Sunday, November 18, 2012
State of the Blog: 100th Post
This is the 100th post on Gold Skulltulla, and by the time this is live the blog will have racked up more than 20,000 pageviews in its nearly 6-year lifespan. It's a nice little milestone, and the perfect opportunity to take a minute to reflect on how far the blog has come and where it needs to go. Gold Skulltulla has always been personal in nature, serving as a platform for me to build a public portfolio of video game and music criticism, share DJ mixes, and promote my own art events.
If you go back to the earliest posts, this blog only existed to write best-of music lists once a year among a circle of friends who did the same. I plucked the name "Gold Skulltulla" out of the air because it sounded cool. If you play video games you'll pick up on the allusion to Gold Skulltulas, small spider-like collectable/enemies from The Legend of Zelda: Ocarina of Time, but it was never really important to understand that. "Skulltula" is meant to be a play on "tarantula," but since I (mis)pronounced it "tull" like "Jethro Tull" I went with that spelling. Also, by Gnarls Barkley naming logic, I thought it would avoid the copyright police in case things "got huge." Once I began to compose DJ mixes, I figured I'd use the title for that moniker too. Brand synergy and all that.
The music lists and mixes continued on, but if there's a point where content on the blog shifted significantly it was the addition of video game reviews almost 3 years ago. Amidst a miasma of bad games writing, and a growing audience for intellectual discussion of the medium, I saw an opening for games criticism from an artistic, experiential perspective and decided to apply myself toward that goal. This blog was a safe place to grow comfortable with my writing, which has come a long way since those early posts.
That brings us to some exciting news. It's with great pleasure that I formally announce a new site dedicated solely to video games and their surrounding culture: Low Cutoff. I invite you to check out the About page over there which has all the juicy details. In short, Low Cutoff takes the fundamentals and the hard work I've put into Gold Skulltulla and turns it into a focused video game conversation space. Expect more frequent posting, new kinds of content, and a fresh sense of style.
This is not the end of Gold Skulltulla though, which will remain live and with all posts left intact. New video game posts will only show up on Low Cutoff, while pieces for Gold Skulltulla will shift towards music exclusively. Microgenre Moment will continue, as will best-of lists. I'd also like to begin posting what I call Sticker Reviews: bite-sized recommendations of albums or songs that will endorse musicians that are putting out music that's worth your time. Gold Skulltulla remains my DJ name and I will still make mixes when I find the time.
Thanks for stopping by and checking out Gold Skulltulla, and I hope you'll give Low Cutoff a look as well. As always, feedback is welcome. Here's to another 100!
-Dan
Sunday, November 11, 2012
Deep Time
It's been nearly 3 years since I made a disco-house mix, but I finally put a sequel together. "Deep Time" is not totally pure disco, but everything at least carries a notable funky vibe (slap bass, disco strings, etc.). I wanted a chance to share some of my favorite tracks of the year ("Inspector Norse"), and also return to a few of those artists from "Building Sensation." This new mix runs almost exactly an hour long, so strap your dancing shoes tight. Thanks for listening.
