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This Week’s Deals With Gold And Spotlight Sale + Sega/Sonic Publisher Sale

Here are this week’s games and add-on deals on the Xbox Games Store. Discounts are valid now through 30 January 2017.

    

Xbox One Deals

Content Title Content Type Discount Notes
Battlefield 1 Xbox One Game 40% DWG
Titanfall 2 Xbox One Game 50% DWG
Battlefield 1 – Titanfall 2 Deluxe Bundle Xbox One Game 50% DWG
STAR WARS Battlefront Ultimate Edition Xbox One Game 40% DWG
Assassin’s Creed Chronicles – Trilogy Xbox One Game 50% DWG
Kerbal Space Program Xbox One Game 40% DWG
Trackmania Turbo Xbox One Game 60% DWG
Battlefield 1 Deluxe Edition Xbox One Game 40% DWG
Titanfall 2 Deluxe Edition Xbox One Game 50% DWG
Trials of the Blood Dragon Xbox One Game 50% DWG
Battlefield 1 Ultimate Edition Xbox One Game 25% DWG
Roblox – 800 ROBUX Add-On 10% DWG
Kinect Triple Bundle: Beats & Booms & Squids Xbox One Game 30% DWG
Spy Chameleon Xbox One Game 50% DWG
Ghostbusters Xbox One Game 60% DWG
FRU* Xbox One Game 30% Spotlight
Watch Dogs 2* Xbox One Game 33% Spotlight
Watch Dogs 2 Deluxe Edition* Xbox One Game 40% Spotlight
Watch Dogs 2 Gold Edition* Xbox One Game 40% Spotlight

*These offers are valid for all Xbox Live members.
Please note: prices and availability are subject to change and may vary by region.

    

Xbox 360 Deals

Content Title Content Type Discount Notes
Sonic & All-Stars Racing Transformed Arcade 50% