thing.  I just wanted to make cool pictures and tell stories visually. I didn't really have anybody telling me that I couldn't or shouldn't be doing it. I was just very fortunate because I was always encouraged and I happened to be decent at it. It was one of those things where I've had a fairly realistic view of how good or bad I am and at the very least I feel like I can say "well at least i'm decent enough to warrant getting jobs here and there." I'll probably never be Frazetta* but I'll keep doing it because I'm compelled.


*Frank Frazetta - The famous American artist of science fiction who has had
a big impact on fantasy art.

What projects do you enjoy the most and why?
Any project where I really get to explore more introspective or moody imagery because I like to explore broad emotional cues. I'm much more interested in the quiet moments and thought driven imagery as opposed to cool battle scenes and giant swords. I love all that stuff but what I feel most fulfilled by is the weird, austere, emotive exploration.

Some people see your art as being somewhat dark. Would you say it's something that you put into your work or do people seek you out to create dark images because it's something you're good at?
I think it's much the latter. It's not something I ever set out to do as far as the imagery goes. Perhaps the people that assign work to me see it in me or they were curious to see what I would create with that subject matter. It's one of those things where it's sort of self-propagating. Someone will say "Oh, he's done this well so let's give him more of it!" For the most part I don't really mind as long as it's not over the top. Darker imagery doesn't really bother me. I didn't set out to become a horror artist but in a strange way I've sort of stumbled into it.

You once said that the beauty of the horror genre is "what's not shown," as opposed to gore or gratuitous violence. In your opinion, what is more characteristic of modern horror?
There's room within the genre for both but for awhile there was a trend towards more explicit torture or blood and guts films. I think there was a whole sub-genre for a few years called something like 'torture porn' and that's what horror became for awhile. I think people like Guillermo Del Toro really appreciate moody, suspense-driven horror which is my cup of tea way more than the blood and guts. I also think it's a little more universal. 

Do you have any favorite horror films?
I'm still a sucker for Jaws but I don't know that people would really call that horror by today's standards. To me the idea of it is really horrifying and I still don't like to swim. I think it's a good example of "things not seen." Of course Spielberg couldn't show the shark because the [mechanical] shark didn't work but [as a device in horror] it worked. That shape in the water basically takes on whatever you impose upon it. To me that's always more interesting.

Tell us how you first got involved with Wizards of the Coast and Magic: The Gathering?
I played [Magic] in high school and college but when I graduated I could basically afford art supplies or Magic, so I chose art supplies and stand by that decision. I got involved with Magic because I was doing Dungeons and Dragons [Edition 3.5] work for years. I did artwork in 20 or so books so while I was in Seattle I got to take all the art directors I ever worked for out to lunch. While I was there I figured I could maybe get an interview with the art director for Magic. He agree to see me but as far as I was aware he didn't like anything in my portfolio but he hired me for the next set.

There are many differ artists who work on Magic: The Gathering. What unites them in their works and would you say that there is a MTG style?
I don't know if there is a specific style but, at least currently, Magic is driven by more realistic artists. There's a lot less stylization than there used to be in classic Magic. It's very much a realist-driven fantasy aesthetic. There are no caricatures anymore and there's an effort to try to make characters and environments as realistic as possible.

Are you often given strict guidelines in your creations? 
It varies. Some assignments have been extremely explicit with "this is exactly what we want, please make this for us." Others are very broad. To me, and probably for most artists, the broader assignments are the most fun simply because there's more wiggle room. The less we as artists get to bring to the table the less interesting things tend to become. The more open ended and the more abstract it is, the more fun it is.

Do you prefer to work from your own creative imagination or other people's ideas? How often do you think clients restrict your creativity?
I enjoy doing everything and get bored very easily. I think that even in working on my own stuff constantly I'd eventually get bored so I really enjoy the challenge of having to work within the confines of clients' needs. Restriction is inherent to assignments but whether restriction inhibits creativity probably varies on a case by case basis. Creativity thrives from problem solving and usually [as an artist] you're given problems that you have to solve. Sometimes the solution is obvious and sometimes it takes a lot of thought and exploration to come to the solution. There are some clients that crush a certain degree of creativity by dictating everything down to the color pallet or composition of a piece but in general restrictions within the confines of an assignment aren't restrictive to creativity. I'm game for anything at the end of the day.

What inspires you? Where do your characters and ideas come from?
I'm mostly inspired by "old timey" painter guys, basically the American golden age of illustration. That's one of those things that has always recharged me. As far as i'm concerned the kings of that era are N.C. Wyeth, Howard Pyle, the Leyendecker brothers, and Norman Rockwell. They're just visual storytellers who were amazing painters. I grew up not very far from where N.C. Wyeth and Howard Pyle lived and worked and they've always been a huge inspiration for me. Rockwell was everywhere when I was a kid too. There was a Rockwell calender up in just about everyone's house, it seemed. Those were the guys I looked to while growing up and who I still look to for inspiration. If i'm not sure how to approach a painting, I'll go back and look at their works or even go further back and look to Jacques Louis David and a lot of 19th century heavies. A lot of 19th century painters also serve as my inspiration.

What fantasy/sci-fi books or movies do you like and do you think they influence your work?
I'm all over the place. I'm more of a movie guy than a book guy for whatever reason and when it comes to Sci-fi, modern sci-fi always aesthetically comes back to Blade Runner. I'm a big fan, aesthetically of Dune (The Kyle Maclachlan version, not the SciFi Channel series) as well.  Fantasy wise, oddly enough I like the 1980's movie Dragon Slayer with Peter MacNicol. It's pretty cool. The design of the dragon is interesting and it's got a very earthy, used, and dilapidated feel to it. It's really atmospheric and cold, as well. The hero of the film is some shmo [Interviewer note: word meaning "a nobody" or "an insignificant person"] who's thinks he's a wizard. I saw it when I was relatively young. And of course Star Wars is huge (the old ones not the new ones) and as far as fantasy: Lord of The Rings (both the films and the books).

