Dawes, ‘When My Time Comes’ — Free MP3 Download
Filed under: Free MP3 Download of the Day
Artist: Dawes
Song: 'When My Time Comes'
Album: 'Dawes' [iTunes]
Sounds Like: The Avett Brothers, A.A. Bondy
Download: 'When My Time Comes' (MP3)
[Get Winamp] [Download Help]
Five ways games can make you cry
GDC 2010: Ubisoft Montreal's Richard Rouse III explains how reminiscence, amplification through abstraction, transformation, loss, and nostalgia can make games emotionally poignant.

(SPOILER WARNING: This article contains spoilers about the endings of Fallout 3, BioShock, Portal, and several films and television shows. Proceed at your own risk.)
Who Was There: Richard Rouse III, narrative director of Assassin's Creed II developer Ubisoft Montreal.
What They Talked About: Rouse began his 2010 Game Developers Conference presentation by saying the debate on whether or not games can make you cry isn't new. In fact, Steve Meretzky, creator of the 1984 text game based on the Hitchhiker's Guide to the Galaxy books, told him "That topic is so 1993." However, with games becoming more and more accepted as an art form, Rouse laid out some approaches used in other media which he thinks can makes game more emotionally resonant.
First off, Rouse pointed out that many other kinds of media make people cry. (He himself opened up the waterworks at the end of the movie Titanic and during a Rush concert "because they are so damn awesome.") One of the ways this is done is through reminiscence, or the process of making the viewer or listener look back at their life. As an example, he played the video for Johnny Cash's cover of Nine Inch Nails' "Hurt," which showed the aged singer--not long before his death--intercut with footage of him as a young man in the 1950s and 1960s. "That was your life," is how Rouse summarized it.
This common technique is used in films like Titanic and in games such as the Sims, which scrapbooks key moments in a sim's life and saves them for the player to watch later. The prime example he showed was the ending cinematic of Fallout 3, in which the "Lone Wanderer" protagonist is shown his accomplishments in the game via a sepia-toned photo montage.
In this particular instance, Rouse ran a clip of the ending associated with very high Karma, in which the player is shown the faces of the people he's saved and is reminded of the values handed down to him by his in-game father. "It shows you what you've accomplished over 40 hours, and adds to the fact that the end of a game is a sad time, since you don't get to play anymore," said Rouse. (He did not mention the five Fallout 3 expansion packs that would follow in the coming months.)
The second method of narrative tearjerking is "amplification through abstraction." To illustrate this point, he showed a clip from the anime drama Grave of the Fireflies, which chronicles the struggles of a young boy and his younger sister in Japan at the end of World War II.
Orphaned and shunned by extended family members, the starving pair take refuge in a mine shaft before the boy goes out to seek food. When he returns, he finds his delusional sister dying, having eaten dirt clumps and marbles thinking they were rice balls and candies.
Rouse said that if the scene had featured real actors, it might have been unbearable or cheesy. However, since it was an anime, the young girl is abstracted. She is a template on which viewers can project images of young girls in their lives onto the experience, making the emotional punch more powerful.
For Rouse, games which have done this include the text-only Planetfall, in which the character Floyd sacrifices himself to save the player, and the very anime-like ICO. He showed a clip from the "art-game" Passage, in which two tiny characters walk down a passageway, not knowing what lies ahead.
Method three for evoking eye-sopping emotion in games is transformation. "The weak shall inherit [the Earth]," says Rouse, before showing the film paradigm of this concept, It's a Wonderful Life. The Frank Capra classic centers on George Bailey, who stays at an unprofitable small-town savings and loan because he feels the need to help others buy homes. Discouraged, he ponders suicide, and is then shown that his life touched others. Showing the film's finale, Rouse said this is the classic example of people crying at a narrative's happiest part, not its saddest.
In games, the example Rouse offers is the finale of BioShock--if you chose to rescue rather than harvest the Little Sisters. He showed a clip which has the game's penultimate scene, when an ADAM-mutated Frank Fontaine is bum-rushed by all the Little Sisters the player has saved. As the freakish hulk collapses while being pierced by dozens of viciously long hypodermic needles, Rouse deadpans it wasn't quite It's a Wonderful Life.
Rouse's fourth method for evoking tears in games is the concept of loss, or "you don't know what you've got until it's gone." His filmic example of that was a scene from director F.W. Murnau's silent film Sunrise, in which an alluring woman from the city convinces a small-town local to kill his wife. When it comes time to do the deed on his rowboat, he finds he can't go through with it. Later, though, his wife is knocked overboard and presumed lost. Furious, he goes to kill the city woman--only to learn his wife is still alive, making for a happy, but tear-filled, ending.
