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	<title>woo, tangent &#187; Games</title>
	<atom:link href="http://wootangent.net/category/games/feed/" rel="self" type="application/rss+xml" />
	<link>http://wootangent.net</link>
	<description>lsd&#039;s rants about games, music, linux, and technology</description>
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		<title>not-quite-announcing my next project!</title>
		<link>http://wootangent.net/2012/04/not-quite-announcing-my-next-project/</link>
		<comments>http://wootangent.net/2012/04/not-quite-announcing-my-next-project/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 13:12:46 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Secret Game Project]]></category>
		<category><![CDATA[ardour]]></category>
		<category><![CDATA[audacity]]></category>
		<category><![CDATA[blofeld]]></category>
		<category><![CDATA[h1]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[zoom]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=2072</guid>
		<description><![CDATA[Things have been decidedly quiet here after the flurry of activity across March and April, but thankfully, in the real world, things haven&#8217;t been quite so quiet. I&#8217;ve been working on a new project with a couple of really talented &#8230; <a href="http://wootangent.net/2012/04/not-quite-announcing-my-next-project/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Things have been decidedly quiet here after the flurry of activity across March and April, but thankfully, in the real world, things haven&#8217;t been quite so quiet. I&#8217;ve been working on a new project with a couple of really talented guys, and while I can&#8217;t say too much about it yet, I can at least reveal that it&#8217;s a game!</p>
<p>Unsurprisingly, I&#8217;m taking care of the audio. I was initially brought on to write some music, but as we discussed the game&#8217;s design and setting, it became clear that the soundtrack would be much more sparse and ambient than my usual video game ditties. I do have a lot of ideas for the music that will fit the mood of the game, but for now, I&#8217;m focusing on the sound effects.</p>
<p>Designing those sound effects has definitely been a challenge. I&#8217;ve been creating sounds from scratch on the Blofeld, and using Ardour and Audacity to process recorded sounds from my Zoom H1 recorder, and while those tools are all quite familiar, these sounds are unlike anything I&#8217;ve created before. Part of the challenge is just getting an understanding of what sounds I need to make, so I&#8217;ve been playing a few different games and even watching bits of movies to get ideas on what different things should sound like.</p>
<p>A new prototype of the game should be ready soon; hopefully then I can real a bit more about what the game is and who I&#8217;ve been working with!</p>
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		<title>music video: periapsis</title>
		<link>http://wootangent.net/2012/03/music-video-periapsis/</link>
		<comments>http://wootangent.net/2012/03/music-video-periapsis/#comments</comments>
		<pubDate>Wed, 28 Mar 2012 13:25:08 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[ffmpeg]]></category>
		<category><![CDATA[kdenlive]]></category>
		<category><![CDATA[kerbal space program]]></category>
		<category><![CDATA[rpm12]]></category>
		<category><![CDATA[wine]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=2048</guid>
		<description><![CDATA[Here&#8217;s a little something I put together: a video of a trip to the Mün in Kerbal Space Program, edited in to a music video for the first track from my RPM 2012 album, periapsis: I had to cut about &#8230; <a href="http://wootangent.net/2012/03/music-video-periapsis/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a little something I put together: a video of a trip to the Mün in Kerbal Space Program, edited in to a music video for the first track from my RPM 2012 album, <a href="http://wootangent.net/2012/03/rpm-2012-post-mortem-track-1-periapsis/"><i>periapsis</i></a>:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/_AKateZFAQw" frameborder="0" allowfullscreen></iframe></p>
<p>I had to cut about two-thirds of the video to fit it to the track, but you get to see all the major events in a flight to the Mün:</p>
<ul>
<li>takeoff</li>
<li>booster stage separation</li>
<li>Kerbin orbit insertion</li>
<li>transmünar injection (that&#8217;s the burn that sends you to the Mün)</li>
<li>Mün orbit insertion</li>
<li>orbital adjustment for landing altitude</li>