You have very strong beliefs on how you portray women in your work. Could you elaborate on them and talk about your views on the oversexualization of women in fantasy art and video games?
I think it's something that's coming more to light as more women start to play video games, as more women get involved in gaming in general, and as more women get into the genre. There is objectification of both sexes but there's a huge disparity between the breadth of ways that men are portrayed in science fiction and fantasy versus the very narrow way that women tend to be portrayed [in those genres]. At the end of the day there's always going to be people who continue that narrow depiction of women. Ideally I would like to see less of it, but the only thing I really have the power to change is my own work. I've been surrounded by very strong women throughout my life and I find that more inspirational than anything. I just can't see myself doing something that depicts women just as sexpots because it doesn't ring true to the women I know and have known. So that's one aspect of where I'm coming from. Another aspect is that a lot of the products I work on are targeted at people who are between 15-35 [years old] but there's a lot of younger people who get into it [Magic, D&D] much younger than 15 and I don't want to color their perception or contribute to little boys seeing women a certain way and little girls seeing themselves a certain way. I want to give them way more options than that if I can.

Do you think the limited portrayal of women in these mediums will change in the future?
I think it can. A surprising number of art directors and decision makers within the industry are women and their numbers are increasing. Their awareness of the subject is very real and the industry will change because they'll make it change. I strongly suspect it will, anyway. It's not that I have anything against sexiness or sex. What bothers me is that sexiness is what they use to define women, whereas it should be character first and sexiness if it applies. That's the thing, I like depth to every character and I think women are just as deserving as men of that kind of depth.

Do your values bring you into conflict with prospective clients?
They have. I don't work with certain clients because of it and I've almost lost jobs over disagreeing with changes to pieces. I try to work a middle-ground as much as possible and I've compromised more than I'd liked to on certain pieces, which I have regrets over. I have tried to stick by what I want to do as much as I can but it's kind of difficult because a lot of clients expect certain things out of you and you do have to eat. A lot of people have a very difficult time finding a path. I'm very fortunate in that I can afford to turn down certain jobs, but not everybody can.

Do you ever reject offers for being boring or do you try to make them interesting?
I reject certain clients because the aesthetic they require of me is not what I want to do, sort of like forcing a round peg into a square hole but I can't say that I've found something so boring I didn't accept it. I'll give anything a shot and feel on some level that if it ends up not being interesting it's because I'm not interesting.

You work by hand. A lot of your work is by done hand. Where do you see the profession of the artist evolving (or not) in the future?
In general everything is becoming more digital. I'm always at a disadvantage there because I work traditionally and my stuff has to go through a process of digitization to work in those mediums. I wonder whether there will even be actual books or just [digital] files except for very rich collectors 50 years from now. Despite the rise of digital media, there's been a growing population of people interested in owning original artwork. I suspect that there will always be people collecting art, passing those pieces on to their kids, and stoking the fires of the collector inside their kids. If that's the case, then there will always be room for traditional artists but I think the evolution is clearly progressing in a digital direction and there's no escaping it. 

Do you know any Russian artists?
As far as Russian painters there's a guy by the name of Viktor Vasnetzov who did these really fantastical but realist paintings. They're really cool. If I recall he lived in the 19th century and while I don't know much about the politics of Russian history of that era, a lot of his work was allegorical to what was going on at the time.

Do you have any advice for any young artists?
[Jokingly] Don't do it! Ha ha... Building a community of peers is really essential, people you can trust to tell you the truth about your work whose criticisms you can take but not take offense to. They can help push you in a positive direction, slap your wrist when you make mistakes, and urge you towards getting better while you return the favor. You also get to grow together and build upon on another's successes. For me, personally, that has been one of the huge hallmarks of how I got where I am.


You can see more of Steven Belledin's work on his website. He also maintains a weekly blog, outlining his latest projects.





Captions: 
Overgrown Tomb - A rare landscape done for Magic: the Gathering. I always enjoy doing this kind of thing, and this piece is among my favorite things I've painted for the brand.

Izzet Chronarch - A recent image done for Magic: the Gathering where I was asked to create a new version of a classic Magic image. This kind of thing is always difficult when I'm familiar with the original art because I find it hard to get the old image out of my mind. Hopefully I did the original image justice.

Nightveil Specter - This piece took a long time to paint. I'm still not entirely happy with it, but it's gotten a really positive reaction from fans. I think if I had more time, I might have made the city below more detailed.

Surrender - The bottom half of this was used for a Magic card, and this remains the sole image I've ever done for that game that I will never sell.

Valentine - One of the few comic-related projects I've ever done. It's the cover for a printed version of an online comic. It was a lot of fun to work on and the client was really easy to work with. I wish every client were like this!

The Battle of Badass -  The most recent in the Badass book series. This time the book focused on amazing historical battles. It was an interesting job because it had to feel consistent with the other two covers. I ended up making subtle changes to the piece for myself after I handed it in. I'm happy I went back into it.

Badass - The cover for the first in a series of books about amazing characters throughout history. A ton of fun to work on and my first job for a non-gaming client.

The Legend of Badass - The cover for the second book in the Badass series. This one was about fictional and mythological characters. The cover turned out to be quite a challenge as I had to repaint half of it due to a last-minute change in the characters they wanted me to depict.

First Born - This was done during a week-long intensive class. It was a great opportunity to focus on a piece for myself and to do some science fiction imagery for a change. It was also the largest piece I'd done professionally until quite recently.

Grizzly - This is an old personal piece that was completely inspired by the stuffed bear. My wife has had that bear since she was very young. She dragged the bear everywhere she went and as a result its color faded and it became very worn. I don't know why, but I became fascinated by the idea of a man who was a worn out as the bear, and so I painted this.

