No, it's not an earthquake

Friday, December 2, 2011

QuakeCon 2011: Day TWO

Rise and shine, QuakeCon Day 2!

We got ourselves geared as quickly as possible in order to make to the Anatole bright and early. Between major presentations as the legacy of Id software, Bethesda's SKYRIM demonstration, and Arkane's PREY 2 Panel, it was going to be a very busy day, indeed.

Returning to the convention, we noticed more people still hauling in their gaming rigs. To them, QuakeCon was only beginning.

Firstly, we explored around the exhibition and gamed lightly, but then soon headed to the main stage for the first event of the day, THE ELDER SCROLLS V: SKYRIM demonstrated by Game Director, Todd Howard.


This was a serious showcase for gamers, since the demo that was going to be revealed had yet to be seen by any audience. Up to this point, only the press, behind closed doors at E3, had seen this footage.

The ballroom was absurdly packed, with hordes upon hordes of fans clamoring to find the best possible seats. It was undoubtedly going to be filled to capacity.

 
Luckily, we were able to find a couple of vacant seats near the back. Soon, the lights then darkened for the presentation and then Todd Howard took to the stage, fastened himself a seat, and picked up the controller.


Expectedly, the crowd booed and hissed to the notion that the demo was going to be running on an Xbox 360. Considering the fact that this was being presented at a hardcore PC gathering, this was to be expected. Howard acknowledged the reaction and explained that it was much easier to narrate over his actions while playing with a controller, than with a computer rig. He reassured us all that it was still going to be spectacular on PC.

He kick-started the demo and the packed out audience immediately roared into applause. Granted it was only the SKYRIM menu, but even that ignited excitement within the fans. This really illustrates how much this franchise means to gamers. As Howard began the demo, I immediately decided to try and get closer to the screens. We were so far back that it would incredibly tough to appreciate all of what was going to be shown. I wanted to SKYRIM in its full fantastical glory!

Near the front of the stage, many people had lined up against the wall to observe the demo in a much better position. I joined them and found that this was far better.

The demo opened in a lush forest, full of wondrous beauty and color. Again the fans went nuts at the alluringly realized world. Howard proceeded to discuss the various features in the game, including skill traits, weapons, spells, and environments.

He then came upon a wolf. In any other game, a wolf is a wolf, plain and simple. Not in SKYRIM. When he slashed his sword at the wolf in cinematic slow-motion, the room went insane at the glorious victory. It was amazing to see the QuakeCon attendees react with such enthusiasm. Howard continued on to a river which he was about to walk past, but the crowd was going to have none of that. They yelled, screamed, and begged for Howard to walk over to the water. Why? Because water is the most graphically challenging effect to master in any game. Giving into the pleas, Howard finally went over and showed them, well, water. And once more, the crowd erupted in cheers and joy. Brilliant stuff.

He arrived at a village and began interacting with the locals, highlighting to us the new conversation system. He then wandered into a cave, where he battled skeletons with fireballs and ice magic. It was all simply fantastic and the crowd knew it too. SKYRIM's world is so fully realized and polished that it encourages adventurous exploration.

The demo soon reached its climax when he escaped the cave and stepped out onto the highlands filled with mammoths and giants. The epic scale was supremely awe-inspiring. Suddenly a dragon stormed from the skyline striking down the giants, while burning everything in its path. In a blistering battle drenched in magic, blood, fire, and gore, Howard climbs upon the back of the dragon and takes it down in a sweeping axe strike to the skull. The dragon disintegrates to black ash, with the character is left to encompass the essence of the Dragon's soul. With pounding Gregorian music, the demonstration became to a thrilling close.

The room erupted in mad applause, cheers, and yelps. Everyone was salivating for more, ecstatic at the brilliant showcase from Bethesda Softworks. Upon conclusion of the demo, Howard also revealed the Collector's Edition of the game, which is going to include a colossus art book, soundtrack, DVD, and marble-like Dragon statue. It was all a delightful showcase!

Soon after, my uncle and I headed to the front stage to meet Todd Howard. While many of the attendees left the ballroom, a few folks also stuck around to meet the Bethesda team. The small team came out to the front were gracious enough to meet with all the fans.


