
Issue #20 - 18 July 2009
It's been two fun-filled weeks of surprises for us at MechScape World. We've been very grateful to display two major works from the game, a conceptual painting and a musical score from the game. We've also seen Mark Gerhard reveal that "Codename MechScape" is coming very soon. (Source)
For this MSP we'll offer a little reflection and review on those two new pieces. The first is a review by resident independent composer, Sp3ctre18, and an admin, PoultryChamp. We hope you enjoy picking over the reviews and finding that you agree - or disagree - with what's been written.
Desert City Art Review
Written by PoultryChamp
Desert City is MechScape's 4th concept art released officially by Jagex, and pays homage to several movies and games. Though I would not find this piece to be necessarily original, the skill involved is respectable.
We clearly see it's a digital piece created in Photoshop, Adobe Illustrator or Painter. The strokes indicate the artwork was created on a large scale and given several layers. The focal point of the piece is to the left near the mysterious figure who looks like a desert guard. As we look presumably east over the mountains (as it looks like a sunrise), we see a tense city with cargo ships and humans. This concept art gets rid of the cleaner, futuristic, and swamp-like ideas we've been used to. It favors easily recognizable human architecture.
Sellis has chosen a beautiful colour palette for this work. The desert beige, reds and tans work well to give the image the tone of the desert or a post-apoc. community. The scene heavily relies on dust-filtered lighting from the sunrise to the east and it's quite easy to spot the sand or dust that has settled on the tops of the red bazaar covers.
Red, the colour of power, pride, war and blood denotes that this planet favors violence. The presumed guard standing on the balcony -- a balcony designed mostly of red tones -- tells me that this kingdom is ruled by a monarch or dictator. The scene is authoritarian. In no place do you see merchants with big stalls of wares, or groups huddled in community flair. Everyone in this scene is going about their day with fear and barely interacting. Only four intergalactic ships are seen, the final indication that this kingdom is rather strict about their airspace, trade, and travel.
Now it's time for me to get harsh. This artwork is so far the most enjoyable to look at, however I cannot help but notice the lack of effort taken in some areas of the painting. The sky has been sloppily done with a few quick strokes, and the guard/balcony is also composed of quick strokes. In comparison most of the city and the bazaar tents have been coloured and painted well. You can notice the fine details in the ground and in the fabric of the tents.
In the conclusion, the composition and emotion of the scene outweighs the lack of technique in places. It is highly evident that Sellis is a seasoned, and experienced digital artist who does not lack talent. My final thoughts on the piece, Desert City, is how the composition is similar to the banner art on the homepage of MechScape World.
New Beginnings Review
Written by Sp3ctre18
One Line Review:
New Beginnings is a cool, moderately upbeat piece most likely meant as background, yet still enjoyable, music, with an all-synth instrumentation and some cliche sounds and techniques for the scifi feel. However, as the first music released, that's probably not a bad thing.
Melody:
The piece is more rhythmic, and the first half is especially trying to be more atmospheric and ambient. There is only one melody, which is played by synth strings. It's a nice, slow, mysterious melody; which is a bit ethereal, causing one to definitely think of space; an expanse, new lands but not sinister, dark, or dangerous. It sounds like these might be places of opportunity and unique experiences.
Rhythms:
Rhythms are loops. Repetitive and incessant. Except for the 7th measure whatever-it's-called that is typical for drums (like a little solo before the steady rhythm starts up again), once you've heard a rhythm, it'll be there for the rest of the piece, in the exact same form. Personally, it's one of the things that pushed me away from pop music when I was young, because it feels so uninspired to write one measure and copy and paste for the next 200. In modern music, it's common to use this technique, so most people should be okay with that. The bass line is cool, has an off-beat pick-up to the rhythm that gives this feeling of tension, of hanging, and then proceeds to pull you back into the rhythm. Another thing worth noticing is when the robot sound first comes, the bass fades out with the end of a phrase, and then fades back in. This might go unnoticed, but musically, I thought this was a nice, creative touch. All the other rhythms are less noteworthy and use predictable sounds, but they blend in nicely for the piece. Even then bass knows its role and isn't overpowering.
