Showing posts with label Anniversary. Show all posts
Showing posts with label Anniversary. Show all posts

Tuesday, December 18, 2018

Thumper




Back in 2016, the two-man studio Drool released Thumper, a new type of rhythm game dubbed “rhythm violence.” This concept and the initial trailers hooked me on the idea, but I didn’t get around to playing it until I received a physical copy of the game through Limited Run. Within a few hours, Thumper provided an unforgettable experience that’s hauntingly breathtaking, even more so in VR.

In Thumper, you play as a beetle and guide it along a track across a series of uniquely horrific worlds spread out over nine levels. Each level, divided into up to 30 sub-levels, contains a handful of bosses, culminating with a boss that resembles a screaming, flaming human skull.

There’s no real story to Thumper, at least not one that’s obvious. This lack of a story is actually for the better, since it allows the player to come up with their own interpretation of what each iteration of the final boss is. From my playthrough, the narrative seemed to gradually veer into cosmic horror, as the final boss continued to evolve in its appearance until it resembled something that was difficult for the human mind to comprehend.

The gameplay is simple at first. You tap X over white thumps, bank turns and slide through red bars to a beat until you reach the boss. During later levels, however, you have to also jump into blue rings and above strips of red spikes, switch between multiple lanes and survive laser sentries, all while moving to an increasingly faster tempo. While the first few levels introduce new mechanics one by one, including the need to break shields during a boss fight, later levels emphasize the need to keep up with the beat while mastering increasingly irregular beat patterns. On top of all this, you can only take two hits before you die.

The only thing that keeps the game from becoming impossibly difficult is the fact that when you die, you start over at the beginning of the sub-level you died on, meaning you only have to redo up to about a couple minutes of progress. A nice quality of life addition is the fact that boss patterns will repeat until you get them right, but this is balanced by the fact that death means restarting the boss from the beginning.

Because the tempo change is gradual, I was able to easily adjust to the difficulty and lower reaction times to the point where I didn’t notice how fast the game was until I later viewed the final stretch of Level 9 out of context. It felt very rewarding when I realized what I had accomplished, but the game was also physically demanding. Tapping X countless times over the span of a few hours hurt my thumb and I had to occasionally take a break to recover.

Thumper marries unique gameplay with haunting imagery.

Of course, it wouldn’t be a rhythm game without music and Thumper delivers. Dark and oppressive electronic music is generated procedurally by the game, according to the layout of each sub-level, and reacts appropriately to the player’s input. Without any marked meter on the track, as in other games like Guitar Hero or Rock Band, the game’s own beat acts as a guide to how the player may react to incoming obstacles, which works fairly well, though later levels have so many obstacles that it more often comes down to the player’s instinct. Of course, it does help to have a natural sense of rhythm.

The composer, Brian Gibson, had also arranged the tracks separately to be listenable as a more traditional experience. From listening to it this way, I was still able to picture the proper moments from the game, including the track itself, which speaks to its effectiveness.

Complimenting the soundtrack is a matching sense of visual design. The smooth and polished design of the beetle helps it stand out from the dark, jagged and writhing elements of the world around it. The track itself twists and turns as though it were a living being, a feeling aided by the tentacle-like designs that protrude from the sides. Bosses are usually some abstract shape, like a triangle or hexagon, often with tentacles of their own, and Final Bosses evolve from a flaming, screaming skull to a Lovecraftian nightmare of eyes, spikes, jagged tentacles and teeth. As noted before, the final form of this boss more resembles an Elder God whose form is otherwise too difficult for the human brain to comprehend, though the boss that comes afterwards has a more elegant design that may otherwise be left open to interpretation.

The experience of Thumper is also enhanced when played in VR, as I did for this review, especially with a good pair of headphones. VR brings the player much closer to the action, removing the physical space between them and the TV. As such, the beetle is placed more or less directly in front of you and obstacles are easier to react to. I’ll admit, however, that this seemed to make the Final Boss of Level 9 more frightening during a certain segment after its defeat.

From my experience, once I played Thumper in VR, it was next to impossible for me to play it any other way. For one thing, I now had what felt like a barrier of physical space between me and the TV, which made everything feel much further away from me, an adjustment I found too difficult to make. I also experienced a small, but noticeable input lag when attempting to play this way, something that I didn’t really worry about while wearing the headset. I have no idea if this lag is something all players experience outside of VR or if it was some combination of specific circumstances. Either way, it’s something to keep in mind when deciding to play Thumper traditionally.

