I have absolutely no misgivings about my status as a total tubby-boy. A “generous build” runs in my family, and it is something that I will never be able to totally escape. Curse you genetics! That being said, I try to do something for myself as far as staying healthy. I make an appoint to get my heart rate up, and get in some exercise for at least a half hour to an hour a day. It makes me feel good, and honestly, it makes plunking my butt on the couch to game until bedtime all that much more satisfying.
Make no mistake though, the sound of an exercise machine’s grinding hinges, accompanied by one’s own groans of agony and the wicked twang of your muscles and tendons snapping like cut guitar strings is an ill suited motivator. I doubt that anyone, from the simple hobbyist like myself, to this guy . . .
. . . would deny the power that some good music has when it comes to gettin’ your sweat on.
This article is all about music that is great for working out to. Since I’m writing this piece for Dtoid, however, I’m not going to bore you by raving about how much I enjoy doing sit-ups to Daft Punk, Chromeo, or Justice. Instead, I am going to list some video game soundtracks that I think you would be sincerely sorry to head out to the gym, iPod in hand, without. Have a look at these five favorites, and feel free to let me know in the comments section if there are any games that are particularly good motivators for you.
Battle Garegga Platform: Arcade, Saturn
Battle Garegga (BG) is a classic example of the late 90’s school of sprite-based vertical shmups. It was developed by Eighting/Raizing, a company now known mostly for their contributions to the Naruto and Bleach anime fighting game franchises, as well as the stellar Tatsunoko Vs. Capcom, and the lackluster Castlevania Judgment.
Vertical shooters often have a reputation for hectic electronic music. It makes sense that this brutal, hair-tearing genre, often also called “Panic Shooters” would have music to match its gameplay; however, BG separates itself ever so slightly from the pack. Have a look at the video.
It is really hard to recommend one vertical shooter’s soundtrack over another when it comes to workout music. They all really fit the bill. BG distinguishes itself in a special way though. Beneath all of the fast paced electronica, it is also bit funky. Most of BG’s tracks have two separate layers. The typical nonstop blast of sound is met by a second, more methodical and rhythmic portion.
Take note of the first level in the video. The background track, entitled “Fly to the Leaden Sky” is a fantastic example. The piano portion starts in jazzy and fast, and keeps you excited and entertained by the track, then the main electronic portion of the tune works its way in with more drawn out notes. Setting the pacing of your movement to the more rhythmic portions ensures that your workout will go nice and smooth, while the faster layer creates that speedy “chase” mentality that always provides great motivation.
Ninja Gaiden Platform: NES, SNES (on Ninja Gaiden Trilogy)
Very few people realize that the NES Ninja Gaiden (NG) that we have all come to love is actually Ryu Hyabusa’s second adventure. The original game was an arcade beat-em’-up in the same vein as Final Fight or Streets of Rage. It bore little resemblance to the franchise that everyone adores today, aside from punishing difficulty. Tecmo wisely decided to take a different approach for later iterations. The slow, clunky play of the arcade title would be completely turned upside down.
NG is a champion of excellence in its genre. It is a finely crafted title that blends fantastic graphics, with challenging gameplay that was uncharacteristically fast for side-scrollers of the day. This trait is clear when you compare NG to other NES classics, such as the much slower Castlevania, which many believe NG’s weapon powerup system to have been inspired by. Take a look at some of the video below, and make sure to listen to the music.
The video I chose to show is from a “no death run” of the first portion of the game. It is important to note how the game is played. It is a strategy of the practiced NG player to rarely stop moving. The title is structured to encourage this type of play. Like the dueling ninjas in the title’s iconic opening, Ryu is designed to run toward his foes, fell them, leap to the next, and keep going. This is a strategy that is equally mirrored in the new 3D version of the franchise, wherein idol defense is often met with death.
The music is NG is obviously composed to compliment the unique nature of its gameplay. The tunes are fast, catchy, and encouraging. Stage 2-1, the mine, is a stellar example, and my favorite track from the title. Like all of the game’s music, it attempts to set a subconscious drive within you to keep Ryu moving. If you can stand 8-bit blips and screeches, this motivation translates very well into reality when you set your workout to the Ninja Gaiden soundtrack. A long distance jog goes great with these tunes pushing you onward. Just be sure to dodge swooping eagles and motorcycle helmet wearing thugs with billy-clubs and you’ll be in better shape in no time.
*Note: There is also a port of Ninja Gaiden for the PC Engine/Turbo Grafix 16; however, the soundtrack is different. It is still very good, but it is not the one I am recommending.