Sound Effects (SFX):
The "robot" sound that repeats at the beginning of every 4 measures in certain parts of the piece is actually kind of cool, especially in the first half of the piece. The first time it comes in, it fools you; thinking it suddenly got very upbeat, but it doesn't and instead fades away as the bass drum comes in. Although the other sound effects used in the first half also sound familiar, overused, etc., they hardly come back in the second half, which gives them more purpose and doesn't just feel random for the sci-fi feel. It adds to the ambiance of the intro and really grounds the piece into a sci-fi electronica as it leads into the strings. They also serve as good accents and touches to accompany the strings as they play.
Overall:
It starts soft and ambient, draws on for a while and changes slowly, and it never gets too loud, too ostentatious. Instead it stays reserved, giving you something interesting to listen to, with a cool beat, so as not distract you much from whatever you're doing in game.
However, while loops are repetitive, the music overall isn't. You won't hear repeated sections, it retains its cohesion forcefully through the loops, and more naturally from the synth string melody and robot sound.
Conclusion:
Although the attempts at creating the sci-fi mood feel uninspired, New Beginnings makes sure there's no guessing about what you're listening to and probably about the upcoming game itself. From the soft intro, the slow synth strings, and the upbeat, rhythmic end, this piece seems to tell you everything you'd hope to hear that could describe MechScape. Mysterious; space-y; new, curious, interesting worlds; exploration; opportunity; excitement - the music seems to tell us all this, hopefully reflecting MechScape as a game where everyone can find something they'll like......
You will find what you're looking for, your New Beginnings, in the universe of MechScape.
I hope we'll see a more varied soundtrack that to give us a rich, satisfying soundtrack that will hopefully reflect various worlds and landscapes just as RuneScape's music gets inspiration from modern times as well as 17th century Baroque for it's many areas.
MechScape and Community News
Information about MechScape Concept Art
Mod Zephyr talked about MechScape Concept art in a recent interview. (Read more)
MMO developers Jagex outline 'MechScape'
An article recently released by techradar.com has confirmed that MechScape will be released soon, saying that it should "tear up the internet later in 2009." (read more)
Donation
MechScape World has donated $250 of advertising revenue to the charity Doctors without Borders. (Read more)
MSW new milestone
MechScape World is celebrating the completion of a new milestone: a total post count of one hundred thousand! (Read more)
Previous Issues:
MechScape Post #19: Cultural Differences: How they might affect MechScape
MechScape Post #18: The Economy of an MMORPG
MechScape Post #17: Influences on MechScape
MechScape Post #16: MechScape Moderation
MechScape Post #15: The MechScape Environment II
MechScape Post #14: The Community of MechScape
MechScape Post #13: Codename MechScape
MechScape Post #12: The Importance of Music to MechScape as a Game
MechScape Post #11: How MechScape Will Appeal to an Older Demographic
MechScape Post #10: "Dynamic" Combat in MechScape
MechScape Post #9: Freeplay in MechScape
MechScape Post #8: The Future of MechScape World
MechScape Post #7: Situational Awareness: How the Concept Applies to MechScape
MechScape Post #6: Removing the Need To RWT
MechScape Post #5: The Hype Surrounding the Release Date of MechScape
MechScape Post #4: Gerhard's Influence on MechScape and Jagex
MechScape Post #3: A Great MechScape Flood?
MechScape Post #2: The MechScape Environment and Concepts
MechScape Post #1: MechScape Clan Leadership
Footnotes
Contributors: Contributors: Brenden, Dirk, Ed5, Ren (Content Research Team); mike470, Pipinowns, PoultryChamp, Xela (Writing & Editing Team); Sp3ctre18.
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.