Teutoberg Forest - Of the interior pieces I've done for the book series, this is my favorite. It's simple, moody, and says exactly what it needed to. It's also the first piece I've ever done fully digitally.

The War of Arauco - Another rare all digital illustration done for the historical book series. I was inspired by comics more than anything on this one. It was a chance to do some fun, over-the-top action imagery and it was a blast!

Kono Michiari - Another of the small interior black and white paintings for a book series. One of the best parts of these illustrations is that the work was not mired in strict historical accuracy. Don't get me wrong, there are a lot of really amazing and excellent historical paintings that are thoroughly researched and truly accurate, but I'd probably go mad if I had to do one, myself. Instead, I get to just go for these really dramatic contrasty images like this where the detail becomes mostly obscured.

Thursday, December 5, 2013

Game Review: Far Cry 3: The Co-Op Campaign



I often subscribe to the "if you don't have anything nice to say..." mentality but when I sat down this Thanksgiving weekend with my friend Keegan to play coop video games for the few days of free time we both had this year (while recovering from the flu) we had no reason to suspect that we were in for anything but good times. We blew through the coop mode of the new Splinter Cell, we rocked Terrorist Hunts in a personal favorite, Rainbow 6: Vegas, and then we excitedly set up the Co Op Campaign for one of our mutually favorite games of all time, Far Cry 3. For those of you who've never played it, Far Cry 3 is an intense immersive journey of survival. It features one of the best video game villains of all time, a strong story that even Zero Punctuation gave praise to, one of the best free-roam stealth systems I've played, realistic mechanics for wildfires, terrifying and detailed wildlife, stealth-kills, and is a top-notch first person survival-shooter. Lured in by the promise of a "completely new story" and with the high expectations given to us by the main game and subsequent release of Blood Dragon we didn't expect that the co op mode could be anything but a great time.

About as deep as the plot gets
Plot: The introduction video that plays when you start the co op mode is very much in the vein of Far Cry 3, showcasing the main characters being sold out by their former employer, a ship captain known as The Captain. In short, the Captain took their money, sold the main characters to pirates, and left them high and dry. This much is learned from the video. What the Captain didn't expect the main characters to do was survive the pirate attack, get armed, team up, and cut a bloody path of carnage that would make Rambo blush. I found the introduction video to be exciting, enjoyable, and an indication of good times to come. Keegan and I seemed equally pumped and it came as a large surprise to us to find out that the video would be the most plot-intensive part of the entire game. 

Each of the six co-op missions has a plot, sort of, but the plot really doesn't seem that well thought out, executed, or relevant to the main story of "getting revenge." It sort of just felt like a bunch of pirates incidentally got between the main characters and their prey, the Captain, so the main characters decided to murder them all for laughs and go through places they didn't really need to go through to accomplish their common goal. Each of the six missions, including the last one, didn't really feel like a quest for revenge and felt more like an attempt at finding less than creative ways to murder pirates on an island. Even the last mission where you actually get a go at the Captain (who is entirely absent throughout the other missions) didn't feel fulfilling in the least, and though I won't spoil the ending for you, I'll say that I felt cheated of any true resolution. The "interesting" characters that you get to play as never get developed further than skin deep and you shouldn't expect any insight into their lives or back stories beyond what you can find on the Far Cry 3 Wiki.


As for the four main characters you play as [left to right]: 

Callum: the Scottish thug. I honestly couldn't understand anything he said except the curse words and found him useful only as comic relief. He lacked any sort of real likability and I had no idea what his personal goals were or why he was even working with the other characters. It seems like he would honestly just ditch them at first opportunity and I was surprised that he was playable after the first mission.

Leonard: the crooked cop. I found this sexist thug to be devoid of any value or interest whatsoever. He's greedy, selfish, and while he delivers one of the best lines in the game in the final act I felt no progression or motivation for him beyond "I can't wait to kill this guy and be rich," which was boring.

Mikhail: the Russian hitman. Mikhail was the most interesting character in the Co Op because he had things the other characters all seemed to lack... Relatability and a conscience. Mikhail is ex-mob with a wife and daughter who just wants to start a new life. Sadly beyond the introduction you really don't hear anything more about his life.

Tisha: the ex-soldier. On the surface, Tisha seems like she's going to be relatable like Mikhail, a soldier with a tough upbringing who left the Marines for doing the right thing in a bad situation. However, where Mikhail quietly kills his prey and seems to get no real enjoyment out of the things he has to do to get off the island Tisha seems to relish in the violence and goes from noble Marine martyr to bloodthirsty thug. I felt like this was one of the biggest areas where the creative team really dropped the ball.

Without spoiling the "story" there is also a 5th character, one you don't play as who acts as your guide to the island. I found this character to be one dimensional, stupid, slow, greedy, and entirely unhelpful. There were a few times (like when he ran me over with a truck on accident or when he decided the best course of action would be to drive straight through the enemy encampment at 5 miles per hour) that I questioned if he was really on our side and why he wasn't cut from the game entirely.

The most exciting moment in the entire game...
Is in the first mission.
"Freedom/Gameplay": For a franchise known for allowing a player to accomplish a given task a dozen different ways and allowing players to explore acres of open-world environment the coop mode can only be described as a FF XIII style hallway from which you cannot possibly avoid conflict with every enemy on the map. Keegan and I are both traditionally stealth shooters, running through the tall grass with silenced scoped rifles, pistols, and a knife and killing only as many enemies as are required to accomplish a given task, if any at all. Given the fact that you're not allowed to walk more than a few paces off the main road for cover (you lose if you get caught "leaving the map" kind of like playing Marco Polo in a narrow swimming pool), the fact that you're not allowed to leave an area until you kill every person in that area (literally), this tactic is entirely nonviable. They also reduced the effectiveness of close combat attacks, which you can normally chain in FC3 and do a number of fairly awesome things with.

