I'm back! It's E3 2015! (Also, sorry I'm late!)

First, two necessary disclaimers:

  • It's noteworthy that I neglected to write about E3 here last year, so my most recent E3 post was from 2013. 2012-2014 proved to be an uncomfortable phase in life. Add to that my lack of interest in what was going on in gaming at the time. I'm happy to report that that's all changed and I was able to bring my characteristic interest, passion and predictions back for this year. More about this soon, but a big part of it was...
  • I'm now an employee of Sony working on the PlayStation Store, so I'm obliged to start with the comment that these opinions are my personal ones and not those of Sony the company. There's no secret/unreleased info here, and while it would be easy to call me biased, I plan to continue to call 'em as I see 'em. More after the run-down.
  • Bonus third disclaimer: I'm very late! This was a lot to work through. Sorry about that. 

1. The manufacturer and publisher pressers still rule the day.

These events are still by far the most efficient in terms of the game info delivery per unit of time ratio. 

There are a lot of red herrings, which I'll condense to a rule of thumb: what causes cheers and applause may not sell, and what sells may not cause cheers and applause. 

That said, I think we all like to take the overall temperature of a manufacturer/publisher by their overall quality and breadth of games shown, as well as the tenor of the event. (Also, it is still encouraged to get on the hype train for games you think you'll love.)

I'll take the manufacturers in chronological order:

Nintendo comes first, because I think their Nintendo World Championships event should count as their presser. The fanboys were assembled in the theater, there was a great show put on by all involved, and the appearances by Miyamoto-san and Reggie lit the place up. 

New IP and upcoming releases not only showed up, but they showed up in really interesting and creative ways. A new mecha-football game on 3DS was newly announced and a competition title at the same time. Super Mario Maker's use in the tournament shows its creative potential (and humor potential). A DLC announcement for Smash 4 was greatly performed, too.

Their true presser, a YouTube presentation, showed a relatively weak hand. New Zelda on 3DS appears to be the highlight. The new Star Fox finally showed up, and it is indeed Star Fox. I'll buy it and enjoy it. Seeing none of the new flagship Zelda for Wii U was a disappointment, but on the other hand after that game the Wii U console may well be a lame duck.

But Nintendo will be fine. More on them later.

Microsoft comes next, and they ... didn't seem to change much. I should lead with their strong suit: HoloLens may just be magical. The Minecraft demo looked really, really fantastic. 

Unfortunately, MS has a history of polished tech demos that don't live up to the magic. In 2010 I was pulled in by the magic of Kinect and the potential of Dance Central. It didn't work fantastically in actual living rooms, and the hardware was optional, so it sank. Two Ars Technica reports (here's the latest) lament a "startlingly small field of view" on HoloLens prototype devices. 

There was some stuff that one would think couldn't go wrong (but did). Oddly, MS led off with announcing backwards compatibility with the 360. This is a feature that only matters at launch, when the library is lacking and the previous generation is still going strong. 2 years in, the One and the PS4 are both mainstream consoles producing great games. Combine that with some weirdly couched language about discs and permissions and downloading, and one gets the impression that it's limited-release emulation, closer to Nintendo's Virtual Console than across the board back-compat. That's going to irritate gamers when the feature doesn't work for their game of choice. 

The Elite Controller looks great, I bet it feels great, and it's customizable... but it's retailing for $150? What? eSports types might spring for it, but that is a small audience.

Aside from that, their game content seemed hamstrung by a smaller first-party portfolio compared to Nintendo or Sony. The only memorable presentations were Halo 5 and Gears 4. And those were honestly lacking impressiveness.

