Archive for December, 2010

For the Republic!

Wow! Not since the ‘Hope’ trailer have I been this jazzed.  Troopers ROCK! Some people recently asked me what the heck a trooper was, and I was like…what? Then I had to think about it. Besides the iconic stormtrooper/clone trooper, how many people actually know where the original word ‘trooper’ came from? According to the…
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Friday Update: A Cinematic Friday

Published by under swtor-news , Dec 31 2010

Friday Update: A Cinematic Friday

Today Bioware launches the last update of 2010 with a Developer Blog with Lead Cinematic Designer Paul Marino.  He takes us through how important cinematics are and how they are created.

I hope everyone had a wonderful 2010.  So many Friday Updates, so much information, so much story.  Even though I haven’t been doing the updates that long for Torocast its been brilliant.  Everyone here has been fantastic so thank you all and I hope for an even better 2011.

Now onto todays update which is:

Cinematic Design

(link)

As with all Developer Blogs Paul starts off with a little background of his experience and his love of Star Wars.  Playing with Star Wars toys and a video camera (youtube please).

“Playing director in the Star Wars™ universe is one of the coolest jobs anyone could wish for.”

Paul Marino also worked on the very successful and fantastic game Mass Effect 2.  Surely a good sign for The Old Republic.  Once his job was done he was asked if he would like to work on TOR.

“Needless to say, I jumped at the chance to be a part of the team!”

So, what is Cinematic Design?

I honestly wish I could re-write what Paul said but the explanation is so good I just have to copy and paste.

“To put it simply, Cinematic Design is using cinematic presentation to facilitate narrative and gameplay, and heighten emotional involvement. By the use of a directed camera, we’re able to make the story real to the player, allowing them to get involved with the characters and make meaningful choices.”

What Bioware has continuously stressed is that what brings TOR apart from other MMO’s is that instead of a “text-driven narrative” is part of a “dynamic plot”.  Choices matter in TOR and cinematic’s are a brilliant way to show that.  Where characters interact with one another the choices that you make are seen.

“Do we kill the Sith acolyte? Do we spare him? Will he show up later in our character’s path to be dealt with? Or will he fight alongside us, supporting us in the most crucial of times?”

All these choices are presented in a cinematic scene.  So instead of many just skipping through quest text and not being engaged in the story, through the use of the cinematic scene the player has too choose what is being said and thus live with the decision they make.

Paul Marino continues explaining how they introduced cinematic design into group play.  Everyone in the group has a say on the direction of the conversation.

“A young exile takes an adversarial tone with the group, and challenges them to a duel. Your Sith Inquisitor grows impatient with him and chooses to detonate some nearby explosives – but will it be overruled by another who votes to fight him?”

This extends the gameplay experience in conversations.  Players will vote roll for the outcome of the conversation.

(Video Soon)

A Day in the Life of a Cinematic Designer.

Paul Marino continues and takes us through what he has to consider when creating a cinematic.  He gives us a few examples like a Jedi Consular.

“It will most likely be a quiet, emotionally-centered setting, focusing on the difficult choices ahead.”

Another example is with the Bounty Hunter talking to a “obnoxious nobleman”. The Bounty Hunter can choose which way to deal with this character and find out the information.  Safe to say you don’t want to annoy a Bounty Hunter.  He continues to say that every scene is done like a “live-action shoot.” The Cinematic Designer will review the script and also consider the location and actors within the scene and answers the most important question.

“What does the player need to know once the scene has ended?”

(Video Soon)

The Cinematic Designers also work very closely with other departments.  Paul gives us a few examples of searching out for the writing team to ensure that the characters portrayed are behaving accurately.  Or perhaps seeking out the animation team to get a specific animations for the scene.  I guess having “a large range of world-class talent” a stones throw away does have some advantages.