<li>orbital braking burn</li>
<li>core stage separation</li>
<li>final descent and landing</li>
</ul>
<p>The rocket design is the smallest and simplest I&#8217;ve come up with so far that can get to the Mün and back again; you don&#8217;t see it on the video, but I did get those Kerbal astronauts back home safely. </p>
<p>I captured the video using ffmpeg, with KSP running under Wine on my Linux desktop, and then used Kdenlive to edit it. Kdenlive worked well for the edit (no crashes!), though I suspect there was something funny happening with the audio/video sync &#8212; I&#8217;d place an edit right on a beat, and then find upon repeat listens that it sometimes didn&#8217;t quite match up, but it was such a close-run thing that it may have all been in my head.</p>
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		<title>this is my minecraft: kerbal space program</title>
		<link>http://wootangent.net/2011/11/this-is-my-minecraft-kerbal-space-program/</link>
		<comments>http://wootangent.net/2011/11/this-is-my-minecraft-kerbal-space-program/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 10:57:26 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Space]]></category>
		<category><![CDATA[kerbal space program]]></category>
		<category><![CDATA[wine]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=1686</guid>
		<description><![CDATA[It seems like half the people I know have put hours in to Minecraft, but I&#8217;ve been spending my time with another indie sandbox game: Kerbal Space Program, a rocket-building spaceflight simulation. KSP gives you a bunch of rocket parts, &#8230; <a href="http://wootangent.net/2011/11/this-is-my-minecraft-kerbal-space-program/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It seems like half the people I know have put hours in to Minecraft, but I&#8217;ve been spending my time with another indie sandbox game: <a href="http://kerbalspaceprogram.com/">Kerbal Space Program</a>, a rocket-building spaceflight simulation. KSP gives you a bunch of rocket parts, an editor to build those parts in to complete rockets, and a mini solar system to fly your rockets around. Even though there are no explicit challenges to complete &#8212; or at least, not yet &#8212; if you&#8217;re a rocket nerd like me, it&#8217;s still an absolute blast.</p>
<p><span id="more-1686"></span><br />
The standard rocket parts include all the things you&#8217;d expect: liquid fuel tanks and rocket engines, strap-on solid boosters, stage separators, tail fins, support struts, and of course the command module, with add-on parachute, which houses your Kerbal astronauts. Like their real-life counterparts, solid boosters have a lot of thrust but they burn out quickly and can&#8217;t be shut down once started, while liquid engines are less powerful but burn longer, and can be shut down or throttled mid-flight.</p>
<div id="attachment_1707" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/ksp-vab.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/ksp-vab-600x450.jpg" alt="" title="ksp-vab" width="600" height="450" class="size-medium wp-image-1707" /></a><p class="wp-caption-text">The Vehicle Assembly Building, where you design your rockets</p></div>
<p>Simple rockets are quite easy to put together, but more complex rockets require a lot more thought, since you can (and really have to) customise the staging sequence for your rocket, determining when each engine lights and when each stage separator fires. Larger rockets also need control systems, like RCS thrusters and the ASAS flight control computer, to keep them from veering off course.</p>
<p>Once you&#8217;ve built your rocket, it&#8217;s time to launch it, and if you&#8217;ve built it properly, it might even get off the ground! Again, with simple rockets, it&#8217;s not hard to get something off the ground and flying upward in a straight line, but as your rockets get larger and more complex, the challenge of building a working rocket increases dramatically.</p>
<div id="attachment_1713" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/ksp-launch-booboo.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/ksp-launch-booboo-600x450.jpg" alt="" title="ksp-launch-booboo" width="600" height="450" class="size-medium wp-image-1713" /></a><p class="wp-caption-text">This one may not be going in the right direction...</p></div>