In games, Rouse held up Portal as an example of the "you don't know what you've got until it's gone" technique. He said even though GLaDOS computer spends much of the game trying to kill the player, the deranged AI is the player's only companion throughout the game. So when it comes time to destroy its computer core, players are left somewhat saddened since they effectively lost a friend. That feeling diminishes, though, when the player discovers that GLaDOS is still alive. He joked, "Oh, that's great! She's back and can try and kill you some more!"
That said, Rouse said the only time he personally cried was because of a game one might not expect. He then showed pictures of himself and his young daughter playing Nintendogs on a DS. Due to his daughter's tender age, Rouse had spent hours showing her how to care for their Nintendog. Confident she could handle caring for the virtual pet on her own, he left for a week-long business trip--only to be told via phone by his wife that the dog had disappeared.
Distraught, he came home and discovered the dog was indeed gone. Despondent, he said he actually went through the five phases of grief--until, one day, the dog reappeared with a gift in its mouth. Rouse explained that Nintendo had put a mechanic into the game that made a dog vanish if it wasn't cared for properly, but would make the dog eventually return to give the player a second chance. He said that was a perfect--and powerful--example of a game-maker using the loss technique.
Rouse's fifth and final method to make gamers cry is nostalgia. To illustrate this point, he showed a scene from the season finale of the first episode of the television series Mad Men. In the scene, the philandering advertising executive Don Draper makes a powerful pitch for a campaign for Kodak's then-new slide projector. While showing photos of his own family during happier times, he talks about how "in Greek, nostalgia literally means the pain from an old wound." He names the slide projector the Carousel, since it "lets us see the world a as a child sees it."
In Rouse's opinion, games do the same thing as the carousel. Whereas kids like to play dress-up, games let teens and adults don a different guise and enter a similar fantasy world. This can have a powerful effect in single-player, he explained, again holding up ICO as an example of emotionally poignant game-making.
Rouse concluded by saying that massively multiplayer online games can also bring about a sense of nostalgia the same way real life does. That's because increasingly, people are making friends while playing MMOGs. Online play also helps sustain friendships between friends separated by distance when one friend moves away.
Quote: "What do you mean, 'Fu-Fu's gone?!'"--A distraught Rouse, upon being informed by his wife his favorite Nintendog had disappeared.
Takeaway: "Games let people live lives we never had and lets us think about our lives in a new way," said Rouse.
Read and Post Comments | Get the full article at GameSpot
Follow That Bird Interview: SXSW 2010
Filed under: Concerts and Tours, Exclusive
Describe your sound in your own words.
Tiffanie: I'm terrible at this part.
Lauren: If Siouxsie was at a '90s garage rock show and spilled beer on Dwight Yoakam's dirty guitar and a mysterious black cat came by to lap it up.
Mitchell: Someone else's words would be "indie."
How did your band form?
Tiffanie: The band's beginnings sprung (like a phoenix from the ashes!) from an instrumental/experimental duo Lauren and I formed at the tender ages of 15 and 17, respectively. We played a few shows with this setup -- switching between guitar, bass, drums, and keyboards for each song; however, the addition of vocals cemented Lauren on guitar/vocals and myself on drums. For years we see-sawed between a two- and three-piece (with friend Rachel Badger on bass) before adding Mitchell last year. This SXSW will be our one-year anniversary. I believe the customary one year_thumbnail.gift is paper so we're giving Mitchell a crisp $5 bill.
Lauren: What she said.
Mitchell: Yeah $5.
Cokie the Clown Interview: SXSW 2010
Filed under: Concerts and Tours, Exclusive
Describe Cokie's sound in your own words. What can fans expect from the performance?
I'm not (telling) you nothing. They can expect the unexpected. It's not gonna be anything like a NOFX show. It's not gonna be a normal show.
Who would win in a battle of the bands, Cokie or NOFX?
Oh, NOFX for sure. Cokie is an experiment.
How did the Cokie the Clown project come about?
It's just me. It's Fat Mike, in a clown outfit. And I'm a f---ing drug addict. That's not a big stretch. It's just me with makeup on. I came up with the idea on Halloween two years ago. I was a clown, and I was doing a lot of coke. I put blood on my face, on my shirt. I went to buy clown shoes, and I went to the store and I said "I'm a size 9. What do you got?" The guy looked at me and he goes, "Do you really think clown shoes have sizes?" It was pretty funny. ... I just thought it was a good character to write a song about. I spent the weekend in Chicago, so I spent the weekend as a clown. I just didn't get out of character the whole weekend. And it was very disturbing, and kind of fun.