You start each level by selecting one of four basic layouts: Silent, Assault, Close-Assault, and Sniper, and beyond the ability to pick up the weapons of dead enemies (mostly AKs or weapons from other layouts), you're entirely unable to evolve or adapt your loadout. This is particularly bothersome when you encounter the armored bad guys who can take 3 sniper rifle shots to the head, 4 frag grenades, an unlimited supply of normal gunfire to anywhere but the head, and are all but immune to rocket launchers (which earn the "most useless" award for FC3 Coop) and are immune to futile close combat attacks. None of the guns except for the sniper rifle come with a scope either, and only two classes can use grenades. 
There are basically 4 enemy types: Gunners, molitov throwers, snipers, and men armed with machetes. They recycle the same few models throughout, throw dozens of each at you for each of the 6 levels with an occasional dog or armored heavy gunner/flamethrower, and that describes every enemy in the co op... All of them... No joke... While the mechanics of the game were mostly fluid, matching FC3, the removal of character evolution, stealth, scopes, and multiple ways to accomplish a task were infuriating. The worst moment for us was when we were told to "sneak through a base", we snuck through the base without being spotted, and then were told we needed to kill everyone in the base to proceed through the secret tunnel because Callum just felt like killing everyone. This is the sort of BS the game throws at you.

The joke here is that there are no animals in the Co Op,
so this scene isn't a part of the game...
Feel: The FC3 Coop is clunky and extremely awkward. By mission 4, the only reason we were still playing was so we could see if there was any sort of triumph felt in finally killing the Captain, whom the main characters talked about but whom we never saw. The missions felt like they weren't all that well thought through as the general idea for each mission was "sneak" into this area by killing everyone on the way there, push a button that operates something noisy, and defend the spot for a few minutes while the noisy thing happens. Of course there was the occasional mission of "pick up this object that suddenly causes enemies to spawn all around you and bring it across the map by walking down the middle of the road." Between the drudge of shoot-em-up missions were moments of relief akin to mini-games where you and your friends compete to see who can shoot more people with a sniper rifle, who can drive a jet ski better, or who can drive a jeep better. They felt awkward but were preferable over playing through another shoot-em-up mission that would have filled the space.

The FC3 Coop was incredibly glitchy
Even though we only played through it once, here's an example of what we had to endure to complete it:
The enemy spawning was abysmal and I'd often watch enemies appear feet in front of me, just in time to murder me with a 1 hit kill machete to the face.
After each checkpoint, our guns wouldn't reload.
The guns often glitched and vanished from thin air, making it look like we were only holding a barrel.
The textures and lighting as we went indoors and outdoors would often clash, get confused, and reverse on us, giving us a dark cave suddenly lit with brighter than day lighting.
The truck we had to escort often would drive too slow, too fast (at one point running me over), or just stopped altogether, forcing us to restart the mission.
Enemies we'd kill would often continue talking or shooting guns during the closing cinemas to each mission, so we couldn't hear the scarce dialogue of the main characters.
A key zip-line ceased to be for my character, forcing me to fall 30 feet to my death on jagged rocks from which I could not be rescued. We had to use the zipline on the right after restarting from the checkpoint, which was about 10 minutes of gameplay back.



Art: This is actually the area I have much praise for the FC3 coop. While it's a glitch hallway style shooter it had some really solid visual character design. The main team felt unique visually, and while they lacked depth they looked cool and had good voice acting. For the most part the visuals in game matched the quality of FC 3, which is great, though for some reason the water seemed to be visually lacking during one of the mini games (perhaps just another glitch?). The music was unmemorable for the most part which I feel is a negative in a game that linear, and the audio design failed in that the world didn't feel truly like it was a part of the outdoors. There was also no visual or audio cue when you killed someone unless it was a Kill-Assist, which made progression frustrating... Correction, there is an audio cue, but it's often muffled by, and seems like it's part of the games soundtrack.


Closing Thoughts: They took out stealth, exploration, wildlife, wildfire, wind, close combat, the bow, arrows, scopes, and the plot. Shy of the name and tropical setting it didn't really feel very much like a Far Cry game at all. It was unenjoyable to play, unfilling to complete, and more glitchy than I thought to expect from such a large franchise. While it started off a great concept with an intriguing introduction video I can't recommend this game to anyone except truly hardcore fans of coop shooters devoid of plot or completionist fanatics of the Far Cry franchise.


Disclaimer: I understand that it's a huge undertaking to make a video game. I understand that I don't have any of the talents required to make a video game like Far Cry 3. I understand that rough timelines, budget cuts, and general corporate griminess can lead to a great idea turning into something less than stellar. I mean no disrespect towards the makers of this game with my review, nor do I hold any of them responsible for the problems I have with it as it very well could have been the product of corporate resource mismanagement, clashing ideas at the highest level (even a stellar team can't make conflicting ideas from their bosses into something good), or some other unknowable constrictions placed on the creative team.

Tuesday, November 26, 2013

Distant Worlds (A Final Fantasy Orchestra)

Thoughts on Distant Worlds.


Back in March there was an announcement that the Final Fantasy orchestra known as Distant Worlds would be performing in Miami, so I purchased tickets the same day and eagerly waited 8 months to see the first orchestral production of my adult life. (Disclaimer: I saw an orchestra when I was 7 but have long since developed an appreciation for music) The four hour drive to Miami wasn't too bad and by the time we arrived, roughly an hour and thirty minutes before the performance, over a hundred people were already waiting outside the building dressed in sharp suits, nice dresses, cosplay, and the occasional person in regular day-clothes. As the event was a special date for my girlfriend and I, and as Distant Worlds is an orchestra, we opted to dress sharply which fit in with the population, generally made up of people in their 20's and 30's. We brought our 3DS, which many other well dressed people openly sported, and were not disappointed when we acquired 50 or 60 street passes before the doors even opened. It was a truly classy gathering of nerds.