In my experience, the Gears presentation wasn't visible. Everything was too dark. To Tycho at Penny Arcade, who has opinions on the franchise, it was less impressive for other reasons:

The demo of Gears of War 4 was, in my opinion, the only off note in the Microsoft press thing.  That’s not an indicator of a bad product or anything like that, there’s no way to know.  I’m saying that was a bad part to show and the whole thing just needs to bake.  Gears is, like Warmachine or Doctor Who, one of my things.  This means that I extend it some sympathy, because it does something uncommon, something I can’t get elsewhere.  Even then, with an optimal audience, I couldn’t find much to hold onto.

MS got to include some third-party and multiplatform stuff, like Square Enix's rebooted Tomb Raider and Ubisoft's The Division. The association with the Tomb Raider demo came off to me as MS trying to respond to the Uncharted franchise over in Sony's house, which is a system-seller unlike Tomb Raider. (That's a give-and-take thing: MS caught up and won in racing sims. Halo is still better than Killzone.) But the game is ultimately multiplatform and credit is due to Square Enix for making such an impressive-looking demo. 

MS needs to get called out for the only presser out of about 10 that was laden with buzzwords like "innovation," "scale" and "epic." They might have missed the memo about getting the core audience back with an E3 showing. 

Sony did much the same thing they did two years ago as well: respond with more games. Sony easily had a higher games-per-second ratio than the other guys.

But man oh man, did they play the announcement card well. (Yes, "they" - I'm in a separate subsidiary from Sony Computer Entertainment, oddly enough, and it's not like I was on the team that put this together anyway.) Starting the whole thing with The Last Guardian - a game assumed long gone - shook the audience awake. Later on they brought up Yu Suzuki to plug a Kickstarter campaign for Shenmue III - a game that was known to be long gone. 

And then... 

If The Last Guardian and Shenmue III were gaming treasures thought lost, then remaking Final Fantasy VII on the new generation of consoles is like the Holy Grail. (Full disclosure: it's multiplatform.) And the modern Japanese part of Square Enix can always find new ways to disappoint its fans (see: Final Fantasy after X; iPhone releases). But Sony's purchase of the timed exclusive means it gets announced by Sony and all the minds are blown in Sony's conference. 

If we still play the "Who won E3?" game based on the aforementioned temperature-taking, Sony won this year handily. 

2. Once and for all, here's the rule for PC gaming vs console gaming ups and downs.

A long, long time ago there was a column written by some gaming blogger that suggested that the best gaming to be had can be had on PC or on console, depending on the season. 

What it really comes down to is console lifecycles. If the console is in its peak of lifecycle (2-5 years in), that platform will have the best gaming experience possible. If you're at the end of a cycle and the start of a new one, the PC will have the best experience. 

That blogger was right, and it's surprising that the rest of the world hasn't caught on to that. 

PC is great for innovating gameplay ideas in indie development, business models, faster hardware, and now we're seeing that PC got to VR and AR first. The console will incorporate PC's ideas, polish them, and make them more available to all, but it'll have to wait until the next lifecycle to accomplish most of that.

So while it's cute that there was a "PC Gaming Day" with Day[9] hosting and a theater full of PC gaming fans, right now it's the console's turn to shine. The PC will continue to quietly develop new ideas and practices, and I bet in another 5 years the PC Gaming Day will be where it's at.

3. VR (and AR) is coming, but not yet.

The demos just all sound too rough around the edges. An internal Sony writeup from "our guy on the floor" stated as much, and he didn't spare Sony's own Morpheus tech from that review. 

4. Shooters are back. Thank goodness.

For several years, the only shooter game in town was Call of Duty, and we really needed to be saved from that series jumping the shark. While its presence at E3 is still massive (its sales justify that), shooters got a lot of love in the form of Destiny, The Division, Rainbow Six, Dishonored 2, Fallout 4, Doom, Deus Ex, Gears of War, Halo 5, Just Cause 3, and Ghost Recon among still more.

Shooters birthed PC gaming, online multiplayer, put Microsoft on the map, helped Activision stock reach great heights... I really can't imagine why they went away to begin with. But as someone who grew up with those series and their predecessors, I have to say I'm incredibly stoked for the next couple years.