<p>Failure can be frustrating, but it&#8217;s also hilarious. Rockets can veer off-course wildly, encounter control oscillations so bad that they tear themselves apart, suffer from disastrous separation mishaps, or just sit on the pad due to a shortfall of thrust until they topple over or explode. You might feel bad about dooming so many Kerbal astronauts, but watching a failure play out entirely beyond your control in KSP is just as entertaining as it is in games like Lemmings or World of Goo.</p>
<div id="attachment_1691" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/ksp-orbit-takeoff.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/ksp-orbit-takeoff-600x450.jpg" alt="" title="ksp-orbit-takeoff" width="600" height="450" class="size-medium wp-image-1691" /></a><p class="wp-caption-text">With two liquid-fuelled stages and six strap-on solid boosters, this rocket has plenty of power to reach orbit</p></div>
<p>One of the great things about KSP is the way it demonstrates the principles of real spaceflight. People may wonder why NASA spends billions sending astronauts in to space while companies like Virgin can do it for hundreds of thousands of dollars, but KSP makes the differences very clear. A small rocket will get your Kerbal astronauts straight up to the boundary of space, around 35,000m up, and a slightly larger one will get them out beyond the atmosphere, at about 70,000m.</p>
<p>Getting Your Kerbals in to orbit, though, requires a lot more power &#8212; you need to get them up there, and then get them travelling straight across at about 2300m/s, which means getting an entire rocket stage up to orbital height with a lot of fuel left. Perhaps the coolest thing, though, is that getting back down doesn&#8217;t require much power at all: you only need a tiny amount of reverse thrust (50m/s is usually plenty) to slow down enough to dip in to the atmosphere, and from there, the atmosphere will slow you all the way down without needing any extra fuel.</p>
<div id="attachment_1694" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/ksp-high-orbit.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/ksp-high-orbit-600x450.jpg" alt="" title="ksp-high-orbit" width="600" height="450" class="size-medium wp-image-1694" /></a><p class="wp-caption-text">Flying in a high orbit above Kerbin, with Mun in the distance </p></div>
<p>Earlier versions of KSP required maths skills, or just dumb luck, to get in to orbit: the only way you knew for sure that you&#8217;d made it was by waiting until you&#8217;d completed an orbit. Current versions include an orbital map, which plots out your current orbit (or your current course back in to the planet) based on your speed and heading.</p>
<div id="attachment_1693" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/ksp-orbit.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/ksp-orbit-600x450.jpg" alt="" title="ksp-orbit" width="600" height="450" class="size-medium wp-image-1693" /></a><p class="wp-caption-text">The orbital map plots your current orbit -- or your current course back to terra firma</p></div>
<p>When I started playing KSP, it took me a lot of work just to get in to orbit, but in KSP 0.12 there&#8217;s now a much grander target: a moon, called Mun. Getting to Mun requires even more power &#8212; you need to get to orbit and then accelerate to about 3000m/s in the right direction &#8212; and then slowing in to Munar orbit requires even more thrust. Spaceflight is all about weight, and every bit of extra fuel you need at the end of your flight means a lot more fuel (and often more engines, which adds more weight and requires even more fuel) at launch.</p>
<p>The ultimate challenge is a Mun landing. There&#8217;s no landing gear as such, but you can cobble one together with tail fins, though the challenge, as always, comes down to weight: you need fuel to get to Mun, slow to a halt above the surface, make a controlled hover over the surface until you find a suitable landing spot, and then very carefully drop down to the surface. Once you&#8217;re there, you still need enough fuel in your spacecraft to take off again, break away from Mun&#8217;s gravity, and then head back to Kerbin.</p>
<div id="attachment_1698" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/screenshot13.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/screenshot13-600x450.jpg" alt="" title="ksp-moonshot-rocket" width="600" height="450" class="size-medium wp-image-1698" /></a><p class="wp-caption-text">My massive moonshot rocket, sitting on the pad before launch</p></div>