Now the next part makes me particularly jealous.  The Cinematic Design team has access to a large array of Star music and sound effects.  (Its so unfair)  The also have one of the largest animation libraries in gaming history and the most voiceover dialog ever recorded for an entertainment project.  And its up to Paul and his team to put them all together to create the cinematic scene we will see in TOR.

Paul Marino’s job is mainly that of a Director however due to the complexity of the cinematic scenes in TOR he has to take up multiple roles.  As a filmaker, game developer and a gamer.

“Each conversation we produce is considered from all three points of view.”

Director:

  • How to shoot the scene.
  • Does the location support the action that needs to take place.

Game Developer:

  • How the scene works within the game around it.

Gamer

  • How does this fit within the larger context of my game experience.
  • Is this scene memorable.
  • Do I understand what’s going on.

“Each of these perspectives help craft how the game’s narrative is presented and remembered. Creating these moments for the player is probably the most rewarding part of being a Cinematic Designer on The Old Republic.”

Conclusion

“As I mentioned earlier, the cinematic presentation of narrative can turn the simplest event into a pivotal moment. It’s this crafted layering of camerawork, performance, direction and gameplay that allows us to emotionally invest into the characters and the world around them. To put a romantic spin on it, the Cinematic Design team members are the visual composers of this chapter of the Star Wars universe, developing scenes that players will remember for years to come. We hope you enjoy what’s in store as much as we enjoyed telling it.

Thanks for reading and may the Force be with you.

Paul Marino 
Lead Cinematic Designer”

I thought it important to add this because this paragraph sums up the importance of cinematic’s in TOR.  As Paul says that just by replacing the age old text quest can give life and enjoyment in obtaining and completing quests.  Many people have asked what is it that makes TOR stand out of the rest.  It is Paul Marino, his team and the work they complete that will make TOR stand out like the Death Star firing its big laser.

Thank you all for reading.  The video’s will be up shortly.  As always if you wish to read the full Friday Update please head to here.

Also a thread will be popping up shortly on the Torocast forums.  Please feel free to join our fantastic community in discussing the game we all love The Old Republic.

Until next time.

Ta ta


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Friday Update: Cinematic Design

Published by under swtor-news , Dec 31 2010

This week’s update is a Developer Blog with Lead Cinematic Designer Paul Marino on the subject of Cinematic Design. In the Devloper Blog, Paul Marino explains how scenes are crafted in Star Wars: The Old Republic as well as gives insight on story aspects. New Screenshots and Videos help the Developer Blog convey what Paul Marino is speaking on. For those interested in the way scenes are crafted in The Old Republic, this is the update for you. DevTracker Post after the jump.

Continue reading “Friday Update: Cinematic Design”

Friday Update: Cinematic Design originally appeared on Darth Hater on Friday, December 31st, 2010 at 14:51:25 UTC. Please read our terms of use of feeds.

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DBS By Awesome New Sound Effects

Published by under Editorials , Dec 31 2010

DBS By Awesome New Sound Effects
Sound effects are important in video games. They help make the experience feel real to the player. Much attention has been given to the high amount of voice acting to be featured in Star Wars: The Old Republic, but the general sound effects—crafted by the handsomely named “foley artists“—will be just as important for creating an iconic, immersive Star Wars experience. I expect great things from the audio in SWTOR and have high hopes for the new noises they will add to Star Wars lore.

When I was younger, pretty much all through grade school, I would listen to a running shower and pretend it was rain. I wasn’t taking a shower mind you. I was already clean enough to eat off of if you closed your eyes and didn’t mind I was ticklish. I would just run the shower. I found it soothing to just curl up in a bed of towels—clean towels, I’m not a savage—and revel in the sound of water falling.

My mother would wonder at our water heating bills. “You don’t take long showers, do you?” she’d ask.

“No,” I’d say. “No.”

“I just don’t understand why this should be so expensive!”

“I dunno, Mom. Democrats? Somethin’.”

Of course, it was “somethin’.” It was me. I was hooked on the sound.