We were briefly interviewed for a website, got our tickets from Will Call, picked up physical copies of the Distant Worlds I & II CD's and found our seats near the front of the stage. As we chatted and watched the people around us, as one by one musicians slowly took the stage. The musicians seemed generally older, in their 40's or 50's perhaps, and my mind spun as I heard them each practicing parts from various songs that have been ingrained in my subconscious for decades. I heard a brass instrument practicing Man with the Machine Gun, a violin play a part of Clash at the Big Bridge, and for once in my life, these people were actually practicing the songs I thought I heard them practicing, not simply something that sounded similar.


As the stage nearly filled I noticed a man in a man holding a violin who the other musicians seemed to look at for cues. I suspected that he was the local coordinator for Mr. Arnie Roth, the conductor of Distant Worlds. I was once told that orchestras don't generally physically travel from show to show, but that a few key members do, and that the rest of the performers are locals who specialize in being very good at learning and performing the music of another conductor. This seemed to add up, because most of the musicians looked local (as opposed to from Japan or Stockholm), and the excitement on the face of the coordinator was plain to me. It seemed like he'd been waiting for this day for a very long time and was proud of his orchestra. As a performing musician I was overwhelmed with the sheer volume of instruments on the stage. An entire music store worth of string instruments, a drum set, brass section, wind section, and a harp! I silently contemplated how difficult I thought it was to arrange a song written for the 4 layers of a Nintendo cartridge to fit a 5 or 9 piece band, much less an orchestra of that size. In one brief moment, seemingly out of nowhere, Nobuo Uematsu took to the stage and the roar of cheers was almost deafening, pulling me from thought. As Uematsu walked back stage and Arnie Roth took the main stage there was more cheering, midst Arnie's calm but proud (in the good way) introduction to the music and the orchestra.

For those of you who don't know Arnie Roth, he's the guy who put together Distant WorldsPlay! (a video game symphony), and is involved with the band Mannhein Steamroller (do yourself a favor and check out Creatures of Levania)He's also collaborated with many well known video game composers and is known for staying true to the composers and to their music. Though most of the audience didn't notice until he was formally acknowledged, Uematsu himself humbly sat in the 10th or 15th row of the general audience to watch the performance unfold. 

Arnie Roth & Nobuo Uematsu
After a moment of powerful silence the first song began, a medley of songs from Final Fantasy 1 through 4 called "Medley 2002." The music, the combined efforts of dozens of talented musicians working in perfect tandem, was truly magical in quality. It's a shame that words like "masterful" and "perfect" are as overused as they are within our modern vocabulary because they truly describe what I saw and heard. This talent, combined with the fact that the songs being performed were incredibly important in me personally caused me to literally tear up and miss out on the well executed video that accompanied the first medley. I should mention that the videos throughout the evening were a mix of concept art by Yoshitaka Amano, gameplay, and cinematic footage that fit the theme and game of the music being played. 

A list of songs I can remember being played include the Medley 2002 (which includes the FFI: Overworld theme and FFI: Matoya the Witch), FF IV: Battle with the Four Fiends, FF VIII: Eyes On Me, The Final Fantasy Victory Theme, FF VI: The Phantom Forest, FF X: To Zanarkand, FF XII: Kiss Me Good-bye, FF VII: Opening - Bombing Mission, FF VII: Aerith's Theme, FF XI: Vana'diel March Medley, FF VIII: Man with the Machine Gun, FF IX: Melodies of Life, FF V's Main Theme: Ahead on our way, FF VIII: Don't be Afraid, A Chocobo Medley that included what I think was Mambo de Chocobo, an amazing new Battle Medley that included Clash on the Big Bridge, Fight With Seymour, and FF VII's Battle Theme (Which Arnie called Still More Fighting), and the Final Fantasy Main Theme (the Credits roll).

Highlights for the evening included first class performances by Susan Calloway (the singer songwriter who Nobuo Uematsu personally hand picked to work with), a completely unexpected arpeggio added to the Phantom Forest, and the entire battle medley (which was amazing). In one of the most beautiful songs of the evening Nobuo Uematsu himself came on stage to play keyboard as Arnie Roth played lead violin for what we were told was the world premiere of Distant Worlds' FFVI: Dark World. It was hauntingly powerful and it's the only rendition of the song I've ever heard outside the game. Another pleasant surprise was an encore of One Winged Angel where Arnie informed us that they didn't have a choir so the audience would get to sing lyrics with Uematsu himself! It was a larger than life moment where not everyone was sure if he was joking or serious. It wasn't until the end of the first chorus that most people actually started singing but the underlying message was clear... Distant Worlds would not have been possible without the support of the people in the audience, or the greater audience that's supported Square Enix's fantastic franchise, Final Fantasy. There was a lot of excitement in the room (two people got engaged during the show, earning a cool thumbs up from Arnie), and though those present were from many walks of life we all shared in a common interest, a passion for the music of Nobuo Uematsu.

Myself and Kaitlin
with Susan, Arnie, and Uematsu
Sitting so close to the performers I was able to occasionally hear Arnie humming parts of the songs aloud, see the growing of a subtle grin on the face of the coordinator (the gentleman with the violin) each time the audience cheered, the sound of Nobuo Uematsu solo-whistling the Victory Theme, and the words that were spoken that didn't reach the microphone. Words of congratulations between Arnie, Susan, Uematsu, and the coordinator. Words of thanks to the audience that never reached the microphone.