Rez Platform: Dreamcast, PS2, XB360
It would be insane for me to write an article about music and gaming without including at least one title by genius developer Tetsuya Mizuguchi. Mizuguchi is one of the key artists in the industry to spearhead the effort in tying music to gameplay. Originally released for the Dreamcast in Japan in 2001, Rez is an on-rails shooter in the spirit of Starfox or Panzer Dragoon, and is arguably his magnum opus.
In Rez, each level is based around a piece of club/electronica music composed by an actual careered artist from outside of the game industry. As you make your way through the ten sections of each level, the music gradually builds in layers and overall intensity. Your shots, and the notes played by enemies you kill constantly contribute by adding new beats and sounds, and ensure that you will never hear the track the same way twice. This opens up new avenues for play, as you can make the decision to merely blast everything as you would in Starfox, or hold back and time your shots, and work toward building the sounds in your own way. Have a look at the below video from the Rez’s 5th and final level. It features my favorite piece, Fear, by Adam Freeland.
(The music gets mind-numbingly epic at the 3:30 mark. At least stick it out until then. It's all about the build-up, and it will not be as satisfying if you skip to it.)
Since these are real tracks by out-of-industry artists, one could argue that including Rez in this article is a bit of a cop-out. I would disagree. Mizuguchi selected these tracks based on their rhythm, and their ability to inspire interesting images for he and his team to craft stages around. The mixes within are also unique to the game, and quite different from the actual tracks, were you to acquire the artists’ CDs.
The contribution that Rez’s soundtrack can make to your workout should be relatively obvious. Good club music has always been among the best genres to fuel oneself with. This title’s tracks were specifically selected for factors that include their pacing, rhythm and motivational prowess. The complete soundtrack runs a whole slew of interesting sounds from the smooth hip-hop stylings of Freeland’s track above, to eclectic jungle rhythms, and all out stereotypical techno. The album is definitely a must have for the general, and game music enthusiast, regardless of whether or not a workout is in the plans.
Synaesthete Platform: PC
Simply put, Synasthete is a true indie masterpiece. It is simple, fun, intuitive, and most importantly, can be gotten for free from the game’s Website:
https://typo3.digipen.edu/index.php?id=986
(Sorry, I cannot get this to work as a link for the life of me. There is a working link in the article mentioned below, however)
There is no need for me to go into too much depth about the title, as Dtoid’s Anthony Burch already did in March of 2008 in Indie Nation #10.
Synaesthete took the Best Student Game award at 2008’s Independent Gaming Festival with just cause. The title combines simple, stylish graphics, with quirky mechanics, and an absolutely fantastic, integral soundtrack to create on of the best afternoon playthrough that one can imagine.
Like Rez, Synaesthete ties music to the gameplay with inseparable bonds. The tunes, composed by the game’s Technical director, William Towns, bridge a number of electronic dance genres from House, to Trance, to Hardcore. Each level is themed around one of these styles, and contains several stages with unique tracks. As the gameplay in Synaesthete requires you to always be alert and stay on the move to avoid your enemies, the music is extremely conducive to this. All of the game’s tracks are rhythmically solid, fast paced, and largely upbeat. The complete album, which can also be gotten freely from the website, is perfect for keeping up the pace on a long cruise on an elliptical or stationary bike.
Bionic Commando Rearmed Platform: PS3, XB360, PC
Bionic Commando Rearmed (BCR) is a remake of Capcom’s 8-bit classic by Swedish developer Grin. I went into detail about its many merits in my Top 10 of 2008 article at the end of last December. The title succeeds as both a new generation game, and a loving tribute to the original. In no facet of the game is this synergy any clearer than in its soundtrack.
Composer Simon Viklund, is also doing the soundtrack for the current generation full 3D remake of Bionic Commando. For it, he is putting together the type of epic, sweeping, orchestral score that everyone has come to expect for a title of such scale. For the oldschool download, however, Viklund chose evolve the 8-bit bleeps into pure modern day electronic genius. Take a look at the video below, which is the new version of the Bionic Commando theme, and also the track played during the first level of BCR.
The music in BCR has a unique, fresh, sound. Like in the Battle Garegga soundtrack that I discussed above, many of the tracks have a particular dual nature. There are decidedly smooth, laid back components that mesh up seamlessly with chirpy and jarring electronic sweeps. In interviews, Viklund has admitted to being largely inspired by one of my favorite artists, French house duo Justice. Any fan of the afore mentioned band will pick up these likenesses with ease. Viklund has infused his tracks with just the right amount of victorious overtone and all out funky stuff.
BCR’s tunes feature a lot of build up. When you combine that with their slower, more methodical style, they hint at something big on the rise. I find that Viklund’s album works extremely well with likewise paced activity. Weight lifting, or aerobic exercise with heavy resistance all get a great boosts from BCR’s undeniable style. The full album can be downloaded from iTunes, so there’s no excuse not to include it in your mix.
Today, Atlus is releasing their slightly delayed Legacy of Ys: Books 1 & 2 for the DS. It's coming in another one of their delightful boxed sets with soundtrack CD, ala Luminous Arc 2. Many an oldschool RPG fan is twitching with delight right now. Hopefully, some younger, less informed gamers will also venture to pick this game up based on reading about it, or a dedication to Atlus's other fine products. However, if you are new to the series, it's important that you learn here and now how to avoid Ys mistake #1!
(Oh baby, you look so good to me. It's been a long long time.)
There is little doubt in my mind that if you've never played an Ys game, any real information you've gotten about the game has been via text, online. This means that you have probably never heard the title spoken, and may be teetering on the edge of comititng the cringeworthy offense of mispronouncing the title when you saunter into your gameseller of choice today.
Simply remember that Ys is a word. It's the name of a lost continent prominent in Anglo-saxon folklore upon which the game frachise's stories are loosely based. Thus, the title is not meant to be pronounced as the letter "Y." It is not read "whys" or "wise." Instead, pronounce the game with with a long "E" sound followed by a sharp "S" (or soft "C", whichever way you understand better). You say it like "fleece" but without the "fl."
So remember this little tip when you go to buy your copy of Legacy of Eece today. You'll look like the educated shut in that I know you are, plus you'll just make me proud as heck!
Several days ago, I reported that Sega had announced a new Mech combat arcade game called Border Break (BB). My anticipation is now doubled as some new details have emerged. Apparently BB will be running on RingEdge, one of two new Windows PC based arcade engines from Sega. The prospect of such a technology, similar to Taito's Type-X board, should allow for a smooth home port on the XBox 360. This is a prospect that I had hinted at in my original post, and one or two other DToid members had expressed excitement over in the comments section. Twenty player Mech action may be just the thing to convince me to finally renew that XBL Gold account (unless there's also a PS3 version, naturally).
In other unique news, the game will support a touch screen. I can't imagine that this will be very conducive to fast-paced combat, but it should make menu selections, such as equiping your robot, quite a bit of fun. The controls pictured below seem to feature a flight-stick and a bizarre mouse-like aparatus. This would make sense considering the title is running on a PC platform.
(An interesting control scheme to say the least)
I would be lying if I said this setup did not confuse me a bit. I am a tad dissapointed to see that there is no dual-stick configuration. This throws alot of my "spiritual successor to Virtual On" speculation right out the window.
The most important thing in all of this is that new media has also emerged. Check out this excellent screenshot.
(Just look at the detail on the back of that Robo!)
Of note is the extremely intricate HUD. This leads me to believe that BB will be much more than just an pick-up-and-go arcadey affair. Perhaps your mech will be persistantly customizable using a card system like Sega's popular Initial D racing series. That would be excellent. Be sure to check out The MagicBox's story for a buttload of new images, and a much prettier version of the poster than what I had for my original article. The real icing on the cake lies on February 19th's update on The MagicBox. If you scroll down, you'll find movies!
Sega's Border Break has the gamer, and giant robot fan in me frothing with joy. The new screenshots have me absolutely enamored with the designs for the game's Mechs, and the unique control scheme has my curiosity piqued. If there was ever a time to lament the death of arades in America, now is that time.
In the past few months, Sega has been becoming progressively more relevant. Their attempts to gain ground again through bringing titles like Madworld and The Conduit to the Wii are admirable and welcome indeed. According to website The Magic Box, hardcore Sega fans have yet another reason to get all atwitter. The company has announced a new Mech battle arcade game called Border Break. Information is extremely scarce, but apparently the title will allow for 20 player 10 vs. 10 clashes. There is a small, terribly low res image provided:
Looking at this picture got me terribly excited and full of speculation. Besides being a giant robot fanatic of the highest degree, I am a ravenous fan of Sega’s Virtual On series. I, like many, believed the franchise to be dead after the generally awful PS2 iteration Virtual On: Marz. I cannot help but be reminded immediately of Sega’s fast-paced arcade classic immediately upon seeing the flyer for Border Break. The art, and even the style of the new game’s title are terribly reminiscent.
It’s obviously too early to scream that this is a series reboot from the highest rafters, but I cannot help but wish that Border Break will bring the same competitive, quick, metal smashing action that Virtual-On has supplied for years. The notion of such large scale battles is also very conducive to online play, should a console port occur. Hopefully more details are on the way!
In this first edition of Exemplary Openings, I am going to investigate the very definition of badass. If the two main points of a game’s demo movie are to, 1) Grab and hold the users attention, and 2) Show off exactly what the game is all about, then surely no title does this better than Konami’s Neo Contra (NC).
(The cover for Neo Contra, featuring art by celebrated American comic book artist Jim Lee)
NC launched for the Playstation 2 in 2004 to a mixed reception. Although it was considered a direct follow up to 2002’s Contra: Shattered Soldier, it mixed up the traditional Contra gamelay formula quite a bit. NC abandoned the series’ traditional, horizontal sidescrolling mechanics for an overhead view. This was reminiscent of some of the bonus levels in the earlier Contra titles and, dangerously close to 1996’s very filthy Contra: Legacy of War. That being said, purists’ concerns were largely ill founded. With NC, Konami crafted a tight, challenging, and ultimately fun shooter that easily belongs in the beloved Contra franchise.
The traditional series staple of almost necessary co-op play remains in tact. A new mysterious Samurai partner, Jaguar, for hero Bill Rizer also peppers up the formula by adding a risky but powerful close-combat katana weapon. Overall, NC encompasses everything that the Contra franchise has always been about. Over the top violence, massive, intimidating enemies, and brutal difficulty are all present in full force. The opening sequence for the game shows exactly that:
Images of Jaguar calmly meditating beneath falling water, or preparing his blade in solitude are quickly juxtaposed with Rizer in a room stuffed with ammunition as he loads up his trusty guns. It is a bit like a version of The Odd Couple for a new generation, only I doubt Felix and Oscar ever had to funnel rockets into giant phallic mutants with angry, pulsating baby heads.
(A terrifying boss if ever there was one . . . I still shudder)
The primary strength of this video lies in the way it hints at one of the most important facets of the Contra experience; co-op play. The initial scenes set up each of the lead characters, and showcases their personal styles. Rizer mows down hordes of grunts with a massive autocannon. In my favorite part of the video, Jaguar skillfully battles axe-wielding, mounted warriors in the pouring rain to defend an unconscious young girl. After that, however, the majority of the sequence showcases the two soldiers working together to overcome massive obstacles. Jaguar drives a jeep against heavy resistance so that Bill can take out an enemy weapons train. The two run side by side to escape as fire billows down a corridor. Finally the warriors work in unison to topple a giant robot with rocket launchers. Composing the opening in this way was pretty smart on the part of the developers. Instead of taking the opportunity to simply explain story or atmosphere (which is admittedly minimal in a Contra game), this FMV makes a statement about the title’s actual gameplay.
It would also be foolish of me to ignore how simply stylish and cool all of the action in the movie is. The sequence makes no apologies for what it, or the game that follows, is; pure, unadulterated machismo. Lets compose a list of some of the totally badass things that unfold (in caps lock, of course, as it is all very exciting):
- TWO MEN BLOW UP AN ENTIRE TRAIN + A BRIDGE!
- ONE MAN CUTS AN AIRPLANE IN HALF!
- FIRE!
- BEEFY HANDSHAKE!
- A GIANT ROBOT!
- COMPLETELY HETEROSEXUAL ROCKET RIDING!
- MORE FIRE!
- AT LEAST 2 INSTANCES OF SLOOOOOOOOW MOTION!
All of those treats, and more, are present. Simply put, if this video does not get you pumped to blow stuff up for the next hour or two, then I do not know what will. Of course, it’s important to understand that while Bill and Jaguar do not die at all during the movie, you will die a lot in the game. You will die a whole lot.
(Jaguar is simply neat. The end. He cuts planes in half. Can you?)
The last point I want to make is about the music. The opening cinematic (and indeed the entire game) for NC’s predecessor, Shattered Soldier, contained some fantastic heavy metal music. NC, however, takes a different route. The opening movie contains an original theme song for the game, complete with vocals. It is cheesy? Heck yeah. Video game themes are rarely anything but. The song is, however, pretty cool nonetheless. The portion that plays during the scene were Jaguar battles in the rain gives me goose pimples every time. I declare that it is a hard-hearted man indeed who does not get just a bit nerd-giddy whenever that woman belts out “NEO CONTRAAAAAAAAAAA.”
In conclusion, the demo movie sequence for Konami’s Neo Contra is action packed and fun. Through this, it does a fantastic job or representing the actual game that sits waiting afterwards. The sequence even hints at the quintessential co-op play that the title offers without showing actual gameplay footage. With its catchy theme, and stylish scenes, Neo Contra’s demo movie is definitely an Exemplary Opening.