Now, I have not done that in a long time. It was rather infantile, maybe a little weird, and in high school I was too busy for idling time away like that what with all the girls I was dating and serious studying I was doing to improve my grades and—wait no I mean video games like Doom, Quake, and the original Team Fortress. And I guess I was busy with some sports if you count the bench. But I remember that feeling of calm and coziness, and I still savor the sound of rain against the windowpane when it’s storming. I never run the shower sans reason anymore, but sometimes I do wonder how the fiance’s chihuahua likes having her little doggy bed next to the bathroom.

One important point to note is the difference between sound effects and music. Music is an important part of any cinematic experience and is generally considered to be the central audio component of a game, but it serves a different purpose from sound effects. Sure, music sets the atmosphere and plays with the emotions of a scene but it’s less integrated into the core experience of the game. By comparison, general sound effects are one of those things that tend to go unnoticed the better they’re executed. It’s not something most gamers think about. I’ve found myself listening to a number of video game soundtracks over the years outside of games—Chrono Trigger, Streets of Rage 2, and just about anything from the Final Fantasy series are good—but while actually playing most games I tend to turn the music off. I want to feel immersed in the journey, I don’t want to feel like there’s a traveling band of minstrels following me all over the jungles of Alderaan.

But other than music—and skipping voice over, as we’ve heard enough about that already—why are the sound effects important? I mentioned immersion previously, and that’s because sound has a lot to do with a sense of verisimilitude within a game. Not “realism” of course. The ground crunches when you walk. The leaves rustle when you pass through them. The water burbles along a stream as you pass. Lava crackles and hisses. Does it matter if these sounds are entirely accurate? Heck no. I have no idea what lava sounds like. I have a general concept of what I’d accept however, and if flowing lava sounded like an air horn in SWTOR it’d feel pretty incongruous. My point here is not that if they’re going to accurately portray the flower-jungles of Felucia they need to go out and record drops of rain striking orchid petals. That doesn’t matter. My point is that when I’m walking through Felucia that there should be a batch of unique sounds that mark it as Felucia and feel appropriate. Just as a unique planetary color scheme can set that atmosphere apart and make it identifiable, unique sounds can do the same. The blowing snow of Hoth, the rustling sand on Tatooine, the distant sounds of traffic on Coruscant, these sounds are important to bringing these locales to life.

There’s also the matter of branding with sounds. Star Wars has some unique audio cues without which it could hardly be called Star Wars. The sound of a lightsaber alone is incredibly iconic and identifiable in pop culture. It wasn’t incidental, it was crafted:

Ben Burtt, sound designer: “…the microphone passed right behind the picture tube and as it did, this particular microsophe produced an unusual hum. It picked up a transmission from the television set and a signal was induced into its sound reproducing mechanism, and that was a great buzz, actually. So I took that buzz and recorded it and combined it with the projector motor sound and that fifty-fifty kind of combination of those two sounds became the basic lightsaber tone.”

The same can be said of the sounds R2-D2 makes, or the sound of imperial TIE fighters in flight. These sounds embody Star Wars. When my cellphone goes off and Chewbacca starts howling, there’s almost always somebody around who recognizes it, even though it’s not the Imperial March or the title theme.

Another important function of sound in video games is as an audio cue to the player for important events. In Team Fortress 2, when you’re eating a sandvich and your heavy weapons guy is merrily OM NOM NOMing away as loud as he can, it’s not just because that’s amusing, it’s also to alert nearby enemy players that you’re temporarily vulnerable and they can press forward. Sometimes these cues can be a basic chime or noise that’s a part of your HUD and exists only to alert you of something. The always-welcome “ding!” noise from leveling up is one such example. I think it’s safe to say that certain maneuvers—the bounty hunters venting heat sound, the troopers sticky grenade countdown tone—will have iconic, recognizable sounds that will mean something in combat.