Kaitlin and I were able to meet and congratulate the trio after the concert, still glowing with joy (which is amazing considering Arnie had been conducting for over two hours!). They signed our CD's, took a picture with us, and thanked us for coming to see the show. Having an appreciation for what Arnie had put together, for Susan's talent, and for Uematsu's profound influence on my life, I wanted to say more but I completely choked up upon meeting them and instead of "thank you for one of the best nights of my life" I was only able to get out the words "thank you." Before I knew it, we were already out the door, back in the car, back on the highway, and back home. Distant Worlds Miami was an experience I will never forget and one that I hope many more people will get to enjoy.

Tuesday, November 19, 2013

Gaming Review: Playstation 4

Note: Feel free to skip below to the picture of the PS4 if you don’t want a story.

Winter 1997
It feels like ages ago when the Playstation first came out in 1994. I’d looked at magazines article about it, played one at a friend’s house, begged my parents for one (with Final Fantasy VII), and somehow, in 1997 I was fortunate enough to get one for Hanukah… FF VII the following night of Hanukah… and a memory card the night after that (still Hanukah)… You can see that my parents have a good sense of humor. When I first turned on the Sony Playstation I was impressed at the graphics, the flashy visuals on my demo disc, the audio CD-playing capabilities (the first instance of a gaming console that did something that wasn’t directly video game related), the quality and diversity of the music on the games I subsequently played, and the added depth and storytelling capabilities this new machine could produce. I experienced fear through Resident Evil, sadness and frustration through Final Fantasy VII, and I loved every moment of it. Though the controller was strange, and the whole external memory card thing was a new and frustrating concept in the N64 era, I was willing to look past this for games like Tekken 3, Parappa The Rapper, Metal Gear Solid, and Resident Evil 3.

Driving to school in my tank during the PS2 Era.
It was a different time...
By the time announcements were being made for a Playstation 2 I was well aware of just how significant of an upgrade it would be. Playstation 2 games looked significantly better than anything the Nintendo 64 was capable of, the upgrade to dual shock controllers meant the FPS was now a viable genre on the console (as opposed to N64 and PC only), and I’d already had my sights on Red Faction, the first game that advertised a “completely destructible environment.” There were even talks of the PS2 being able to one day play games online somehow but almost no one seemed that interested in that feature at the time. As I was still young and gaming hadn’t really become a mainstream thing, my parents somehow acquired one and completely surprised me on Hanukah with a PS2 and Red Faction (in one night because the PS2 didn’t come with a demo disc), followed by a memory card (the following night), and for a second time Sony raised the bar on what we could expect from video games. This was a clear improvement over the Playstation and is widely viewed as one of the most successful consoles ever made. Even well into the early life of the PS3 massive hits like God of War II were still being released on the PS2 and I’ll fondly remember it for its broad diversity of inexpensive games.


Cue the Playstation 3, which I had been hearing about even before rumors were being whispered in my social circle. It, combined with its competitor: the Xbox 360, would truly be the next generation of gaming, complete with cutting edge graphics, internal memory, online gaming that worked, social elements like “Trophies”, a wireless controller that didn’t eat AA batteries in under a day, and the ability to cure cancer (through the Folding@Home application everyone was encouraged to download)! As a poor college student I really wasn’t able to afford the PS3 until well after the preorder units were sold out, so I did what I thought few others would do and camped in line outside my local Best Buy for 3 days to pick one up.

Happy Folks with new PS3's
(Dan on the far right)
The experience of the line could be described as a cold Florida winter, complete with hot Florida afternoons, sunburn, mosquitoes, and plenty of rain. Even though I was 23rd in line (The first person in line waited 7 days!) I was able to keep my spirits up because I was there with my friend Daniel, and a few other people I knew from college. We somehow got electric power, finished our finals papers (it was finals week), occasionally played Playstation 2 games on one person’s generator, read books, camped in literal tents, ate food out of cans, and shared stories around the light of a mosquito repelling wick. The memories from that week will always stay with me, especially combined with the news that I’d passed my calculus final which I’d taken just before leaving school to wait in line. Though most of the people in that line sold their PS3’s for a quick buck, Dan and I lovingly kept our PS3s. Since the initial release I’m told that PS3’s are no longer backwards compatible, but mine still is, a treasure and testament to my trial. A few weeks later I was also able to pick up another PS3 for my brother-in-law, Frank (one of my friends subsequently got hired by Best Buy and told me when the shipments were), as it was apparently impossible to get a PS3 in the state of New York.


It’s hard for me to realize just how long ago the PS3 release was because in many ways that winter in 2006 was the beginning of my adult life, so as people started mentioning rumors of a Next Generation of gaming consoles I’ll admit that I was entirely uninterested. The graphics from the Playstation 3 already impressed me, and I was content with the controller’s decent layout, the integration of blue-ray, internet services, and the free online network (PSN).

To clarify why I'm a bit Sony biased: In addition to not having to shell out $15/month for a PSN+ subscription just for Netflix I often prefer(ed?) to play games on the PS3 over the Xbox 360 because somewhere between Rainbow 6: Vegas, R6V2, Uncharted, God of War, Skyrim, Assassin’s Creed 2, Dead Space, Demon’s Souls, Battlefield 3, and countless PS1/PS2 games I can still play on my PS3, an Xbox controller just feels foreign to me. I should mention that I also own an Xbox 360, play it with some regularity, and I'm not someone who only likes Sony, Nintendo, or Microsoft products. They all have unique aspects I appreciate.

An actual slide from the Sony Playstation 4 E3 Presentation
As someone who’s been playing and loving Playstation games for over a decade I decided to give Sony a chance to explain why they wanted to phase out a system I thought was already pretty good in favor of one that wouldn’t be backwards compatible (even for new PS3 games!), and finally watched the various reports from E3. Despite being one of the most painfully one-sided “debates” (the Xbox One presentation vs the Playstation 4 presentation) in gaming history I tried to remove myself from the extraneous information (SONY SUCKS! XBOX SUCKS! Etc.) and focus on what the new generation of consoles meant. 