Thumper is a unique rhythm game experience that I would highly recommend. It manages to find a new twist on the genre through the “violence” component and becomes highly memorable through its combination of dark visuals and matching soundtrack. The game can get very challenging, to the point of injuring thumbs, but is also very rewarding. I would also tell you to play it in VR if you can, but with the warning that it might be impossible to adjust back to playing it outside of that setting.

Monday, December 19, 2011

[OLD] Tron - An Instant Sc-Fi Classic


In honor of this blog's 1st Anniversary on December 18, I have decided that it would be appropriate to try and review the original Tron, since the site's very first review was for Tron: Legacy. Tron was one of the very first feature films to integrate computer graphics with live action, helping to pave the way for feature length CG films like Pixar's Toy Story. While Tron, released in 1982, did initially fail at the box office, it gradually became a cult classic, spawning a franchise that has birthed numerous video games, comic books, and even the aforementioned sequel released 28 years later. After re-watching this movie again, I think I can see why it became such a hit later on.

For anyone who doesn't already know, the story is about a software engineer named Kevin Flynn (Jeff Bridges) who attempts to hack into ENCOM in order to locate evidence that the company's Senior Executive, Ed Dillinger (David Warner), had plagiarized several of his video games in order to get where he is today. When he is thwarted by the Master Control Program (MCP), and with Dillinger tightening security as a result, he manages to sneak his way into the company building using lower level access, joined by Alan Bradley (Bruce Boxleitner) and Lora Baines (Cindy Morgan). When he tries to locate his evidence on a company computer, the MCP takes control of a digital laser to digitize Flynn and punish him in the ENCOM mainframe. The rest of the plot unfolds within the mainframe, bringing to life countless visuals, such as the Light Cycle and Identity Disk, that would later become staples of pop culture and parody.

While the story does actually get easier to follow each time I view it, there are still some small things about it that bug me. Early on they establish the main characters and use the time to add some sense of depth to them, but in the last third they introduce two characters that we are suddenly supposed to care about, with no real indication of who they are outside of their server function. Without taking that into account, the story is very slow paced throughout, leaving me more tired than involved as it went on. However, it does manage to keep a mostly consistent narrative and stay within its own confines by establishing the main aspects of the digital world and sticking with them, making the events more plausible in return.

Even with the iffy story, the actors play out their parts very well. David Warner and Jeff Bridges help to let the audience know that there is definitely some history between them, with Ed Dillinger portrayed as a cautious and worried individual in contrast with the confident and more laid back Flynn. Even Bruce Boxleitner and Cindy Morgan show off some acting skill in their parts, although even the titular Tron is more of a minor character behind Jeff Bridges' Kevin Flynn.

Of course, the most recognizable and memorable aspect of the film is in its visuals. While the CG may look very primitive by today's standards, what they were able to accomplish with it is actually pretty impressive for what they had back then. The methods of transportation are very recognizable now, mainly the curvature of the Light Cycles and Solar Sailer, and the angular Recognizers and ships also help to create some visual variety. The backgrounds are also very believable as computer space given how they might have envisioned it at the time. However, there sometimes seemed to be too much going on when many intricate patterns were onscreen at once, and some of what was shown seemed to be thrown in simply because they could do it, like a brief scene where spider-like programs appear from the ground for no apparent reason. In any case, what we are presented with now seems to give off a distinct charm that makes the look of the cyber world more intriguing decades later.

As a last note, the score by Wendy Carlos is good on its own as well. While we can do more with synthesizer technology these days, what had been done at the time in combination with the London Philharmonic Orchestra goes well with the events taking place, creating the appropriate mood and maintaining the right atmosphere. It's hard to ignore how impressive Tron's music is, especially since it would later inspire Daft Punk's take on the music of Tron: Legacy.

While Tron may be limited in some ways by what was available in 1982, and very dated as well, it is by no means a bad film. It's not my favorite, but its relevance in pop culture today would make it hard not to recommend at least one viewing to see what it is. When you do get to see it, I guarantee that you'll be impressed one way or another, and likely gain the urge to play a video game version of the Light Cycles.