I asked Howard if he had any plans to implement Eyefinity in SKYRIM, to which responded that they have no plans, but if Nvidia or AMD provide the support, then it’s possible. When I asked what his influences were, he noted the Ultima games as the most impactful. Now, many people compare SKYRIM to WITCHER 2, since they both tread the same genre path. So I asked what his thoughts on WITCHER 2 were. He enthusiastically responded that he's a big fan, but because he's so busy with SKYRIM, he's only half-way through the prologue. On a side note, he was in serious awe of the lithograph we asked him to sign, as it was a beautiful horizontal rendition of the SKYRIM universe.

Matt Carofano, the art director on SKYRIM, was also in attendance.


He was happy to sign and chat with us too. He mentioned that Frazetta paintings, especially Conan, are all over all over the office as source of influence and inspiration. By looking at anything from SKYRIM, you can easily tell this is the case.

Todd Howard even thanked us for coming! The Bethesda team are truly a wonderful group of developers that connect on such a down-to-earth and sincere level. So it's also extra fantastic they're designing one of the most ambitious RPGs of our time!

An hour later, another presentation was up in the ballroom. This one was going titled, 20 years of Id software, and would include key members from the influential company as John Carmack, Tim Willits, Kevin Cloud, and Todd Hollenshead. The panel was going to be hosted by G4's Morgan Webb.


The panel turned out to be quite casual and entertaining. The panelists never focused on complex technology or boring facts. They spoke about fun anecdotes, interesting trivia, and basically how Id Software survived over the many years. It was a thoroughly enjoyable peek into the colorful background of the classic PC developer.

Upon conclusion of the panel, the team came out for a small gathering with the fans. Having the opportunity to calmly converse with the pillars of Id Software was assiduously remarkable.


John Carmack was approachable and incredibly friendly. I asked him what his favorite film was, to which responded that he liked Iron Man, but found EVIL DEAD 2 and ALIENS to be the main inspiration for the original DOOM. I also asked what type of gaming rig he personally owned. He said he actually doesn't have a gaming rig at home, only a Mac! Shocking, indeed. But he did note that at the office, he has a proper rig to support all the work he does. Who would have thought that the wizard of gaming had such a preposterous set-up. I finally asked which he preferred, Nvidia or AMD. He neutrally responded that they both offer the same quality, with only small varying differences between the two.


It was such a superb and memorable experience to personally speak with the core developers at Id Software. Similar to Bethesda, they don't give a hint of arrogance and interact like friends. It's truly heartening to see that that some of the best developers in the world are genuine, graciously amicable, and thoroughly care about their hardcore fans.

We had ample time between the next event, so we hung back at the BYOC but later returned to the ballroom for the final presentation, PREY 2. The original PREY wasn't exactly well-received, but word was that the next iteration was improving on its predecessor in every facet. The base concept of the game is that you play as a modern bounty hunter in a neo-futuristic setting.


The room was packed and the demo itself was showcased by one of the lead designers. Simply, PREY 2 looks incredible! The game feels like Blade Runner in its world design, full of neon colors, futuristic gameplay, and imaginative scenarios. While the studio, nor the IP, are far from world renowned, the potential behind PREY 2 is supremely high and I just hope it can meet the lofty expectations it's now set for itself. Only time will tell!

The rest of the evening was then dedicated to the bountiful offerings at the BYOC. We grabbed some quality Italian food from a local take-out and brought back it back fuel us for our marathon session.


My uncle and I played TEAM FORTRESS 2 and UNREAL TOURNAMENT III till about midnight, and I continued on till about 3am crafting my skills at immensely the challenging SC2 Multiplayer. When you’re housed in a sprawling arena of gamers that are so energized, any sense of tiredness evaporates. No longer do you feel your eyes weaken or your fingers cramped; it's as if you’re being fueled by the energy around you. 


It's slightly hard to explain, but magically true.

Thursday, October 20, 2011

QuakeCon 2011: Day ONE

We awoke quite early. We knew that since it was our first time attending QuakeCon, it would be best to arrive as early as possible and figure out how it was all going to work. Parking was a bit of a pain at the Hilton Anatole. Attendees, guests of the hotel, and other random people occupied much of the allotted space. Trying to find parking throughout the weekend would turn out be quite a tricky endeavor.

After finally finding a spot, we ventured into the Hilton without our PC. We felt it would be best to scope out and understand how everything was going to work first, then return and bring our computer.