The new generation?
With a virtually identical lineup of games (I’m not a fan of zombie games), a $100 price tag difference, the lack of video camera (I’m not a big fan of having a video camera that’s attached to the internet in my bedroom), and a controller that I prefer, I decided that I was going to go with the Playstation 4.

The Playstation 4 promised:
  •  Better Graphics.
  • A larger storage space on the Hard Drive (from 60gb to “500”gb [actually closer to 410gb])
  • More processing power [speed]. (roughly 2.5 times more)
  • More Memory [another component of speed]… Than my computer.*
  • An improved online network (PSN+).
  • Easier online interactivity with friends through screen streaming/sharing integration.
  • New games that my PC can’t run (Dragon Age: Inquisition, Thief, Watch Dogs, etc)


*I should clarify here that I’m not a huge PC gamer and that beyond Starcraft 2 at low-spec my computer has serious issues running most games.

Victory!
I didn’t see that huge of an improvement in the graphics from the PS3 to PS4 (or 360 to Xbox One for that matter) in the videos, didn’t have much money, and felt like I could live with what I had (Pokemon on the 3DS!!) until either Dragon Age or Thief came out, so I didn’t plan to get a Playstation 4. However, a week before the release of the PS4 I got an urgent message from my sister asking if I could use my awesome contacts to pick up a PS4 for Frank (the same Frank). I told her my friend had been fired from Best Buy years ago but that I’d stand in line for her on the release day to pick one up. The day before I stood in line, my sister (who has a track record of being awesome) told me to pick one up for myself too as a Happy Hanu-Christma-Ka-birthday-thank-you present. So, at about 5pm on release day my girlfriend and I went to Walmart and asked where the line was. We were surprised to find that we were the first ones in line! It seems that preorders were managed much better for this generation of games, that they made more of them to go around, and that people who really wanted one didn’t have to quit their jobs to pick one up. A mere 7 hours of waiting (indoors!) later we walked away with two Playstation 4’s! Because we are responsible adults we refrained from trying to play one of them until after work on Friday. 

The following is my report:

Photo by Mon Dean
The first thing that impressed me was the size of the Playstation 4 and its sleek design. Half glossy/reflective-black, half flat-black, and half the size of the original Playstation 3 it’s aesthetically pleasing and something you’ll WANT to showcase. Though people have already made fun of it for a supposed “wobbling issue”, unless you live directly next to a train station or on a boat the average person won’t notice that it wobbles slightly when intentionally wobbled. When I plugged it in, a colored light crossing the top of the PS4 caught my attention and the guide book informed us that the color of light is used to indicate different things, like if it’s overheating. The Playstation 4 controller is also a significant improvement over the Playstation 3 controller, offering improved triggers, better grip, a touch pad, a “share” button (that allows you to easily share your screen with friends or the internet), and a few features that require a PS4 video camera attachment to use. It's hard to quantify in words just how much better this controller is so I found a picture:

The new controller
Though there was a “Day 1” patch that took all of 5 minutes to download/install and a bunch of terms and conditions to agree to, I was ready to play in under ten minutes from plugging it in. However, an issue with the PSN not working prevented me from logging into my old PSN account. In this age it’s to be expected that a launch console might not have working internet capabilities on the day of its release (like Diablo 3 or the Sims), so I was impressed that it was up and fully operational by Saturday morning. Luckily you don’t need the PSN to play games, and gaming happens to be the reason I wanted a PS4 in the first place. Regarding the basic interface, they’ve condensed a lot of the menus that used to be scatted across my PS3 “desktop,” like putting all of the video viewing services (Huloo, Netflix, etc) into one tab. It’s fairly convenient and while subtle these are the sorts of things that made me feel good about the PS4.


Once I was able to log in I took a few minutes to also look at the PSN+ (the PS4 comes with a 1 month free subscription to the Playstation Network +), and felt like it was almost identical to the way it was when subscribed on a Playstation 3. This was the only technical “shortcoming” I’ve experienced thus far in the things that were promised though I’ll admit I’m not much of an online gamer so this has little effect on my opinion of the system. However, despite the PSN+ requiring a monthly fee, Netflix and other video-services do not require you to subscribe to the PSN+ fee to be used. This was a surprise and a clear advantage over the Xbox 360 and Xbox One, which both require you to pay for a Gold Subscription each month (~$15) in addition to your monthly Netflix/stream service fee.

IN GAME GRAPHICS!
The only game I own for the Playstation 4 is Assassin’sCreed: Black Flag so I have a limited perspective to share. For starters, the notorious Assassin’s Creed Series loading times were dramatically reduced. I can’t begin to express how happy this made me. When the first loading screen for the vast open world appeared and went away in under 15 seconds I understood that even without vastly superior graphics the PS4 is a vast improvement over the last generation. Once the world loaded, most of the important visuals of the game, the water, the scenery, and the weather looked fantastic! Thought the character models often resembled good PS3-level graphics (which isn’t a bad thing at all) I noticed subtle improvements to detail like actually having stray pieces of hay fall off the main character after brushing through a hay pile, or splinters of wood flying off a boat after it gets battered with chain-shot. I also noticed that the backgrounds were actual locations you could visit, as opposed to two dimensional painted pieces of scenery!

Who knows what new adventures await?
It’s just the start of the new generation so don’t know if the Playstation 4 will show as vast an improvement in graphics as the jump from the launch PS3 games to the latest releases, but I’ll attest that I’m already happy with how it looks, the huge reduction in load times, the capability for a higher particle/model count, and the improved controller. While there are probably people who will knit pick at this generation of consoles for one small thing or another there is no doubt in my mind that the Playstation 4 is the best console I’ve played. Though it doesn’t boast an enormous array of titles, the ones available are massive blockbusters that will easily take as much time to complete as Super Mario World, Sonic the Hedgehog, Mario 64, Luigi’s Mansion, or a Halo game (the major launch titles from previous generations). I’ve already started having a good time and I think that the vast majority of people who get one will feel the same way.