<div id="attachment_1699" class="wp-caption aligncenter" style="width: 610px"><a href="http://wootangent.net/wp-content/uploads/2011/11/screenshot2.jpg" rel="shadowbox[sbpost-1686];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/11/screenshot2-600x450.jpg" alt="" title="ksp-moonshot-landing" width="600" height="450" class="size-medium wp-image-1699" /></a><p class="wp-caption-text">Touchdown! This is all that&#039;s left of my giant rocket after reaching the Munar surface</p></div>
<p>For now, KSP is available only for Windows and Mac OS X; it uses the Unity game engine, which runs on just about every platform other than Linux. The Unity developers apparently plan to add Linux support, but for now, the Windows version runs quite well under Wine. The current version is free, but the developers are going to start charging soon, so now is as good a time as any to check it out!</p>
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		<title>child of eden</title>
		<link>http://wootangent.net/2011/06/child-of-eden/</link>
		<comments>http://wootangent.net/2011/06/child-of-eden/#comments</comments>
		<pubDate>Tue, 21 Jun 2011 13:07:09 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[child of eden]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[rez]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=1345</guid>
		<description><![CDATA[Few games have had as powerful a combination of sight, sound, and action as Rez, Tetsuya Mizuguchi&#8217;s music-driven shooter, so when Mizuguchi demonstrated its spiritual successor at last year&#8217;s E3, I was sold on it instantly. Child of Eden plays &#8230; <a href="http://wootangent.net/2011/06/child-of-eden/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Few games have had as powerful a combination of sight, sound, and action as <a href="http://en.wikipedia.org/wiki/Rez">Rez</a>, Tetsuya Mizuguchi&#8217;s music-driven shooter, so when Mizuguchi demonstrated its spiritual successor at last year&#8217;s E3, I was sold on it instantly. Child of Eden plays much like a Rez sequel, but with its Kinect controls, it feels like a very different experience.</p>
<p>It&#8217;s a very pretty game, of course, and with a controller that would probably be about the end of it, but the Kinect controls not only work well, but they feel great. You sweep across the screen with your right hand to target groups of enemies, and then push your hand forward to fire; there&#8217;s also a rapid-fire attack that you can target with your left hand. Firing in time with the music gives you a scoring bonus, and with many sequences calling for rapid switches between the two firing modes, you start to feel like some bad-ass Jedi conductor. </p>
<p>Or rather, a bad-ass Jedi conductor that&#8217;s <i>tripping balls</i>.</p>
<p>The Kinect controls do suffer from the odd mis-detection, but once you get used to how it works it&#8217;s easy to keep them to a minimum. I had the best luck holding my right hand fairly close to my body, giving myself plenty of room to push it forward to fire. I also found it important to keep my inactive hand by my side, to prevent any accidental firing-mode switches. You can play it with a controller, and I&#8217;ve no doubt I&#8217;d score better that way, but it wouldn&#8217;t be as much fun.</p>
<p>Like Rez, Child of Eden isn&#8217;t a long game &#8212; the main game takes no more than 2-3 hours &#8212; but there&#8217;s a lot of fun to be had in replaying the levels for higher scores, or just for the experience. However, it does lacks some of the sense of mystery and wonder that came from playing Rez. Playing through Area 5 in Rez is a powerful, chilling, and uplifting experience, and while I&#8217;m glad Child of Eden doesn&#8217;t try to simply replicate that experience &#8212; you can&#8217;t go home again, as they say &#8212; it does feel like it&#8217;s missing some of Rez&#8217;s emotional highs.</p>
<p>Despite that, it&#8217;s still a brilliant game, and perhaps the best demonstration yet of Kinect&#8217;s ability to deliver precise, responsive controls.</p>
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		<title>waterfall rescue</title>
		<link>http://wootangent.net/2011/05/waterfall-rescue/</link>
		<comments>http://wootangent.net/2011/05/waterfall-rescue/#comments</comments>
		<pubDate>Wed, 11 May 2011 04:28:28 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[bandcamp]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[switchbreak]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=1301</guid>