The Yuppie Pricks Interview: SXSW 2010
Filed under: Concerts and Tours, Exclusive
Are you guys having a rehearsal right now?
Yeah, Trevor's got such a big garage, we just backed out the Bentley and the Ferraris and now we're having a little practice so we can hear how good we sound.
Describe your sound in your own words.
Awesome. Like certain parts of Christie Brinkley's anatomy covered in specific illegal substances.
How did your band form?
Trevor is the genius who brought us all together. He 'd taken over the family pharmaceutical business, had a lot of cash and leisure time, and needed something new in his life- the models and blow weren't cutting it anymore. One day he accidentally ended up in CBGB while scouting locations to demolish for a new building, listened to some punk rock, and came up with a way to exploit the music for his own personal gain. He recruited his prep school/frat boy buddy Deuce to play some guitar -- did you know Deuce is self-taught? He's absolutely brilliant. Did you also know that Deuce is the only third generation divorce lawyer in the Midwest? And that he's the 2003 Men's National Croquet Association Champion?
Maluca Interview: SXSW 2010
Filed under: Concerts and Tours
Describe your sound in your own words.
Tropical punk. I don't do your typical Latina pop music.
How did you get your start?
I was always doing music ever since I was a kid. I was working in the fashion industry for a while and was just miserable. So I started making music at home and decided by the push of a friend that this is what I need to be doing. My dad, mom and her husband have all influenced my musically. My dad used to work with artists like Samantha Fox, and the Jungle Brothers and my mom was just a disco queen. We just had a huge Latin music collection and it was a combination of all of that.
Black Joe Lewis Interview: SXSW 2010
Filed under: Concerts and Tours
It was three years ago when Austin local Joe Lewis was booked with his friend Zach Ernst to open for Little Richard, and not long after to start a rock and roll band called Black Joe Lewis and The Honeybears. The band has since grown to seven members including, Joe Lewis, Zach Ernst, Bill Stevenson, Matt Strmiska, Ian Varley, and the Hard Proof Honeybear Horns (Jason Frey, Derek Phelps, Joe Woullard). Singing about women and a blend of other things that make great music they toured across the USA, Canada and Europe. Their debut full length album, Tell 'Em What Your Name Is!, was released last March on the Lost Highway Records label their tunes even landed on the soundtrack for Showtime's Californication, earned a spot in Top 10 Austin Albums of 2009 from World Cafe, as well as discussion in Rolling Stone and Esquire Magazine. Joe Lewis talked to Spinner about playing SXSW as Austin's Band of the Year.
How old were you when you picked up your first guitar?
When I was about 19 or 20, I was working in this pawn shop and all these guys would bring in guitars. One day, I started playing around with one and took it home and started teaching myself how to play. I play harmonica too.
Describe your sound in your own words.
I call it rock and roll. I don't evaluate my music, I just like what I play. I just call it rock and roll ya know?
Rockwell Knuckles Interview: SXSW 2010
Filed under: Concerts and Tours
How did you come up with Rockwell Knuckles as your stage name?
Well my name used to be Rocky beforehand. That sounds kind of juvenile so it made me sound more mature if I called myself Rockwell. Another guy named Rockwell, the original Rockwell that put out the song "Somebody's Watching Me," he literally called himself Rockwell for the exact same reason. I was very embarrassed when I found out he did that for the exact same reason.
When did you start performing?
Started performing in June 2000. I was 17 year old. I just graduated high school and a friend invited me to come perform at some shows and I came out. It was a good time and people liked what I did. I wasn't even that amazing with the rapping at that time. I was very juvenile but it was still entertaining so the people skills are there.
The Mother Hips Interview: SXSW 2010
Filed under: Concerts and Tours
How did The Mother Hips officially start?
Greg and I had been playing for years acoustically, figuring out how to sing and play guitar. I wrote some songs and there was a good rhythm section in Chico that was interested in playing with us and we just started playing backyard parties and got popular in Chico very quickly. I think the first time we ever played as The Mother Hips, properly, was probably '91. Greg and I are the only two original members, but the current lineup has been the same for close to ten years.
What music first inspired you?
When I was first interested in music I didn't really consider that I would be making it, I just enjoyed it. Some of the first stuff Ilistened to was like, the Beach Boys' "Endless Summer." I really liked that record. For some reason I really listened to Little Richard and Buddy Holly and I don't know why.
Mae Day Interview: SXSW 2010
Filed under: Concerts and Tours
Describe your sound in your own words.
It's definitely soulful. A lot of my influences come from the '60s and '70s R&B era of Motown. It has all different types of moods and emotions, but all based on soul and lyricism and a real passion for the art of music.