Gold Skulltulla - Deep Time
Tracklist:
The Avalanches - A Different Feeling (Paperclip People Remix - Avalanches Edit)
MK - Burning (95 Mix)
Ejeca - Pushed
Mungolian Jetset - Smells Like Gasoline
Fort Romeau - Jack Rollin'
Shit Robot - Space Race
Todd Terje - Inspector Norse
The Avalanches - A Different Feeling (Paperclip People Remix - Avalanches Edit)
The Rapture - Sail Away (Cut Copy Remix)
Hercules & Love Affair - Falling
Miami Horror - I Look To You
In Flagranti - Effective Placebo Affect
Holy Ghost! - Hold On
Lovelock - Maybe Tonight (Morgan Geist Vocal Edit)
Golden Bug - Disco Sensation (Bonus Beats)
Jacques Renault - Tuxedo Dance
Escort - Cocaine Blues (Greg Wilson Remix)
Maya Jane Coles - Contradiction
Strip Steve - All The Time
Daft Punk - Something About Us (Cherokee Remix)
Hot Toddy - Down To Love
Roisin Murphy - Simulation
Kenneth Bager - Fragment Two (The First Picture) (Jesse Rose Remix)
Gold Skulltulla - Deep Time
Tracklist:
The Avalanches - A Different Feeling (Paperclip People Remix - Avalanches Edit)
MK - Burning (95 Mix)
Ejeca - Pushed
Mungolian Jetset - Smells Like Gasoline
Fort Romeau - Jack Rollin'
Shit Robot - Space Race
Todd Terje - Inspector Norse
The Avalanches - A Different Feeling (Paperclip People Remix - Avalanches Edit)
The Rapture - Sail Away (Cut Copy Remix)
Hercules & Love Affair - Falling
Miami Horror - I Look To You
In Flagranti - Effective Placebo Affect
Holy Ghost! - Hold On
Lovelock - Maybe Tonight (Morgan Geist Vocal Edit)
Golden Bug - Disco Sensation (Bonus Beats)
Jacques Renault - Tuxedo Dance
Escort - Cocaine Blues (Greg Wilson Remix)
Maya Jane Coles - Contradiction
Strip Steve - All The Time
Daft Punk - Something About Us (Cherokee Remix)
Hot Toddy - Down To Love
Roisin Murphy - Simulation
Kenneth Bager - Fragment Two (The First Picture) (Jesse Rose Remix)
Saturday, November 3, 2012
Review: BIT.TRIP RUNNER (Mac)
Prerequisite: check out this video of an individual demonstrating their mastery of the game/toy Bop It. It's best if you watch the whole thing, but I understand if you become impatient and bail early. BIT.TRIP RUNNER is a video game version of Bop It. No, it's not an official tie-in, but the mechanics are transferred nearly verbatim. In RUNNER you control a character who must dodge obstacles as the environment force-scrolls past. Directional buttons trigger block, kick, slide, and vault actions while the spacebar executes a jump. These moves are sort-of tied in to the accompanying music score, but mostly you rely on visual discernment to time and select your actions. Like Bop It, one false move while playing will stop you in your tracks and force you to try again from the beginning. Also like Bop It, you can beat and master RUNNER, but doing so is like learning to play a song that no one wants to listen to on an instrument that doesn't really exist.
When it came time for me to decide what I wanted to play in my grade school band, I chose percussion. Drumming seemed more fun than brass or woodwinds, but I was also more confident in my ability to keep a beat over maintaining melody. My sister took piano lessons, which I was encouraged to take as well, but never did. We got a programmable electric piano at home eventually, and rather than actually play conventional music, I'd setup the percussion kit that assigned individual drums and cymbals to specific keys and make all sorts of noise. There was also a neat trick you could do by pressing two low-octave "square lead" keys at the same time, producing some pretty satisfying bass rumbles. I own a MPC drum machine, though it's been sorely underused. I adore Rez and was a die-hard DDR player for several years. In short, though I would not call myself a musician of any kind, I know my way around button/key-based beat making. On its surface, I should love BIT.TRIP RUNNER.
Unfortunately for me, RUNNER plays how I always feared piano lessons would go: demanding, unforgiving, and with a slavish dedication to someone else's creativity rather than my own. In RUNNER, you can't study notes on a page to prepare, you must react in real time and memorize the level's patterns through failure. At most, you have a full second to recognize what object is heading your way and tap the appropriate key to evade or deflect. Each time you screw up, it's like the piano instructor wraps your knuckles with a ruler and points to the first note on the sheet. If you play a piano piece correctly, you enjoy the satisfaction of hard-earned accomplishment along with the joy of hearing a song that you presumably like. In RUNNER, you just earn arbitrary points and the music you've produced only occasionally sounds like a song. There is no level editor or any way of really getting hands-on with the mechanics beyond the prescribed courses.
