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Let’s Talk About – Chunithm 

chunithm-banner

Chunithm – Site

Songlist

Traveling to Japan is always interesting, in particular Tokyo. The city is always busy from the waking hours till the trains shut down at midnight,, the neon lights and smell of food from a small ten-person restaurant can be sensed from blocks away, and there is always something new to find in the city, whether you’re visiting for a only a week or have lived there your entire life. It’s an intoxicating display and makes it impossible to not go exploring for something new, especially to International eyes.

Akihabara

And in Tokyo you can find a slew of Video Arcades, particularly in Akihabara, and in these arcades you can find a war for floor space between fighting games, the newly established virtual card games, and a new breed of music games fighting for audible space of each floor.

And then I came across this machine.

machine1

Chunithm.

I didn’t think much of it at first. There were a few new music games to try that aren’t really seen in the US. Groove Coaster, REV, and the few other music games that I found in the arcade are rare to see, so I wanted to get my hands on them at least once.

What a silly name, Chunithm.

Continue reading “Let’s Talk About – Chunithm “

Impressions – Just Shapes and Beats – PAX Prime 2015

Just Shapes and Beats

Music games are strange. They’re strange in that there is something about the game that you can sync up with to make the game more predictable, something that’s rhythmic, something on beat. When you play the game well because you’re completely in-sync with the music there’s a strange body-extension sensation that takes over, but only for the time you feel in-time with the music.

That means that music games typically went one of a few ways. You make finding that synchronicity the main point of the game and pushing the limit of that synchronicity by pushing your dexterity and stamina, ala Rock Band. Maybe you make the music a byproduct of the player’s actions so those actions create new music on every playthrough, e.g. Sound Shapes or Everyday Shooter. Maybe you have the music be the cue for onscreen action and movement, e.g. Donkey Kong Country Returns and Axiom Verge.

Just Shapes and Beats is probably closest to the last of these, onscreen cues except that cues aren’t the easiest to judge and time.

just-shapes-and-beats-boss-1

Continue reading “Impressions – Just Shapes and Beats – PAX Prime 2015”

Game Design: MusicXGameplay – Playing a beat.

I’ve always had a soft spot for music games. The synchronous harmony of action and rhythmic reward, getting your movements in tune with the game. For many games, it’s not about progress through the game, but progress of the self. You can get to the end of the level on easy mode, but have you developed your reaction, fluidity equaling dexterity to get through the medium difficulty or harder? It’s about challenging yourself at the same pace as the music as much developing the skill and time-specific accuracy that makes me enjoy music games, in general.

DDR
DDR
Rock Band 2
Rock Band 2

The formula helps create a deeper immersive-connection to the game as you play it because you’re forced to involve more senses to interact with one another and influence one another. In this case, you’re forcing your ears and your eyes to influence your movements and reaction time because every action corresponds to some beat.

But that doesn’t mean traditional music games are the only kids in the playground that try to force a player to express themselves with the rhythm that they exclaim.

Continue reading “Game Design: MusicXGameplay – Playing a beat.”

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