How did you get your start?
It really wasn't discovery and much as it was a journey. I was playing basketball in college and things weren't really panning out, so I decided I needed to go back to my original first love, which was the arts and music. I came home to Detroit and just knew I had to write every day. A few people began hearing my rhymes, and it was just a trickle effect from there, and eventually getting to De Notes.
Black Mike and Kemistry Interview: SXSW 2010
Filed under: Concerts and Tours
Describe your sound in your own words.
How would I describe it? Well, soulful with a little bit of groove to it. It's just real cool.
How did your collaboration with Kemistry come about?
Well, let's see. We had a lot of different jam sessions around Austin playing with a bunch of musicians coming together. We had a lot of these jam sessions and we came up with the band Kemistry just like that because we all had good chemistry on stage and, at rehearsals, we would just get up there on stage together and start playing and just rock the house.
Chris Young Interview: SXSW 2010
Filed under: Concerts and Tours
Describe your sound in your own words.
My music sounds like I was locked in a studio as a child, but I have a good mom. I swear.
When did you know that you wanted to be a musician?
When I heard the drums in church growing up; rhythm moves my soul.
Born Ruffians Interview: SXSW 2010
Filed under: Concerts and Tours
The musical trio known as the Born Ruffians appeared on the music scene in 2006 with their self titled release. Another album soon followed in addition to a long and grueling tour. After taking a breather for the past year, the Born Ruffians are about to release another album entitled "Say It." Spinner recently talked with the Born Ruffians's bass player, Mitch DeRosier.
Describe your sound in your own words.
That's always difficult for a band to describe their own sound. We're a band that didn't set out with a goal to sound like anything in particular. We just started playing and it sounded like it did and we got better writing at songs. I guess we're probably like indie-pop-rock.
How did your band form?
We all went to high school together. We were started playing together in the 11th grade. I've know Luke my whole life since we're cousins. We were all in music class and that's when we started playing together and going to Steve's house and jamming in his basement.
Serena-Maneesh Interview: SXSW 2010
Filed under: Concerts and Tours
Please describe your sound in your own words.
It's as if you threw a brick through a rainbow into a wall of glass.
How did your band form?
It's a little bit strange. We have somehow, through crazy adventures [stuck together]. It started during our juvenile years -- My sister [Hilma Nikolaisen] and I have never separated.
And Tommy [Akerholdt] the drummer as well --it's like the family you can never deny. You know this character Obelix of [the French comic book] Asterix? During his youth, Obelix fell into a magical pot of some kind of hallucinogenic -- and gained an ability to always be naturally high. Tommy is like that ... like he fell into a pot of magic mushrooms. He's never come back; he's always remained a free-floating spirit. He never returned to normal but in a really, really great way. [Laughs]
DJ Benzi Interview: SXSW 2010
Filed under: Concerts and Tours, Exclusive
How did you come up with your name?
My first name's Ben. Also, my parents gave me my first car in high school, a 1972 bright yellow Mercedes that was real old school. The name came from the car mixed with my real name.
When did you start DJing and what got you into it?
I started in ninth grade. I bought a starter pack and worked my way up. By the end of high school I wasn't going to prom, I was DJing the prom. I went on to college and did all the frat parties and the bars there, and the rest is history.
I got into it because I was obsessed with rap music and music in general. I used to drive down to Detroit and hang out to the record stores. I met my mentor, one of Dilla's friends, and went from there. Just started collecting vinyl. It was something I was into from the start.
What are some of your musical influences?
My parents were obsessed with Stevie Wonder and that kind of Motown stuff so I was definitely was into that. Then coming up Outkast's first album and the Wu-Tang stuff was a crazy influence for me. Then shifting to high school I was way into the indie stuff but also the commercial stuff, the Alice DeeJay stuff, the '90s dance stuff. Almost every type of thing you can imagine.
The Spit Brothers Interview: SXSW 2010
Filed under: Concerts and Tours, Exclusive
Tell me how the Spit Brothers started.
While Daniel and I both went to Berklee School Of Music in Boston, we didn't know each other at the time. I moved to San Francisco in 2004, just looking for a change, and I knew the electronic scene here was something notable. Daniel moved out here in 2005, and a mutual friend connected us. I had been working on some more up tempo tracks, and Daniel played over my tracks with his bass guitar. It just took off from there.
Where did you come up with the name?
I have a group of friends in Boston and that is just how we referred to ourselves, sort of making fun of the whole blood brothers thing, kind of a light interpretation of that. It eventually evolved into the band.