5. Toy figurines are the new cash cow. Nintendo is saved.

For all the dithering we talk about when we talk about Nintendo and their content library on a system that isn't selling like gangbusters, the amiibo figurines are keeping the profits rolling in. This cash will more than suffice to keep them working on their next hardware.

6. We finally have meaningful facial expressions.

Tomb Raider and Uncharted both showed wonderful subtlety in facial expressions. We used to only have the power for very exaggerated facial gestures like a raised eyebrow (Uncharted's Drake used that for just about every sly unsurprised one-liner in the franchise). 

Grand Theft Auto, often the bar for quality in game production, only showed anger from its character animation.

Compare that to voice acting. It's been good in AAA games for over a decade. 

Those two games demoed this year signaled that visual acting will be a thing. That means digital actors, which in turn means we can take advantage of the subtlety of good Hollywood actors. The potential is there technically, but what about financially?

Games to watch!

-Deus Ex: Mankind Divided: After the recent DX game rebooted the franchise successfully, Eidos has no qualms about boasting the legacy of the older games. Personally, I'm super excited to see Eidos Montreal get another crack at this great IP after they constructed such a great world last time and improved upon their design mistakes with the Director's Cut. 

-Tomb Raider: Visually very strong, with a heavy Uncharted influence. Looks very promising. 

-Metal Gear Solid V: We already got a taste in the form of Ground Zeroes, but the finished product looks like it has potential to be gorgeous, deep, and oddly humorous in that most Kojima-ish of ways. Here's the 40-minute gameplay demo, if that's your thing. The game releases soon. It'll probably be a masterpiece.

-Super Mario Maker: Seriously, we've all wanted this for so long. I'm expecting some great stuff to surface.

-Star Fox Zero: New Star Fox! It looks like it's carrying on the tradition. We've had to wait long enough.

-Wattam - the new one from Katamari Damacy designer Keita Takahashi. This one appeared in very brief teaser form previously, but according to Warren Spector, it surprised and delighted him. Quoth Mr. Spector:

(Frankly, I worry that it’s so different, it might run into some commercial difficulties, but let’s hope for the best.) Wattam is a wonder. Soulful in a medium that’s often soulless… a work of childlike wonder… a real sense of discovery… and often laugh-out-loud funny. I just hope people get it. I’m not even going to describe the graphics or gameplay. I don’t have the words. Just trust me on this one…

I haven't seen any of the game in person myself but I definitely trust his judgment and I'll always keep an eye on anything Keita Takahashi does. 


And there we have it! Took quite a while to think through and write, but this year had a great E3 for games overall and for me personally. 

Next year: Will I finally get to see E3 in person?

E3 2013 (Or, Civil War)

Civil war is the ultimate process of transition. Whatever social or legal fabric held a state together collapses, and battle will assuredly be the only way to decide the new order. 

The whole thing is ugly. Leaving the previous order is unpleasant. Conflict is hell. And by the obvious analog to the Arab Spring, we've seen that the new order is every bit untenable at its birth as the old one was at its demise.

And yet it's vital. In human society as with games, conflict is the ruthlessly efficient process by which the old is turned over and the new is released. 

Welcome to gaming in 2013. Everywhere you go, there's conflict. 

Investor Relations vs Consumer Marketing

The last 3 or so years marked 'crappy' E3s where extremely little of value was shown. Press conferences steered toward speaking to an investor audience rather than toward gamers. That ties in to the rest of the reasons below, but let's get to the good part first:

This year, for the first time in a long time, felt like Christmas morning once again. You could see real games - lots of them - that looked downright great. Tons of tickets for the Hype Train were bought. In all corners of the Internet, Fry from Futurama demanded that game companies shut up and take his money. 