People have compared RUNNER to mobile games like Canabalt and Temple Run for their similar, forced running perspectives. Both Canabalt and Temple Run use randomized obstacles and challenge players to get farther than their previous attempt, but as far as I'm aware, neither has endpoints. RUNNER is broken up into 36 preset levels, and withholds progression until you complete the stage prior. The big difference between RUNNER and something like Canabalt is how you feel after triggering a fail state. With Canabalt it feels like the game playfully dares you to try it again. You know losing is inevitable, but it's fun to try and get farther than last time. In fact, "losing" isn't really "losing," it's just the end of the round. Retries in RUNNER are instantaneous. If you forget to kick a box on cue, the game zips you back to the start of the stage, and after a brief moment you're back on your way again. I applaud Gaijin Games for making the process so snappy, but subsequent runs feel more like a matter of survival than heartfelt attempts on the part of the player. You're trapped in the gameplay loop until you either win or cry "uncle" and quit.
There are collectable gold bars throughout RUNNER that encourage a more daring style of play, but the game doesn't offer rewards that merit the effort required to snatch them all. If you do collect every gold bar in a level you can play a bonus Pitfall-styled area, which is neat a couple times, but not 30+. You only get one try at the bonus levels per completion of a regular stage, which means you may have spent a half hour trying to get a perfect run, only for your "prize" to last a fleeting handful of seconds. The numerous retries on regular levels pushed me to ignore the gold bars as much as I could, eliminating several tricky maneuvers from my regimen, but also rendering the music more spartan, lacking the distinctive chimes emitted by grabbing the bars. You could interpret the game as an incisive metaphor for the daily, 9-5 grind perpetuated by an uncompromising capitalist economy, but that's an unearned credit. Instead, playing BIT.TRIP RUNNER feels like a really difficult motor skills exam – something for the sport stacking set.
I'm being pretty hard on RUNNER, but it does have its merits. Visually, the game renders Atari 2600 graphics as 3D cubic blocks to grinning, stylistic effect. If you collect enough point multipliers in a level, an old-school Activision rainbow will tail behind the titular runner as it goes – RUNNER's incentivization at its most effective. Mechanically, the game is as sharp as it gets. Though it asks for tight precision, failure is never the result of ambiguous design. I could knock the effectiveness of RUNNER's musical implementation, but having listened to the soundtrack outside of the game, their track selection is appropriate and catchy. Lastly, I began this review by comparing RUNNER to Bop It, but I should point out that I actually like Bop It. It's a party icebreaker game that asks players to focus their attention, likely in a social situation that requires otherwise – a humorous juxtaposition. As an unfortunate point of contrast, there just isn't much to laugh about in RUNNER.
Still, there are clearly a lot of people who dig what BIT.TRIP RUNNER brings to the table, and far be it from me to say not to like something people seem to enjoy, but the game feels masochistic for nostalgia's sake. There's no denying its style, but you'd be hard pressed to locate any real substance here. And if you choose to play BIT.TRIP RUNNER, make no mistake, you will be pressed...hard.
When it came time for me to decide what I wanted to play in my grade school band, I chose percussion. Drumming seemed more fun than brass or woodwinds, but I was also more confident in my ability to keep a beat over maintaining melody. My sister took piano lessons, which I was encouraged to take as well, but never did. We got a programmable electric piano at home eventually, and rather than actually play conventional music, I'd setup the percussion kit that assigned individual drums and cymbals to specific keys and make all sorts of noise. There was also a neat trick you could do by pressing two low-octave "square lead" keys at the same time, producing some pretty satisfying bass rumbles. I own a MPC drum machine, though it's been sorely underused. I adore Rez and was a die-hard DDR player for several years. In short, though I would not call myself a musician of any kind, I know my way around button/key-based beat making. On its surface, I should love BIT.TRIP RUNNER.