As we entered into Hilton, our perception of hotel decor rapidly turned up-side down. The Hilton Anatole is gorgeously designed with an oriental flavor, bursting with sublime beauty.


Intricate glass work hung above us, while a dragon-esque contraption fluttered above.


There were also beautiful marble fountains, complex Asian ceramics, and eloquent ancient paintings on display throughout. This all combined to conjure a truly oritenally authentic atmosphere.


This lavish complex was going to be a fabulous place to spend the weekend.
We walked past numerous restaurants and stores within and were directed by signs to where QuakeCon was actually going to be held. We transversed the Hilton's personal park! Who knew some hotels actually house an internal park?

Soon the atmosphere changed and geekdom began to take shape. We turned into a long hall, which was the attendee registration. After setting ourselves up accordingly, we returned to the Odyssey and picked up our CPU. Luckily, our rig fit perfectly into our suitcase. So I dragged the suitcase, while my Uncle carried the monitor. We returned to the entrance of the convention to find other fellow Quakeconers (not a word) hauling their cherished CPU in carts, trolleys, and even by hand!

As we waited to be stamped and ticketed into the BYOC area, we took some time to revel in the computer glory that encompassed our surroundings.


There were gamers of all shapes and sizes, gaming rigs old and new, and even Black Mesa scientists! Everyone seemed genuinely excited QuakeCon. Soon, we were escorted into the BYOC to officially partake in the festivities.

Firstly, the BYOC is huge!


It's about the size of a football pitch. Secondly, it's very dimly-lit, providing a very cool-techie aura. As we searched for our spot, we walked past all sorts of gamers playing all types of gamers. League of Legends, SC II, Minecraft, L4D2, and TF2 were the leading titles being played but they were a whole host of other games on display too. Single player experiences like Witcher 2 and Dragon Age were also part of the exciting spectacle. One mad person even had an Eyefinity display set-up!


Some of the computer set-ups blew me away:


We finally found our little space in the huge swamp of computer gadgetry. I then began the audacious process of setting our PC up. Wires and more wires.

 

It took the better part of 1/2 hour to properly configure everything correctly. But after that, the rig was ready to be powered for some serious gaming.

Oh, and sound speakers and BYOC are enemies! You are not allowed to bring any type of speakers; it all has to be heard through headphones. Luckily, my Mum let me borrow her slickly Bose Headphones. :)

Catalyst Control Center is sometimes not my friend:


Soon I was able to kick Steam into gear, ready to drown in an ocean of gaming.

But I had to pace myself; it was too early to sink into hours of gaming. Id Software's official introduction and John Carmack's keynote speech was coming up, so it would be important to prepare for that. Listening to Carmack speak is an adventure in itself. While you may not understand half of what he's saying, you're still in awe of his computerized brain. He's speaks on such a technologically sophisticated level that it's impossible to grasp every detail of what he's discussing. Carmack speaks about the current state of id Software, the gaming industry, while also pontificating on other random thoughts that may rattle his brain. He's very precise, which can be at times, very technical. Regardless, it's the most famous and important event at QuakeCon and essential viewing if you're remotely interested in the world of gaming.

We had a little time before the keynote, so we decided to wander into the mini-exhibition hall and see what wondrous offerings were in store.

A lot, apparently.

All sorts of tech booths were on display. Alienware were taking a large portion of space, hosting L4D2 tournaments, handing out prizes, while also showing off their own gadgetry.

At one of the booths, G4 host, Morgan Webb was having a signing session. We went over and were able to meet her. She was very energetic and friendly.

The exhibit also focused on two playable games, Tribes: Ascend and RAGE!


I drifted over to the RAGE booth and noticed they had about 15 kiosks running the game. About 10 were running off of Xbox's and PlayStation's, with another 5 running on actual CPUs. Luckily for me, there was a PC set-up free. I immediately seized the opportunity and quickly started loading up the first act of the game.

This was going to be amazing! I was finally going to get the chance to play Id's next masterpiece!