Microsoft opened things up with a breath of fresh air that just shut the hell up about their system and its restrictions and offered reasons to actually buy the thing. Gamers were happy. When you kick things off with Metal Gear Solid 5, people tend to sit up and listen. And then you tell them that the game has facial motion capture and Snake is now played by Kiefer Sutherland of 24 fame, people's heads explode. Predictably, MS made obligatory mentions of new games from their first-party stable; namely Halo 5 and Forza Motorsport 5. Then there was Titanfall, and that one's one to watch. Alumni of the early Call of Duty series - ya know, the really good ones that made it the franchise it is - left, started their own studio, and built a fast-paced, arcade-y shooter where humans and mechs fight on the same battlefield. 

Then Sony came and blew the place up with a cornucopia of games. They even had 8 indie games on stage at the same time at one point. The whole thing was unreal. 2 straight hours of "But wait, there's more!" and every time, the "more!" was new games.

It's not that Sony's platform necessarily has a ton of better games. If you strip away the multi-platform titles, you're left with Microsoft's shooter and racing sim against Sony's shooter, racing sim, and handful of (good but ultimately forgettable) action games. But by showing games for two hours, Sony's marketing people proved that they Get It, and Sony has the privilege of being associated with last year's best of show Watch_Dogs in addition to Kingdom Hearts III, Final Fantasy XV, The Witness, TransistorThe Elder Scrolls Online, aaaaaaaaaaaaaaaaaand:

Destiny. Bungie's new one. Shooter MMO. Must-watch. 

PC vs Console

A writer wiser than me once noted that there's a perpetual ebb and flow between heydays of PC gaming and consoles. Going back to 1990 or so, consoles peak halfway through their cycles: 2-3 years in old cycles, more like 4 years in the most recent generation. As consoles get long in the tooth, the PC starts to look like the "enlightened" platform once more with newer high-end GPUs and some real artistic creativity.

Amazingly, we're still not above asking the "Is <platform out of vogue> dead?" question like clockwork. Through the 2009-2012 dark years marked by Facebook and mobile games (see below), we declared Consoles to be Dead many times over, "finally" made obsolete by the iPhone and iPad. 

This E3 brought almost all console games from publishers, despite the quietly thriving PC industry making a killing from Steam, the Humble Indie Bundle, and League of Legends

Real Games vs Mobile and Social

For roughly the last year, Zynga has been worth less than the sum of its computers, servers, real estate and furniture. Think about that implication: the people inside the building actively detract from the value of the legal entity that remains.

The mobile/social wave has been ridden. There will still be an occasional hit casual game, just like the US now has Candy Crush Saga and Japan has Puzzles & Dragons, but the mainstream press will never publish a frank article saying that an app maker like Rovio has published their one-hit wonder app (even though they have).

Pac-Man fever happened in the 80s, and while Namco has never had a payday on that level ever since, it's gotten by by making good games. In ten years' time, what remains of Vh-1 will make programming asking "Hey, remember Angry Birds?"

In the last year we've seen a handful of AAA games get ported to iOS. Going forward, we may see some great indie creativity on this platform given the sheer market size and free availability of tools and access to the App Store. 

Indies aside, though, surprise surprise - the gaming muggle press wrongfully predicted the demise of AAA gaming. Actually, that's an amazing analogy: the world's gaming muggles will be "sooooo addicted" to Candy Crush Saga or some other flavor of the moment, but the wizards - with their real magic - are alive and well.

Gamers vs Themselves

5 years ago, the Internet hated GameStop because gamers listened to complaints from publishers, ostensibly representing developers: used game sales siphon money away from the creative side and put it all in the pockets of a retailer.

Tables have turned: gamers now voraciously want value - or at least the status quo. Every E3 is marked by a singular moment or utterance, usually from an exec during a press conference. Over recent years it's been bad: "My body is ready." Mr. Caffeine. A strange backlash to the curiously good casting call of Aisha Tyler for a publisher presser. 