But we don’t actually have to guess about how big a deal sounds will be in SWTOR. Turns out BioWare had an update this last July on sound, titled “Sounds of the Old Republic” that fans might have overlooked previously. I know I did.

Orion Kellogg, Audio Producer, LucasArts: “When you consider the legacy of Star Wars™, what you hear has indeed moved and excited its fans: the orchestral score, the Cantina music, Chewie’s roar, and the pew-pew of a blaster rifle instantly take us to a galaxy far, far away. Developing sound for Star Wars™: The Old Republic™ requires that we bring together the talents of dialogue writers, cinematic designers, voice-over actors, musicians, engineers, and production teams at both LucasArts and BioWare. It’s our job to create an audio experience that enhances the emotional experience of the game and reaches the quality level expected of the Star Wars franchise.”

{SWTOR.com: “Sounds of the Old Republic”}

As expected, most of this article talks about the tremendous effort involved in voice over. Though an interesting topic, I’m sure I initially dismissed this article because of it as we’d already heard so much about it. However, it also has a section on “combat sounds” that sheds more light on our topic:

Orion Kellogg, Audio Producer, LucasArts: “As rewards and character progression are tied so closely to the gear that you’re picking up, it’s vital that an early-level weapon sound substantially different from a punchier later-level version of the same. The sheer volume of different items and the player demand for weapons that will stand out from the pack has also given us the creative freedom to augment our traditional “pew pew” blaster rifles with more outside-the box variants that will surprise players and intimidate their foes.

“We’re taking traditional sound effects and then tweaking them in dozens of different ways, pulling the most out of the source material provided by KOTOR veteran Julian Kwasneski and taking the sound variety to a new level.”

{SWTOR.com: “Sounds of the Old Republic”}

I find the above interesting because it shows two things about their approach to sound design. First, it says that they have a lot of leeway to add new stuff. That they’re excited by the scope of the sounds that will populate the game is good, but they could’ve still  been limited strictly to iconic sounds and variations on those. Instead it seems that we’ll be able to get all new auditory delights from SWTOR that will expand the library of Star Wars noises. It’s nice to know that, while I love the Wilhelm scream, we won’t have to hear it again and again.

It’s a good thing that not every gun will sound like the blasters that appear in the films. Even the prequels had to expand on the limited fare we were given previously with different-sounding guns like the Geonosian sonic blasters and Naboo guard pistols and the like. Second, it shows that they’re not afraid to elaborate on or even change the familiar sounds that they are including. Much as the lightsaber noise we already know and love is iconic, there’s nothing to say you can’t jazz it up a little bit for variety’s sake, especially at higher levels when you’ve been hearing the same lightsaber swing over and over again while killing Force only knows how many rats and stormtroopers.

I’m excited for this. It’ll be interesting to see what they come up with, and it’s good that the developers at BioWare Austin are being given the freedom to expand the lore in this realm as much as story. What do you think about it? Does anyone care about the general sound effects in gaming, or is it all about the voice over and music? Comment below or discuss here!

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Countdown To 2011

Published by under Editorials , Dec 30 2010

Countdown To 2011
Welcome to the last Muscommunication of 2010! One thing I always look forward to at the end of any given year are the “best of” and “worst of” lists. Well, since I have my own column I figured, why not do my own! 2010 has been an amazing year for SWTOR with some major ups and downs. Come with me as I count down the top 5 events of 2010.

5. EA Louse

The EA Louse blog is likely to be regarded as one of the lowest points of the year for not only SWTOR, but the gaming industry as a whole. For those who somehow missed it, the EA Louse blog was a blog post written by a disgruntled Mythic employee who wanted to air some of EA’s dirty laundry, specifically targeted at Mythic. Many of you I am sure know the failings of Warhammer Online and this gentlemen felt he had all of the answers to its apparent failure.