For a more detailed review on the PS4 check out this page.
To read about how they made the PS4 check out this article.

Monday, November 11, 2013

Comic Production: Editing & Art Direction

"Work Harder!"
An early concept by Adam Cartwright
We're only 8 days into November (at the time of writing this) and I know I've already spent well over 30 hours editing the comic book series. We're still storyboarding the final third of the series, and while I can't change a whole lot about what I've written, I've been asked to go through and revise all of the dialogue in the series with a fine-tooth comb, character by character. So I've had to go through the script, character by character, and modify each person's speech to be unique from the others. Most of our characters come from different places in society, don't have a very diverse vocabulary, and generally won't use words with more than three syllables, while others never use conjunctions, or intentionally use big words to confuse everyone else and take advantage of them.

More complexity is added to the situation because the world we've created is extremely phonetic, literal, foreign (different planet), and has to lack all modern idioms/references. So as I scour the pages of the script for instances of "makes sense", "make sure", "make yourself at home", etc, i'm also looking out for things in the social context of our series, like the various perceptions of how to measure time, how numbers are perceived/measured, or if a character believes in evil/good or moral ambiguity. I also have to avoid any modern terms or phrases like "fish in a barrel," "bull crap," or anything else that refers to plants or animals because they don't exist in the comic. It was a surprisingly more difficult task than initially expected and much of the speech patterns feel truly foreign to English. I had to create rules for a phonetic low-class language early on to make it understandable, while still not resembling good English, and remaining phonetically true to how I'd like the words spoken. For example, one character almost never uses "the", instead opting for " a'." While I could have opted for 'da (as in, 'da bomb) instead of a' the character doesn't use the "D" sound much, so it wasn't true to the phonetic rule. Hopefully what I've got passes the final editor's approval and is easy enough to understand. This sentence summarizes much of my work, how "I brought some mercenaries here as insurance to make sure that didn't happen" becomes "Got some friends here ta’ make sure ‘at didn’ happen."

Tattoos for Tarot
On the production side, I generally look at the last week's art and mark things that need to be changed. These are things like making sure that everything in the script that was important was included (continuity), that excess frames are cut, that characters don't look stiff, that with no knowledge of the script I as a reader can understand the visual motions happening in the scene without explanation, and that a given characters' expressions and body language fit the character. We've been working on concepts and thumbnails (basically storyboards) for the last few months so it's important that I suggest large artistic revisions before we get to the sketching phase. Our methodology is admittedly abnormal in the regard that we're working to finish the storyboards for the entire series before we move on to the sketching phase but otherwise we're following a fairly traditional model. 
Effective Pacing?
That is the question
Pacing is another one of those tough spots that separates a good artist from a good sequential artist. There is a balance between cutting a scene short versus dragging it out for too long and it's the difference between an interested readership, boredom, and being confusing. It's also fairly hard to convey subtle motion gestures like a "nod" in sequential art without spending too much time on them, so you need to improvise around certain gestures. Here's an example of the sort of things that sequential artists think about.


Illustrate a character picking up and eating an apple.

Idea 1 
Frame of the character eating an apple.

We skipped half of the job by not illustrating the character picking up the apple. Was it important to show them picking up an apple? Maybe not, but if so, the reader has no idea where the apple came from and there is not enough information in the single frame (without additional points of reference) to assess much of anything about it's origin. Perhaps the character was carrying it, perhaps it was in his/her pocket, perhaps they just found it. Most readers will assume it's clean because the character is eating it, unless the character itself looks dirty. However, this example has not conveyed a character picking up AND eating an apple, just the eating part.

Idea 2 
Frame of an apple, close up. 
Frame of character eating an identical apple.

This is still not very effective because we don't know where the apple that the character is eating came from. We are left to assume that the apple is the same one from the closeup frame (background can help sell this idea) or else the artist likely would not have focused on it for a full frame... Unless it's an apple not yet consumed (still in the background), implying that the character is eating many apples and that perhaps something bad/good will happen when they reach the one from the closeup. Poison apple?

Idea 3 
Frame of an apple, close up, or alternatively an establishing frame of the character and the apple apart.
Frame of a hand moving towards an apple. 
Frame of a character (with a matching hand) eating the apple.

This is fairly effective and can be made more effective by use of color on the hand or by perhaps giving the character a long-sleeve shirt or unique identifiable quality that's visible in the last two frames.

Idea 4 
Frame of an apple, close up. 
Frame of a hand reaching towards the apple. 
Frame of a character matching the hand from frame 2 looking at the apple. 
Frame of the character blowing on the apple. 
Frame of the character wiping the apple on their sleeve. 
Frame of the character looking at the apple to make sure it's clean. 
Frame of the character eating the apple.
While intentionally extended to 7 frames for emphasis, you can see how this sequence of events could easily detract from the main story... Unless the point of the scene was to imply that life is moving slowly, or to give an internal monologue, or perhaps to make a seemingly important statement about the character's nature that couldn't otherwise be presented in a different scene. The point here is that this example wastes 7 frames, possible 2 full pages (pages = $), to show something that doesn't progress the plot, doesn't make a statement, and is possibly boring to look at. This isn't to say that you can't add other elements like the aforementioned monologue, or perhaps to use this as a visual dynamic while a conversation is taking place, but on its own this is probably excessive framing.

So this week's post ends with the sort of joke you'd find in an action film.



Frame 2: Anarchist: "What's the password?"





Frame 3: Glasses Guy: "Huh?"

Frame 4: Gun: JAM*
Frame 6: Gun: click click


Frame 7: Anarchist: "Nice joke, eh?"

Frame 7: Text Box (bottom of frame): *There are few things more upsetting in life than a gun jam.