This year's moment, without question, is the unbelievably riotous applause to Sony's announcement that the PlayStation 4 will retrench it self in its current disc-based model, shunning the complicated rights management rules Microsoft tried to adopt.

(I quietly wonder whether GameStop has taken to reputation management - that is, paying Reddit commenters to lean toward used games wherever possible.)

Discs vs Businesses of the Future

Gamers' roar at Sony's shamelessly old-school approach was so loud that it made Microsoft reverse course. 

MS was on the verge of being the first firm to allow digital resale - something gamers have whinged about for years - but gamers' immediate fear of loss pressed harder. MS, to its credit, said "OK guys, we listened" and backed off. 

Still, a few smart bloggers out there noticed that MS was trying - if imperfectly - to create an ownership system that would make sense seven years from now. 

Right now, the gamers are still right. The world is unfortunately not ready for a full-on digital lifestyle, and when it is we shouldn't allow Microsoft to tell us how that lifestyle should be lived when they design it by committee. 

Microsoft vs Sony

[Microsoft have] never been able to explain themselves, and part of it is an engineer culture that doesn’t (marketing term incoming) “face” consumers and, I would suspect, resents being made to explain why something which is so manifestly efficient and purposeful would need to be.  Contrast this with Sony, which is almost completely a brand exercise and for whom the tone and texture of a message is the primary product.
Penny Arcade

To comment on press conferences - really, artfully crafted demos - is more to comment on their marketing outsourcers than it is the actual systems or games themselves. 

In a sense, little has changed since the 90s. Sony brought the PlayStation into the world after being backstabbed by Nintendo. The brand, the company, and the box are born from the gaming world. Microsoft, however, has wanted a nebulous "set-top box" since the 90s. Bill Gates even wrote about it in The Road Ahead - the pre-internet hardcover version. A game console was a hypothesis on that quest, and the pre-reversal Xbox One was the clearest indication we've had yet that the quest remains unchanged. The system's focus is very nearly anything but games: Kinect, voice commands, media delivery, cable TV, rights-managed, Xbox Live subscriptions, all the labels signed on, and oh yeah I guess there's Halo (right guys? We have a Halo back there in the back, right?). 

Microsoft's vision is potentially dazzling in the same way the iPhone was - holy crap, we have the Internet in our pockets now! - the possibilities for putting the Internet in our TVs are nearly as amazing. But when Microsoft lays out the details - the cable TV subscriptions, the logins, the rights management, the Xbox Live subscription plans, the labels being signed on - it's daunting.

Nintendo vs conventional wisdom

Nintendo always leaves us guessing. Let's not forget that they blew up that whole motion control thing in the first place. 

This year, they brought more confusion. Wait, you're not holding a traditional E3 stage press conference, but you are holding a massive conference on YouTube? And you're bringing a ton of games but they're all slated for 2014? Even the ones that would seal the deal for any Nintendo E3, like Mario Kart 8 with zero gravity or Super Mario 3D World or a new Yoshi's Island or a new Super Smash Bros. or Pikmin 3?

And after the show Miyamoto-san let slip that they're going to take a quick stab at the free-to-play business model. This is the same company that led the anti-social-game charge in the early Dark Ages, say around 2010. Iwata-san used his keynote speeches to say that those free-to-play things are not games, these are, and they're worth the $39 rather than the $1 you paid Apple or Facebook.

The old adage stands true: don't bet against Nintendo.

Developer-curated vs user-created

Sandbox titles made some pretty big appearances. Just a couple years ago, LittleBigPlanet was as wide as the sandbox got. Now, Project Spark seems to be the full-featured evolution of Microsoft's Kodu, and according to the press the variety is truly unbelievable. Every platform will be host to Disney Infinity, a family-friendly sandbox with gaming's hottest revenue model grafted on (and that's not free-to-play - it's actually Activision's Skylanders, which is a game aimed at a young audience where characters are unlocked by the physical purchase of action figures).