Now I am sure you are wondering why this is on a list about SWTOR, well, Louse also felt the need to take a stab or two at SWTOR:

And Bioware? Don’t make me laugh. They’ve spent more money making the Old Republic than James Cameron spent on Avatar. *** you not. More than $ 300 million! Can you believe that?

And you know what they’re most proud of? This is the kicker. They are most proud of the sound. No seriously. Something like a 20Gig installation, and most of it is voiceover work. That’s the best they have. The rest of the game is a joke. EA knows it and so does George Lucas,they’re panicking , and so most of Mythic has already been cannibalized to work in Austin on it because they can’t keep pushing back launch.

Old Republic will be one of the greatest failures in the history of MMOs from EA. Probably at the level of the Sims Online. We all know it too ……

As you can see Louse was ready to fan the flames in any direction he could. This blog caught media attention all over the gaming media world. It didn’t take long for people to come to the defense of not only Mythic but also those specifically mentioned within. In the end the whole blog turned out to have an interesting conclusion.

4. The Hope Trailer

This year at E3 BioWare came out swinging with an amazing followup to last years “Deceived” trailer with “Hope.” This trailer acts as a prequel to the events of Deceived and the Sith sacking of Coruscant. The Hope trailer follows Darth Malgus and a band of Empire forces as they assault Alderaan. There they are thwarted by the actions of a Trooper and a Jedi Consular.

I have never been the kind of player to get excited about cinematic trailers. To me, they rarely ever show anything useful about gameplay, which is what I actually care about. However, Blur Studios made me care about a cinematic trailer last year and they sure as hell did it again. “Hope” is just so bad ass that you cannot help but love it. Everything about it screams epic and leaves you wanting more, and in this case, more means SWTOR.

3. Space Confirmed…

Without question, the most controversial Friday Update that has ever been released by BioWare. Prior to the announcement of their “tunnel shooter,” many people in the community, TOROcast included, often joked about the inclusion of space in the game. Few of us actually believed BioWare would make the push to get space in at launch, in any form. The problem, as you can see in this poll, is that BioWare seems to have misjudged how their community would have wanted space combat in SWTOR.

A lot of the feedback pointed to one consistent theme, people wanted Star Wars Battlefront II, which simply meant they wanted space off the rails, they wanted free roaming space. Since their announcement of space we have heard next to nothing about it, which makes me wonder if we are still in store for a few more changes. Possibly based on the feedback of the community.

I personally love space just as it is. This is an MMO, not a space based shooter. What they presented is a beautiful and fun mini-game which I am sure both you and I will waste many hours playing, regardless of your love or hatred for its design.

2. PAX Prime

PAX Prime in Seattle was not only a highlight of the year for SWTOR, but a personal highlight as well, here is a breakdown of everything that made PAX amazing.

  • Seattle has always been the American city I have wanted to visit more than any other and I was not disappointed. For anyone who has never been able to go there I highly recommend it, especially the over 21 crowd! It is an amazing place which I hope to visit again soon.
  • I was able to finally meet two people who I have been friends with for quite some time. Ryan (CypheR on the forums) has been a friend of mine for many years and we have played many games together. He lives in the area and was able to meet us and help with some coverage. Those of you old school fans may remember him from one of our very first shows when we talked about the Hero Engine! Secondly, I was able to meet the world famous, two-time Emmy nominated Brandon “b-slice” Miletta. It was great to finally meet these people in person.
  • PAX Prime was slated to be SWTOR’s “biggest event of the year” and honestly, I think BioWare let everyone down with a fairly lackluster announcement. Revan and HK-47 are in the game and have some relevance to the lore of the game. Pretty sure everyone already knew that.
  • BioWare set up something that I have never seen another game company do before, allow an on-stage playthrough of a flashpoint, and the players? Their very own community fansites, including TOROcast. Brandon did a great job representing the team on stage as the Jedi Knight!
  • Most important to me and the reason it is number two on this list, I got to play SWTOR for the very first time. I won’t bore you with the details, you can read all about my experience here, all I can reiterate is that this game is incredible and has the potential to be one of the best MMO’s ever made.