		<description><![CDATA[My good friend Switchbreak produced another game recently &#8212; Waterfall Rescue, a Flash game with a great single-button control mechanic that&#8217;s a lot of fun to play. He wrote the game in 48 hours for Ludum Dare 20, which is &#8230; <a href="http://wootangent.net/2011/05/waterfall-rescue/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>My good friend <a href="http://switchbreak.net/">Switchbreak</a> produced another game recently &#8212; <a href="http://www.kongregate.com/games/Switchbreak/waterfall-rescue">Waterfall Rescue</a>, a Flash game with a great single-button control mechanic that&#8217;s a lot of fun to play. He wrote the game in 48 hours for <a href="http://www.ludumdare.com/compo/">Ludum Dare 20</a>, which is a solo competition, but he spent some time after that working on the graphics, so I whipped up a quick theme tune for it, too.</p>
<p>You really should check out the game, but if you just want to check out my music, here it is: I&#8217;m feeling lazy, so I&#8217;m including this as an embedded player from my Bandcamp page instead of uploading it again and using my usual HTML5 player.</p>
<p><iframe width="400" height="100" style="position: relative; display: block; width: 400px; height: 100px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/track=3318505191/size=venti/bgcol=f0f0f0/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://pneuman.bandcamp.com/track/waterfall-rescue">Waterfall Rescue by pneuman</a></iframe></p>
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		<title>damn it feels good to be a (pc) gamer</title>
		<link>http://wootangent.net/2011/02/damn-it-feels-good-to-be-a-pc-gamer/</link>
		<comments>http://wootangent.net/2011/02/damn-it-feels-good-to-be-a-pc-gamer/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 12:53:05 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[8800GT]]></category>
		<category><![CDATA[amnesia]]></category>
		<category><![CDATA[asus]]></category>
		<category><![CDATA[cooler master]]></category>
		<category><![CDATA[mamba]]></category>
		<category><![CDATA[nvidia]]></category>
		<category><![CDATA[penumbra]]></category>
		<category><![CDATA[psu]]></category>
		<category><![CDATA[razer]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=1166</guid>
		<description><![CDATA[It&#8217;s no secret that, when it comes to gaming, I prefer consoles to PCs &#8212; it&#8217;s just easier to have a nice black box under the TV that I can shove discs in to without too much hassle, especially when &#8230; <a href="http://wootangent.net/2011/02/damn-it-feels-good-to-be-a-pc-gamer/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s no secret that, when it comes to gaming, I prefer consoles to PCs &#8212; it&#8217;s just easier to have a nice black box under the TV that I can shove discs in to without too much hassle, especially when your PC isn&#8217;t running Windows anyway &#8212; but there&#8217;s still the occasional PC game (sometimes with a Linux port, no less) that I <i>would</i> like to run. Unfortunately, my PC hasn&#8217;t really been up to scratch, despite being mostly decent (with 4GB of RAM and a Core 2 Duo E8300), but thanks to a few recent upgrades it&#8217;s once again capable of playing actual games.<br />
<span id="more-1166"></span><br />
The main problem was the video, though the actual problem was the PSU; it was underpowered, and had a dead fan, so I had no option other than to swap out my (aging, but perfectly adequate) 8800GT and use the on-board Intel video. I replaced it with a <a href="http://www.coolermaster.com/product.php?product_id=4199">Cooler Master Silent Pro M600</a>, which has both plenty of power for the 8800GT, and a wonderfully quiet 120mm fan, so it&#8217;s still great for studio recording use.</p>
<p>With the 8800GT back in place, I was also able to pick up a second monitor, which I&#8217;d wanted for a while &#8212; I couldn&#8217;t tell you exactly what I got, but it&#8217;s a 22&#8243; ASUS, it has a HDMI port alongside the DVI and VGA ports (handy for running consoles through it), and it was cheap!</p>