The number of titles at the opposite end of the spectrum - fully directed by a developer, with no user-generated content input - has dwindled rapidly. The most obvious titles are GTA V, which will stay true to the series, and similar $100m budget titles like Metal Gear Solid V . Nintendo, naturally, will stay out of this world and continue to do its thing, but even they are showing a little agility in response to user feedback. This year, their presser went fully online-only and they promoted bumping up the release of a Wii U art title (think a new, less whimsical Mario Paint) to support users who have been using the U's tablet to draw very fancy pictures. 

But the important shift here has been for many big publishers to move toward the middle of the spectrum and embrace games as a service. EA's most-publicized titles, like a new Need for Speed and a new Battlefield, are moving more toward being online-centric in their gameplay, and will doubtlessly experiment with their revenue models. Ubisoft's big hit of this show was The Division, an Enemy of the State-esque action MMO that looks positively Hot, and Activision brought a preview for Destiny, an MMOFPS from Bungie. The online nature of these titles means that stories told by players will be as unique as snowflakes. Conversations won't begin with "OMG, remember that part where..?" but rather "OMG, this one time I was in..." 

Further boosting that:

Multiplayer vs omniplayer

Multiplayer will cease to be a relevant word. I propose "omniplayer" to replace it. This means a style of game where players log in to a persistent world but friends are brought together inside the game universe to play together.

Think of it this way: Halo multiplayer is signing in, forming a lobby with a discrete group of friends, playing one round of a game, returning to the lobby, and repeating that process. The line looks like this: |---|---|---|---| where the vertical bars represent matches and you can draw a line between discrete points in time where you're actually playing the game.

But nobody buys a $60 game for the menus.

Omniplayer more seamlessly weaves between multiplayer 'rounds,' and we're seeing this first in racing games like the new Need for Speed and MMO shooters like Destiny. So the little line I drew above now looks more like a double helix. I'm playing, and you're playing, and then we converge for a certain in-game event, and then diverge again after the event. 

A big, tasty conflict

So we have a war with nine discrete points of conflict. Each one of these things is a transition of its own: consumers over investors, consoles are back, Real Games are back, gamers' voices have changed, digital distribution has stumbled, the Console Wars continue, Nintendo abides like The Dude, players will craft their own stories, and worlds will become more engaging as we seemingly naturally encounter our friends in them.

But I regret kicking off with that metaphor. In the real world, war, conflict and transition are hideously destructive, and all people involved inevitably lose on a personal level.

In gaming, however, conflict and transition are amazing things. They're the times when creators start taking risks. Gamers who love creativity and imagination uniformly win.

We have before us a veritable cornucopia of potential awesome. If you haven't been clicking links to games in this post, go back and do so - every link is to an in-game demo or official trailer. And they're all impressive. Every single one. 

It is, without doubt, a great time to be a gamer.

Meeting one's heroes

"Don't meet your heroes," they say. 

1. Your heroes will not be who you think.

My favorite case of this is when Richard Hammond met Evel Knievel, the jumping-over-things-on-motorcycles daredevil, in the senile twilight of his life. There may be no sterner warning on film.

2. Post Olympic Depression Disorder.

Likewise, living your dreams can be a dangerous thing. Gold medal winners are watched for depression after they've met their singular life goal. What next? 

Worse still is when the living of your dream is taken away from you. I've wanted to mention for months now that one of my favorite game designers, Warren Spector, had his dream of working for Disney ripped away from him after his Disney game wasn't a runaway hit. Spector has been a well-documented Disney freak his whole life. He was admittedly euphoric when the Mickey Mouse House bought his game studio and brought him into the fold. It must be devastating to be kicked back out of it. He's been silent in the press and on his blog since the studio closed early in 2013. I hope he's OK, and I hope he's working on something awesome.

I've said all of this to say that living in Japan has been something of a smaller version of that.