1. “It’s Always Spring Somewhere”

Sadly, the number one spot on this countdown is not dedicated to good news but it certainly is the announcement that was at the forefront of every gamers mind who follows SWTOR. The announcement that SWTOR would not be released in this fiscal year, meaning we would not see the game until the soonest of April 1st, 2011. Like many of you, I have clearly been following this game for quite some time and the idea that I would need to wait many more months just to play the game was painful. Even more so after having the chance to play it and realize how great of a game it can be. So here we are, playing the waiting game until 2011.

In three days we will be in 2011, which puts us that much closer to playing SWTOR. It seems ridiculous to say, but starting with January 1st I almost feel like I can start counting the days until release, assuming they stick to the Spring release window.

Tell me, what was your favorite moment of 2010? What was your most hated moment? Head on over to the discussion thread, comment below, or email me at musco@torocast.com. Thanks for reading, have a safe and happy New Years and I will talk to all of you in 2011!

-eric

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Darth Hater Episode 65 – 2010 Build Off

Published by under podcast , Dec 28 2010

Episode 65 “2010 Build Off” of the Darth Hater Podcast is now live. Check the bottom of the post for the stream and download links. Podcast notes after the jump.

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Darth Hater Episode 65 – 2010 Build Off originally appeared on Darth Hater on Tuesday, December 28th, 2010 at 22:46:59 UTC. Please read our terms of use of feeds.

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New Issue of Pro Tips – What’s the Sithuation?

Published by under feature , Dec 27 2010

New issue of Pro Tips by Steve Hamaker is up today. In case you missed it, we had a special Christmas issue last week. Let Steve know what you think in the comments, and tell all your friends. Also don’t forget to like Pro Tips on Facebook via the handy dandy button below the header.

New Issue of Pro Tips – What’s the Sithuation? originally appeared on Darth Hater on Monday, December 27th, 2010 at 18:20:18 UTC. Please read our terms of use of feeds.

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TOROcast – Episode 83 – Lets Talk About the Trooper Meow

Published by under TOROcast , Dec 27 2010

TOROcast - Episode 83 - Lets Talk About the Trooper Meow

This weeks episode of the TOROcast Samm and Musco are joined by Brandon. The three break down this weeks news from BioWare surrounding the Trooper class.

Mini-Player –

Download Link – Download this episode (right click and save)

Discussion Post – Click Here!

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Merry Christmas and Happy Holiday

Published by under Uncategorized , Dec 25 2010

ShyinsWe here at Shyins would like to wish everyone out there a very Merry Christmas and a very Happy Holiday. We hope that you all have a great day today with all of your family and friends. Make sure that you eat plenty of the good food that will be prepared. I know that we always enjoy the food during the holidays. We have our biggest dinners of the year on Easter, Thanksgiving and Christmas. If you are out on the roads today make sure that you drive extra careful. We want everyone to make it where they are going and to get home safely afterwards. So from Shyins have a Merry Christmas and a Happy Holiday.

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Trooper Dossier

Published by under Uncategorized , Dec 25 2010

TrooperThe Starwars: The Old Republic official site has released another great news article entitled: Trooper Dossier. Always on the front lines of battle against the Empire, Troopers seize every tactical advantage at their disposal to defend the Republic. With combat experience and intense training, Troopers can specialize to increase their battlefield prowess. The Trooper’s Advanced Classes will allow you to customize your Trooper to match your desired playstyle: improve your Trooper’s defensive tactics and capabilities to become a nearly unstoppable Vanguard, or go all-out on offense and become a deadly Commando. In addition, several other details about the Trooper class are now available, including a Companion, Tanno Vik, and their Starship, the Rendili Hyperworks BT-7 Thunderclap.

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