The game opened in first-person, arriving in a post-apocalyptic dystopia. The game was running flawlessly and beautifully. Id Tech 5 is without doubt, visually stunning. As I maneuvered in the opening stages and blasted through post-apocalyptic enemies, two things really stood out. Firstly, the responsiveness of the weapons is incredible! I felt I like was holding something of weight and impact. Every time I shot a bullet or bolt, a blast of adrenaline would quiver up my hand. Id had perfected the shooting mechanics; it was addictive. The other thing that took me back was the A.I. When I'd shoot at a leg or splinter an arm, the enemy would cower in pain and grab the designated wound. They would limp and hunch by the impact of my firing. These realistic reactions made the experience far more effective and impactful. I wholeheartedly felt like I was literally dismantling the foe.

While gleefully drinking the sweet wine from Id's next elixir, I was suddenly pulled from the experience due to a certain voice, a very familiar one. I knew that voice. I turned to see John Carmack, standing right behind me, commenting on and watching me as I played his game! I flipped out! It's like Michelangelo watching you watch David, or Da Vinci commenting on your observation on the Mona Lisa. I quickly turned nervous. I returned to the game a little jittery, knowing that Carmack was watching me as I played. I had to be perfect and make sure to not to die at all! Luckily, due to my amazing gaming skill, I was able to battle my way through the bandit-plagued prison without a single death. Best moment of QuakeCon by far!

On a side note, I noticed there was a significant amount of tearing during my little playthrough, due to the lack of V-Sync. Carmack noticed this to and was also commenting on it.

I looked over at the time to find that the keynote was rapidly approaching. It was time to bid RAGE farewell, for now. I quickly returned to the BYOC and found my Uncle messing around with the basics of the PC. After letting him know of the approaching time, we headed over to the main auditorium. We found the auditorium packed out, full of attendees, developers (Howard, Willits), and press (IGN, Gamespot). We were fortunate enough to find seats near the front, enabling us to perfectly enjoy the upcoming spectacle.


Anon, the lights dimmed and suddenly a brooding cinematic was projected on the auditorium screen. The cinematic began with low beats, dark lighting, and unnerving sounds. Was this the worldwide reveal of Doom 4, the sequel to Id's pioneering horror franchise? No, no it wasn't. :(

It was the launch trailer for RAGE. Although I was disappointed that there wasn't going to be a Doom 4 reveal, I experienced a breathtaking trailer for RAGE. The footage was a sublime marriage of booming music, visceral imagery, and hyperkinetic editing. The sickly and nihilistic atmosphere of RAGE's universe was on display in every facet of this visual showcase. It stands as one of the finest game trailers of all time and an unflinching example that trailers can be as artful as anything else. 

After the trailer concluded, CEO of Id Software, Todd Hollenshead, took to the stage.


He spoke about all the exciting events taking place at the convention this weekend, before introducing computer maestro, John Carmack, to the stage.


To a rounding standing ovation, Carmack began his speech. His keynote covered an array of interesting topics. It ranged from small anecdotes on the technical hiccups of creating RAGE, to bigger ideas, as the future ambitions of Id software. As Carmack pontificated on all things tech, my Uncle took the opportunity to ask a question. He asked whether RAGE has encountered any censorship trouble and also complimented Carmack on the breathtaking artistry of RAGE. Carmack mentioned that no real censorship problems have occurred yet, but also mentioned that most of the swearing is actually in Russian! He also agreed that the art design in RAGE is truly outstanding. He noted that since he's only an engineer, he's unable to come up with the actual beauty of his games. He's continuously baffled and shocked by how great the artists at Id Software really are.

I then stepped up and posed a question too. I asked if Eyefinity is going to be implemented in RAGE. He responded that initially, no. But once the game is released, he's going to go back and start messing with periphery devices that might enhance the experience. As a treat to himself, he's going to buy all the 3-D gadgetry and see what works and what doesn't. This led him on to discuss the possibilities of these devices. While much of 3-D is in its infancy, he believes that there is magic when the dimensional image is translated perfectly. He cited the 3DS as an example of how it can actually marvel if adjusted accurately. He also mentioned that motion devices, like Kinect, have a lot of potential to revolutionize interactive media. It's all a matter of polishing the potential of these devices, while also producing content that is creatively worthwhile.

The entire Q&A segment posted was posted online afterward. Jump to the 48 and 60 minute mark for question goodness!

http://www.youtube.com/watch?v=00Q9-ftiPVQ

While not all of it made sense, Carmack's speech was fascinating 90 minutes in the mind of one of gaming's most revolutionary figures. I can officially state now, I survived a John Carmack Keynote!