I didn't know it when I was younger, but I think at some point Japan became The Big Hairy Audacious Goal. I knew I wanted to learn everything there was to know about games, and Japan made all the games, so I needed to know the language to find my way around the world of games over there.

As high school progressed into college, teaching in Japan, grad school and going back to Tokyo, it's become apparent that I achieved the Big Hairy Audacious Goal. I live and work in the city, I speak the language, I can move about somewhat smoothly, and I've even owned a Japanese market game console or two. 

But times have changed. 

In the last 15-20 years, the center of gravity of the gaming world has shifted west. Japanese to English localizations that used to take months or years now take days. And Japan no longer has a lock on what made its games so great. Your heroes will not be who you think.

Moreso outside of gaming, times have changed. Quoth Spike Japan, one of the more interesting Japan blogs, upon that writer's retirement:

I’m bored, to be honest, with Japan, the Japan of Abenomics and AKB47 [sic], of The Idolmaster and super-deformed anime, of bullying and territorial tantrums and constitutional revisionism. 

I wrote in 2008 that I had lived the dream. There are taller mountains to climb - maybe Dragon Quest VII or Yakuza 5 in the original Japanese - but I lack the language skill or the interest in the game itself. I live in the Japan of Monster Hunter 3, Monster Hunter 3G, Dragon Quest, and microtransaction-driven collectible card games made for Android.

What now? Post-Olympic Depression Disorder.

That's not to say I'm depressed. 2013 has been very good to me. But I've climbed my mountains and, as far as Japan is concerned, wish to climb no more.

I spent much of 2012 being bothered by the "What now?" question. I'm no longer in a huge rush to get back Stateside - just a minor rush, say, in the next 2 years or so. So until it's time to make that move, I'm going to slow down a bit and enjoy Tokyo. More networking, more parties, and more gaming - probably in English. 

Announcing BlakeyTV

I meant to do this a while ago:

I wanted to build my own web app as a learning exercise, and it's certainly been that. I also wanted to build something that I'd really find useful. 

That became the beginning of BlakeyTV, a not-very-creatively-named video player that will let me keep up with everything I want to watch on YouTube. I just enter a list of YouTube user names that I want to follow (similar to your YouTube subscriber list, just manually entered), and every 24 hours that person's newest videos are added to the front of a never-ending queue of videos that will play back-to-back with no ads.

Here's a list of people currently in the rotation:
Theshadowloo (Street Fighter IV)
bigirpall (Battlefield 3 trolling)
XboxAhoy (In-depth Call of Duty analysis)
Bungie (Makers of Halo)
Mega64 (Gaming comedy)
Day9 (Pro StarCraft II)
TeamSpooky (Street Fighter IV, MVC3, Tekken X Street Fighter)
Freddie Wong (Mostly gaming-related comedy)

It brings to YouTube what it's missing as it tries to get taken seriously as a media delivery service: a completely passive option that requires no user action.

For all of you, people who are not me, I hope there are two possibilities:

1) With time and suggestions, it becomes a generally well-curated site with consistently good videos that lots of people like
2) I keep working on it and create the ability for people to create their own channels

I think those two aren't mutually exclusive. If you're a programmer who can handle Python, Django and Heroku, please let me know! I'd love a little advice in building up the backbone necessary for new features.

How was the Zelda Concert? Well...

Back in early January, I got to use a birthday gift I was given back in December: two tickets to the Legend of Zelda performance at the Dallas Symphony Orchestra.

I got a couple questions pretty frequently following the show. From Dallas Arts District regulars: "How was Jaap?" That referred to the DSO's celebrated conductor and was an easy question to answer: he wasn't there. An Irish woman conducted the performance as part of the touring company that was putting on the Zelda concerts around the nation. 

The other question - "How was it?!" - is much harder to answer. It depends on what you think about games and what you know about music. 