<p>Most recently, I picked up a new mouse. Dragging my old Logitech MX500 all the way across my now 3360-pixel-wide desktop felt annoyingly sluggish, so I headed to CPL yet again to grab a new mouse &#8212; perhaps a <a href="http://store.razerzone.com/store/razerusa/en_US/pd/productID.169416100/categoryId.35208800">Razer DeathAdder</a>. What I ended up with, though, was the <a href="http://store.razerzone.com/store/razerusa/en_US/pd/productID.169418100/categoryId.35208800">Razer Mamba</a>, which is totally awesome. Its laser-based sensor is fast and accurate, and even though it&#8217;s wireless, it&#8217;s always smooth and responsive. It&#8217;s rechargeable, and comes with a dock to charge it from, but if all else fails you can plug it in and use it as a wired mouse, which is very cool. There are hardware buttons to adjust its sensitivity on-the-fly, and its side buttons magically defaulted to controlling the back and forward buttons in Firefox; I think that&#8217;s related to the fact that it appears to the OS as both a mouse and a keyboard.</p>
<p>As a sweetener, the box is freaking <i>sweet</i> (apologies for the phone camera photo):<br />
<div id="attachment_1170" class="wp-caption aligncenter" style="width: 369px"><a href="http://wootangent.net/wp-content/uploads/2011/02/razermamba.jpg" rel="shadowbox[sbpost-1166];player=img;"><img src="http://wootangent.net/wp-content/uploads/2011/02/razermamba-359x600.jpg" alt="Razer Mamba" title="razermamba" width="359" height="600" class="size-medium wp-image-1170" /></a><p class="wp-caption-text">This is the actual box that the Mamba comes in. Insanity!</p></div></p>
<p>I know it&#8217;s not the latest and greatest game, but I just fired up <a href="http://www.penumbragame.com/">Penumbra: Overture</a>, which I picked up in the first Humble Indie Bundle, and it worked beautifully. I did run on the on-board video, albeit very slowly, but at 1080p on my new monitor through the 8800GT, it looks great and runs beautifully. I might just have to pick up <a href="http://www.amnesiagame.com/">Amnesia</a> after all!</p>
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		<title>sketchbook: bouncy game music</title>
		<link>http://wootangent.net/2011/01/sketchbook-bouncy-game-music/</link>
		<comments>http://wootangent.net/2011/01/sketchbook-bouncy-game-music/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 06:19:57 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Releases]]></category>
		<category><![CDATA[Sketchbook]]></category>
		<category><![CDATA[ardour]]></category>
		<category><![CDATA[blofeld]]></category>
		<category><![CDATA[game jam]]></category>
		<category><![CDATA[hydrogen]]></category>
		<category><![CDATA[qtractor]]></category>
		<category><![CDATA[switchbreak]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=1149</guid>
		<description><![CDATA[Here&#8217;s another quick piece done quickly for a purpose: my friend Switchbreak spent the weekend developing a short Flash game for the So Many Rooms game jam, where each developer had 36 hours to produce a game that challenges the &#8230; <a href="http://wootangent.net/2011/01/sketchbook-bouncy-game-music/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another quick piece done quickly for a purpose: my friend <a href="http://switchbreak.net/blog/">Switchbreak</a> spent the weekend developing a short Flash game for the <a href="http://somanyrooms.com/">So Many Rooms</a> game jam, where each developer had 36 hours to produce a game that challenges the player to get from a starting door to an ending door, using whatever obstacles or gameplay mechanics they like. <a href="http://somanyrooms.com/index.php?page=home&#038;roomID=4d46f89c-9c40-4c44-9fce-306845591f59">Switchbreak&#8217;s game</a> is full of bouncing balls, so when he asked me to produce a quick tune for him, I made sure that it was appropriately bouncy.</p>
<p>This was whipped up on Sunday night mostly in Qtractor, with Hydrogen for the drums, and my Blofeld for all the other sounds. I&#8217;d normally record everything in to Ardour and mix it there, but I stayed in Qtractor for this one, and it did a fine job; I had no trouble replicating my usual trick of running the drums on to separate tracks so that I can apply individual effects to each, for instance. The result is a bit trite, but it&#8217;s fun, it loops pretty smoothly, and I think it suits the game well.</p>
<p><!-- degradable html5 audio and video plugin --><div class="audio_wrap html5audio"><audio controls id="html5audio-0" class="html5audio"><source src="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.ogg" type="audio/ogg" /><source src="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.mp3" type="audio/mpeg" /><a href="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.mp3" title="Click to open" id="f-html5audio-0">Audio MP3</a><script type="text/javascript">AudioPlayer.embed("f-html5audio-0", {soundFile: "http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.mp3"});</script></audio></div><br />