Unfortunately for me, RUNNER plays how I always feared piano lessons would go: demanding, unforgiving, and with a slavish dedication to someone else's creativity rather than my own. In RUNNER, you can't study notes on a page to prepare, you must react in real time and memorize the level's patterns through failure. At most, you have a full second to recognize what object is heading your way and tap the appropriate key to evade or deflect. Each time you screw up, it's like the piano instructor wraps your knuckles with a ruler and points to the first note on the sheet. If you play a piano piece correctly, you enjoy the satisfaction of hard-earned accomplishment along with the joy of hearing a song that you presumably like. In RUNNER, you just earn arbitrary points and the music you've produced only occasionally sounds like a song. There is no level editor or any way of really getting hands-on with the mechanics beyond the prescribed courses.
People have compared RUNNER to mobile games like Canabalt and Temple Run for their similar, forced running perspectives. Both Canabalt and Temple Run use randomized obstacles and challenge players to get farther than their previous attempt, but as far as I'm aware, neither has endpoints. RUNNER is broken up into 36 preset levels, and withholds progression until you complete the stage prior. The big difference between RUNNER and something like Canabalt is how you feel after triggering a fail state. With Canabalt it feels like the game playfully dares you to try it again. You know losing is inevitable, but it's fun to try and get farther than last time. In fact, "losing" isn't really "losing," it's just the end of the round. Retries in RUNNER are instantaneous. If you forget to kick a box on cue, the game zips you back to the start of the stage, and after a brief moment you're back on your way again. I applaud Gaijin Games for making the process so snappy, but subsequent runs feel more like a matter of survival than heartfelt attempts on the part of the player. You're trapped in the gameplay loop until you either win or cry "uncle" and quit.
There are collectable gold bars throughout RUNNER that encourage a more daring style of play, but the game doesn't offer rewards that merit the effort required to snatch them all. If you do collect every gold bar in a level you can play a bonus Pitfall-styled area, which is neat a couple times, but not 30+. You only get one try at the bonus levels per completion of a regular stage, which means you may have spent a half hour trying to get a perfect run, only for your "prize" to last a fleeting handful of seconds. The numerous retries on regular levels pushed me to ignore the gold bars as much as I could, eliminating several tricky maneuvers from my regimen, but also rendering the music more spartan, lacking the distinctive chimes emitted by grabbing the bars. You could interpret the game as an incisive metaphor for the daily, 9-5 grind perpetuated by an uncompromising capitalist economy, but that's an unearned credit. Instead, playing BIT.TRIP RUNNER feels like a really difficult motor skills exam – something for the sport stacking set.
I'm being pretty hard on RUNNER, but it does have its merits. Visually, the game renders Atari 2600 graphics as 3D cubic blocks to grinning, stylistic effect. If you collect enough point multipliers in a level, an old-school Activision rainbow will tail behind the titular runner as it goes – RUNNER's incentivization at its most effective. Mechanically, the game is as sharp as it gets. Though it asks for tight precision, failure is never the result of ambiguous design. I could knock the effectiveness of RUNNER's musical implementation, but having listened to the soundtrack outside of the game, their track selection is appropriate and catchy. Lastly, I began this review by comparing RUNNER to Bop It, but I should point out that I actually like Bop It. It's a party icebreaker game that asks players to focus their attention, likely in a social situation that requires otherwise – a humorous juxtaposition. As an unfortunate point of contrast, there just isn't much to laugh about in RUNNER.
Still, there are clearly a lot of people who dig what BIT.TRIP RUNNER brings to the table, and far be it from me to say not to like something people seem to enjoy, but the game feels masochistic for nostalgia's sake. There's no denying its style, but you'd be hard pressed to locate any real substance here. And if you choose to play BIT.TRIP RUNNER, make no mistake, you will be pressed...hard.
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