"It was definitely an experience," I wrote to my brother, who I had unsuccessfully begged to come down from Oklahoma to join me at the concert. A professional musician and a devout Zelda player who even managed to sneak an Ocarina of Time reference into one of his successful compositions? Who should come but him? (On an aside, the excellent writer, world traveler and equally passionate gamer Hudson Lockett was an even better bromance-date for too many reasons to list here.)

The definitive trampling all over classical music tradition was in plain sight from the moment we walked in the place. Dress was all over the spectrum, from dating couples in suits and black dresses to cosplay groups in little green, elf-like Hylian outfits. The giant white board above the stage, visible in one of the pictures with this post, is a washed-out video screen that showed video clips from the games being referenced in the music.

The idea, it seemed obvious, was to educate listeners about what places or moods are being evoked within the music. The piece that we had all been assembled to hear was the "Symphony of the Goddess," a four-movement 'symphony' composed by an American spanning the Zelda franchise and a name derived from the latest game, Skyward Sword

The 'symphony' was, Hudson and I agreed, just an elaborate medley. Individual movements were medleys from individual games, so there was very little depth of atmosphere. Smaller details typical to the classical music tradition, such as the conductor's handshake with the first-chair violin, and not applauding between movements, were forgotten entirely.

Worse, the DSO sadly didn't do this music justice. The pianos and fortes were all in the right places on paper, but the group generally had a lack of chemistry that would move the audience. It sounded like the DSO hadn't had much rehearsal time at all with our Irish conductor. Criminally, the Fairy Fountain theme (you know it from every Zelda game's file selection screen)...

...was utterly butchered. No other way to put it. The poor harpists had to play their shortest strings to get those notes out, but by the looks I got on a video screen close-up, one player was older and had arthritic fingers that caused her to miss most of her notes. Stranger still, our composer thought it wise to do some call-and-response thing between the two harpists, but all that did was mess things up further when one player hit her notes and the poor other one didn't. It was cringing, dear-god-look-away awkward and equally painful to listen to.

So the performance itself really straddled the range from awful to (for tiny fractions of seconds) blissfully euphoric. And to cap it all off, our conductor left the stage two or three times, giving the audience the impression that they were being treated to a whole series of encores. That resulted in multiple (unnecessary) standing ovations.

That brings us back to your opinions on games and music. If you think games are art, then to celebrate them in the hallowed ground of a major city performance hall is an honor that they've earned. If you think games are the devil's work, it's sacrilege to let them into that hallowed ground. And if you're educated about classical music, then serviceable orchestration don't make up for blah arrangement, a wildly inconsistent performance, a huge video screen floating in the room shouting "HAY THIS IS THE PART WHERE ___", and all the smaller details of classical performances thrown out the window. But if you're not educated, you probably wouldn't have been bothered by any of those factors.

"You were probably not right not to come; you'd have hated it," I also wrote to my brother. A classically-trained musician, he wouldn't have enjoyed what was academically a lackluster piece of music and a bad performance to boot. Many real musicians probably committed suicide that night just so that they could roll over in their graves in response to the lack of musical convention and tradition. I honestly don't know if Kris would have been in that group.

Regardless of opinions, however, the facts speak for themselves. The Zelda symphony is the DSO's only sellout in its entire season and the fastest sellout in the organization's history. The arts, always more susceptible to patronage than we like to admit, will soon notice that gamers are a powerful, loyal and untapped demographic. In their (our) defense, is it so wrong that we call into question four hundred years' of tradition and appropriate classical music as our own when we pay for the artists? Who says we can't applaud if we hear something cool? Who says video can't augment a performance? Who says we have to be educated before hearing a symphony if we now have the technology to be educated while we listen?

As a birthday present, it combined pomp-and-circumstance and one of the greatest gaming franchises of my life. How could I hate on that?

Three or four standing O's, however many there were, were one final nail after another in the coffin of musical tradition. But from those gamers, those fans, those guys and girls across generations rocking Triforce tattoos and elf cosplay: I have no doubt that all of them were from the heart.