<a href="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.mp3">mp3</a> | <a href="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.ogg">vorbis</a> | <a href="http://wootangent.net/~lsd/music/sketches/bouncy/bouncy-full.flac">flac</a> | 1:18</p>
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		<title>november games</title>
		<link>http://wootangent.net/2010/11/november-games/</link>
		<comments>http://wootangent.net/2010/11/november-games/#comments</comments>
		<pubDate>Tue, 16 Nov 2010 02:19:03 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[costume quest]]></category>
		<category><![CDATA[double fine]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[rock band 3]]></category>
		<category><![CDATA[super meat boy]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=853</guid>
		<description><![CDATA[I&#8217;m aware that all of these games came out in October. I&#8217;m playing them now, though! I can&#8217;t be bothered with proper reviews, so here are a few quick notes on each: Costume Quest &#8212; this is Double Fine&#8217;s latest, &#8230; <a href="http://wootangent.net/2010/11/november-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m aware that all of these games came out in October. I&#8217;m playing them now, though! I can&#8217;t be bothered with proper reviews, so here are a few quick notes on each:</p>
<p><b><a href="http://www.costumequestgame.com/">Costume Quest</a></b> &#8212; this is Double Fine&#8217;s latest, and it&#8217;s exactly as funny as you&#8217;d expect. It&#8217;s basically a cross between Zelda-style questing and adventuring and JRPG-style turn-based battles, and while there&#8217;s nothing much new to speak of in terms of gameplay, it&#8217;s all executed well. The art direection really steals the show, though &#8212; the Halloween setting is super-cute, and the use of costumes to gain abilities add an extra layers of charm. I do wish it was voice-acted (I assume that budget constraints prevented that), and I thought the combat dragged a little toward the end, but it&#8217;s still a great little game.</p>
<p><b><a href="http://supermeatboy.com/">Super Meat Boy</a></b> &#8212; I haven&#8217;t played a tonne of this yet, but it&#8217;s already thrown me over a barrel and beat me senseless, and yet I keep coming back for more. This is simple, old-school, tough-as-nails 2D platforming at its best. It demands precision, and often rote memorisation, but the levels are so short (tens of seconds, usually) that it doesn&#8217;t take long to learn them, the penalty for death is light (just restart the leve), and the controls are not just solid, but forgiving. Dying never feels cheap, and finishing a tough level always feels like an accomplishment.</p>
<p><b><a href="http://www.rockband.com/">Rock Band 3</a></b> &#8212; this really deserves its own post, but since I&#8217;m too lazy to give it one, here it is! On one level, Rock Band 3 is the Rock Band 2 you always wanted to play, with a far more flexible and intuitive UI that makes it much easier for each player to manage their instruments and preferences. On another level, it&#8217;s an entirely new experience, with the addition of a &#8220;Pro&#8221; mode for drums, guitars, and the game&#8217;s new addition: keyboards. I&#8217;ve been having a tonne of fun with the keyboard, but the cost of instruments for the other Pro modes may be a bridge too far. RB3 draws a line in the sand for older content, too &#8212; older tracks don&#8217;t have keyboard parts, or Pro Guitar parts.</p>
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		<title>halo: reach</title>
		<link>http://wootangent.net/2010/09/halo-reach/</link>
		<comments>http://wootangent.net/2010/09/halo-reach/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 07:27:45 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[haloreach]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=803</guid>
		<description><![CDATA[It&#8217;s almost uncool to admit it these days, but I&#8217;m quite a fan of the Halo games. I wasn&#8217;t always &#8212; in my earlier years I was quite the GameCube fanboy, so I hated Halo with a passion &#8212; but &#8230; <a href="http://wootangent.net/2010/09/halo-reach/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s almost uncool to admit it these days, but I&#8217;m quite a fan of the Halo games. I wasn&#8217;t always &#8212; in my earlier years I was quite the GameCube fanboy, so I hated Halo with a passion &#8212; but when I got my 360 I found the first two games on eBay and finally discovered what all the fuss was about. When Bungie announced that it was working on one last Halo game before partnering with <del>the devil</del> Activision, I hoped for something great, and I&#8217;m glad to say that Reach delivers; it may even be the finest of the Halo games.<br />
<span id="more-803"></span><br />
Reach certainly feels epic, from its opening through to its necessary, and expected, bittersweet ending, but the magic that makes it so special is really the classic Halo formula: it makes killing things incredibly fun. Of course, it&#8217;s not the killing as such, but <i>what</i> you&#8217;re killing &#8212; the Covenant forces, and the Elites in particular, are fast, tough, and amazingly bright. You may be a badass Spartan warrior, but the Elites are definitely your equal, and if you&#8217;re going to beat them, the usual video game tactics of simply outgunning, outrunning, or outlasting them isn&#8217;t going to work. Reflexes and skill will help, but to gain a real advantage, you&#8217;ll need to think through your tactics and really work the battlefield. You&#8217;ll have plenty of scope for both, too, with the variety of environments, weapons, and abilities on offer.</p>
<p>Some of the usual Halo complains apply &#8212; while there&#8217;s a solid enough story here, Reach does a lousy job of telling it &#8212; and you could argue that without the Flood there&#8217;s not a great variety of enemies on offer. I&#8217;ll be happy to never again see the Flood, though, especially after Halo 3&#8242;s penultimate chapter, and I never felt the campaign lacked variety during my two complete play-throughs. That&#8217;s perhaps a testament to Reach&#8217;s level design, which is varied and interesting throughout; there are no areas that feel like they was thrown in during a crunch to pad out the experience.</p>
<p>I haven&#8217;t spent a tonne of time online, but the time I have spent has been fun &#8212; the revamped matchmaking system is brilliant, and the variety of game modes on offer, including the Horde-style Firefight, is huge. What I&#8217;m most looking forward to, though, is a four-player co-op campaign run on Legendary difficulty.</p>
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		<title>super mario galaxy 2</title>
		<link>http://wootangent.net/2010/07/super-mario-galaxy-2/</link>
		<comments>http://wootangent.net/2010/07/super-mario-galaxy-2/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 10:33:37 +0000</pubDate>
		<dc:creator>lsd</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[super mario galaxy 2]]></category>

		<guid isPermaLink="false">http://wootangent.net/?p=672</guid>
		<description><![CDATA[If you&#8217;re like me, the experience of playing Super Mario Galaxy 2 can be summed up by the words you&#8217;ll find yourself involuntarily muttering again and again: &#8220;Haha, what? No way! That&#8217;s awesome!&#8221; Following up Super Mario Galaxy was always &#8230; <a href="http://wootangent.net/2010/07/super-mario-galaxy-2/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re like me, the experience of playing Super Mario Galaxy 2 can be summed up by the words you&#8217;ll find yourself involuntarily muttering again and again:</p>
<p><i>&#8220;Haha, what? No way! That&#8217;s <b>awesome</b>!&#8221;</i></p>
<p>Following up Super Mario Galaxy was always going to be a hard task; it turned 20 years of platforming tradition on its head &#8212; sometimes literally &#8212; with its mind-bending, gravity-defying spherical worlds. Rather than trying to reinvent the genre once again, Nintendo has simply taken the shell of the original game and stuffed it to bursting point with an incredible wealth of crazy, inventive, and unique ideas.</p>
<p>It&#8217;s hard to understate just how imaginative this game is. Just about every time you enter one of the game&#8217;s dozens of levels, it throws some new gameplay mechanic or concept at you, and as soon as you&#8217;ve mastered that, you&#8217;re thrown off to the next level and the next crazy idea. Incredibly, with just a couple of exceptions &#8212; Spring Mario, which makes a (thankfully brief) return from the original, and some motion-controlled gliding levels &#8212; all of those ideas are not just brilliant, but brilliantly executed as well.</p>
<p>The result is, simply put, one of the finest, most enjoyable games I&#8217;ve ever played. If you&#8217;ve ever been a fan of platformers, you <i>need</i> to play this game.</p>
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