Concluding the event, we had some time to leisurely relax at the Starbucks located in the Antaole. The Hilton was starting to get incredibly busy, with more than one event taking place there. While QuakeCon was the majority of the business, other fairs and gatherings were happening on different levels. A weird fruit juice convention was taking place next door!

We returned to the exhibit hall for a signing session with Viktor Antonov, the conceptual artist behind Half-Life 2. Antonov is an exceptional artist who whose chiefly in-charge of the design behind City 17 in HL2. He was incredibly humble when we spoke to him.


I asked him what his inspiration behind City 17 was. He answered that he based City 17 off his childhood city of Sofia, Bulgaria. I also asked if ever thinks Half-Life 2: Episode 3 is ever going to be released. He doesn't think so. With a majority of the team behind HL2 now gone from Valve, he thinks it's unlikely they'll be able to do another Half-Life game. We'll see about that...

With Thursday's events concluded, we departed to a really fantastic Italian take-out and ordered pasta to go. We then returned to the BYOC with our Italian food in hand, ready to eat and game. The perfect combination!

The rest of the evening was filled with thrilling gaming.


We played TF2 and L4D2 with my brother in San Antonio. For the first time, I also sank my teeth into Starcraft 2 multiplayer. No easy feat, I tell you! It was a pulsating night, with everyone else around us also enjoying a smashing platter of gaming delight.

Saturday, October 1, 2011

What in the World is QuakeCon?


I've always been fascinated by video games. Though film, music, and literature have great opportunity to artistically flourish, the interactivity of games has also been incredibly creative and immersive. With an endless amount of defining video games that have showcased the brilliance and ingenuity of their medium, I became fully engaged by video games very early on.

When I heard that QuakeCon 2011 was taking place during a time that would be ideal, my head starting planning everything out immediately. Since it was during the first week of August, I wouldn't have to worry about school or work. The event would also be taking place in Dallas, only a mere 6 hours away. With my Uncle also visiting from overseas, it would be a great opportunity to show him the madness of a gaming convention, granted I'd never been to one either. While I've attended my fair share of film, comic, and horror conventions in the past, gaming conventions are a whole new beast.


QuakeCon was created by the developers of Id Software, the development studio behind classics as Doom, Quake, and Wolfenstein. They started this convention waay back in the early 1990s. Since then, as the studio has grown into a huge and prominent developer, the convention has also grown to a humongous level. No longer is it just a bunch of small geeks discussing their next title, it’s now an elite fraction of the gaming industry converging to showcase all their upcoming gear, tech, and software. Although the convention only holds a small exhibition area for the studios like Id, Alienware, and Bethesda, the true star of QuakeCon is the BYOC.

What is the BYOC might you ask?

Well the BYOC (Bring Your Own Computer) is one of the world's biggest LAN events. Attendees tow in their gaming rigs and set it up in a massive hall. Then for the next 4 days, the hall is packed with dedicated gamers playing night and day. During this weekend, you game hard in a wonderful atmosphere of likeminded gamers, who are also reveling in QuakeCon wonder. And panels, prizes, and signing sessions heighten the convention to a WICKED level of coolness. 

From hearing all this, I know QuakeCon might sound a bit weird. But trust me, it’s something that has to be experienced to fully understand and appreciate. So you know what? Let's experience it! 

We loaded our gaming rig into our Odyssey, stocked up on music goodness (iPhone), and began our two-man journey to Dallas on a sunny Wednesday afternoon. Since the convention wasn’t starting till Thursday, we were getting a very bright and early start. 

While my Uncle isn’t as clued in on the gaming scene as myself, he remained interested in what wondrous wonders lay at QuakeCon. For me, it was perfect chance to covert him to the darkside! 

The trip was quite pleasant. We listened to great music, discussed various topics that ranged from directors, games, books, to British history, Elizabeth I, and Guy Fawkes. Trust me, the discussions were about as varied and random as you'd think. 

Check out all the amazing sites traveled by:


We arrived into Dallas at about 8pm (Dallas traffic is WAR) and smoothly checked into our hotel. Our stay was only 2 miles away from QuakeCon, so traveling in the morning would be cake. Plus, GPS is quite possibly the greatest invention of all time. After unpacking, we slipped into sleepiness quickly; we would need to be as energized as the Energizer Bunny for tomorrow’s game-fueled event.