In my not-too-distant past, I put more than my fair share of time in video game retail. Four and a half of those years were spent working at, and eventually weekend-managing a small, independently owned store called Microplay in Whitehall, and then Allentown Pennsylvania (Microplay is technically a franchise, that was at one time pretty prominent in Canada; however, the United States stores were privately owned and relatively free of corporate puppeteers). During my time working there, unlike my time working at Gamestop, I was relatively free to set up any new games I wanted to demo on the store’s two TV sets. The owner was relatively clueless in regards to games, and relied heavily on his employees for actual knowledge of the product. Since I did not have to show off what head office told me to, and I did not really limit myself to showing off nonviolent E rated titles, I had a lot of freedom to attempt to drum up attention for some great, lesser-known games.
During this time, I quickly learned the power that a strong opening sequence has to sway a consumer over to a game that he or she may not have ever taken the time to look at before. Although opening sequences that showed gameplay were always a part of the equation during the cartridge generation, and provided many fantastic examples, it was when the industry made the transfer to disc based media, which allowed for the advent of the FMV sequence, that the demo video truly began to develop into an art of its own. Developers, and publishers (who sometimes changed things up for the a title’s Western release) took the opportunity to spice things up by combining gameplay footage, with clips from the games FMVs. Many games also feature a unique cinema exclusive to the opening. These videos often feature the best the game has to offer in terms of music, or even it’s own fresh theme song.
The film fan in me has a great respect for a well-executed opening cinema. Much like a game’s trailer, these sequences provide an opportunity for slick artistry and clever editing to really prove their worth, and showcase the best a title has to offer in a small window of time. In an age where game retail outlets are largely dependent on fake “shows” produced and distributed by head office that contain trailers, interviews, and pretty people with large plastic smiles for demos, it becomes ever more important to remember these fantastic mini-movies. This art form is by no means dead, but it has one foot in the grave. I hope that I can bring a smile to your face and stir some great nostalgic conversation, as I take a fond look at Exemplary Openings.
Hello all. My name is Chris. I was born in 1984. I am a textbook hardcore gamer, and have been since the day my mother handed me an Atari 2600 joystick at about age four. I have an extensive collection of games and hardware that contains over 900 pieces that I keep fully inventoried in list and spreadsheet formats. I am also a huge film buff, and am probably that guy you hate to watch a movie with because he thinks too much about things.
I have done my fair share of time in video game retail. Four and a half years working at, and weekend-managing a Microplay, and about a year and a half wishing I was dead (aka. working) at a Gamestop. I am a compulsive reader of game journalism, both here on Destructoid and on various other sites. Friends and coworkers tell me that they have never met anyone who knows as much about the industry as me, or who can talk as well and passionately about it. It may be a big stretch to say that exactly, but I do believe my love and understanding of games, if anything, is clear when you talk to me. I hope you feel that way too when you read my writing! I have a degree in Interdisciplinary History/Government from Muhlenberg College in Allentown, Pennsylvania. Although I am currently employed in the purchasing and Accts. Payable department of an electrical construction company, it is my sincerest dream to eventually make writing and possibly teaching about popular culture topics (film, video games, tv, etc.) a full-time occupation. I dabble in my own fantasy-fiction stuff, and am working hard to perfect methods for analytically writing about games in the manner that one would a book or film.
I am an absolute toy nut. I have loads of action figures all over my place, and many many more stored away in an attic that there just simply isn't enough room to display. I obviously love to scarf up any game related toys that I can. Specifically, I find Japanese Gashapon (capsule toys) by Yujin to be particularly worth wasting money on. My primary focus, however, is on robots. I have a wall of Transformers, a glass case full of hand-painted Gundam models, and a load of Lego Bionicles.
Reading is also a huge part of my life. I love to be informed, and get super into philosophy. I regularly alternate between classics like Dickens, Lewis, Carol and Twain, to violent pulp fantasy. I have a particular soft spot for novels based in Games Workshop's Warhammer 40K universe.
Finally, I am a cheesball hopeless romantic, and am a member on like 40 bajillion dating sites. Of course, the ultimate would be to snag a nice gamer girl, but as there are so very few around where I live, I simply don't see it happening.
That about sums me up. If you want to know more. Feel free to message me. I'm serious about being as big a part as I can of the gamer community!
Here are some other measly facts and favorites.
Favorite Game System: Neo-Geo
Five Absolute Favorite Games:
- Castlevania: Symphony of the Night
- Wild Arms
- Phantasy Star Online Ep.1&2 (Gamecube Version)
- Chrono Trigger
- Dragon Force
Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press living the dream since March 16, 2006