19 June 2015

Resident Evil CODE:Veronica-X EXPLAINED

First watch this video from Jim Fucking Sterling Son Thank God For Him.

I remember buying Resident Evil on the PlayStation. I knew nothing about it, but I had watched a review of Resident Evil 2 on TV. I didn't have enough money to buy the second game though, but the first one was a platinum release so it was half priced. For those of you who don't know, PlayStation titles that are commercially successful and critically acclaimed get re released as platinum titles and cost half price. Big surprise my ps and ps2 collections are full of platinum tittles. Or at least they were until my apartment got broken into and my ps and all games for it were stolen (except Final Fantasy 7 which thankfully was stored in a special place to keep it from sunlight dust and people). Much later I played RE 2 & 3 on PC, but they didn't seem to have the same charm as the first one. Maybe I was older, or they seemed older compared to other games available at the time. Not until RE4 did I realize what the problem wasn't that, The RE games after the first one were not open world. Did I stutter. Resident Evil One, the first RE, the Old one is open world.

Are you still here? I like Jim a.k.a. "Jim Fucking Sterling Son Thank God For Him", and really thank god for him but on this one he is wrong. Open world games are non linear un-restricted environment games. RE1 gives you "un-restricted"  freedom inside the mansion Jim was masturbating on. And as the game progresses it turns into a sort of a hub for external areas, but you come back to the main hall as part of what people would call backtracking. Let's build an analogy. Skyrim is open world, but it is so wide that it seems shallow. RE1 is open world, but it is so narrow that it seems deep. Granted RE1 is old and not a 80+ hour RPG, Now that I have irrefutably objectively proven that RE1 is open world, let's comment on 2 & 3, who are not open world. Not that they are different from a mechanical standpoint, but they are different in a environment design standpoint. They are less exploration of an area and more traversing a path. If you ask me what I remember from RE2, police station, nothing else. I don't remember anything from RE3, just some streets around town from the beginning. That's very simple to explain, a place you run through you tend not to remember. Places that have nothing in them you don't associate with anything so they are not as important and memorable.

Now let's look at an entirely different game, through the rose tinted lenses of a nostalgia boner for the first Resident Evil game. Why, because I like RE Code-V in the same way I like RE1. Although a bit more diluted it follows the same formula. You have only two locations, the island and the snow base. You have non linear progression in both. And on top of that you revisit them in the second part of the game when you play with Chris. Which means that you get your nose rubbed in it. The elephant in the room of course is RE4, but if you think about it NO! RE4 is a linear progression action game, so it would be comparing oranges to apples. If you are a complete mentalist and a die hard Resident Evil fan you may notice that the picture of my copy of RE4 and RE Code-V is not right. The copy of RE4 is a platinum copy that was bought before I bought the CAPCOM CLASSICS double pack. I gave the copy of RE4 from it to a friend. But the point is that I played 4 before I played the one in question. I am not sure if I had played RE5 at that point. But it doesn't matter, because the original formula although somewhat retro at that point didn't deter me from enjoying the game. As it doesn't deter all the people that are playing  the remake of RE1. Games feel dated when they are compared to new games in their genre, so old FPS or RTS games can really feel old. But there is nothing new in this genre, so making remakes or newer games that are based on the same formula doesn't get you a game that is somehow behind the times.

In conclusion I perceive Resident Evil CODE:Veronica-X to be the first return to form RE game from the series. Like a revisit of what was awesome about the progenitor of the series. Thus it stands as a thoroughbred horror survival, although it is a little light on the difficulty. And for that reason I think it was relevant to make a let's play of it, because more people need to be exposed to this tittle.

16 June 2015

Daily YouTube Content Pain

A decision was made to make new content for the channel DAILY. That's seven ( 1 2 3 4 5 6 7 ) videos on the channel every week once every 24 hours. So what does that mean actually?

First let's define content. Content is anything that can be presented to a viewer on the internet. This blog post is content, pictures are content. And in the specific case of youtube, videos are content. Since "video" is a generic term that could be used for a 2hr movie, 3 hour podcast or some amount of seconds vine. We will talk about the format I'm working on. My daily videos are 20~30 min long, they are lightly edited and are gaming focused.

So how are they made? This sounds stupid to ask about this format but it is fairly relevant if interested in content creation. Another thing to point out is that there is no right way of making videos, besides some quality basics that are dependent on your equipment as much as they are on your skill. You can comment on different youtubers with different styles of videos. I have made a totally different type of videos on youtube in the past and it's sort of weird how different my workflow is with a newer computer and different format.

So comparisons can be made between different videos. Heavy edit PewDiePie or Robbaz videos against light edit 3 hour Co-Optional Podcast against pure uncut twitch dumps with zero editing like my initial killzone let's play videos. But I don't know how other people make their videos so I have to talk about my videos. The linux tutorials I made in the past were pre-scripted hard to make 10 minutes recorded and edited over 4~8 hours. They were separate audio and video recordings timed and cut together.

The gaming videos I have been making the past two months are 3 hour streams cut in 20~30 min. videos with 1 min audio comment added to the end of each video usually used for the rate share subscribe shit, which is S.O.P. on youtube. The cutting requires 1.5 times the length of the material and then some time for rendering. I record the stream sunday and cut it the next week on saturday. because I usually have at least a weeks worth of videos waiting for posting.

Posting itself is the procedure of uploading and sharing. Sounds easy but it is the most tedious part of the whole thing.

  1. Uploading is 10 min. of waiting.
  2. Adding a label in the end of the video.
  3. Filling out the name and the description for the video.
  4. Setting the tags.
  5. Setting up monetization.
  6. Sharing on twiter tumblr facebook and google+. Which due to differences in the format between the social networks requires manually editing the description hashtags and tags and whatever else is required.
This 6 step process is somewhere between 30 and 40 minutes and is as boring as this blog post.

What the point of this rambling excuse for a post is this. Let's play gaming videos are more fun to make and easier to make and quicker to make than my highbrow educational Linux howto videos. But that daily production process feels like work at this point, and if I wanted work I would have gotten a real job. I'm not complaining or anything, just wanted to share my pain as I just smacked into the "hard, do the work" side of youtube videos.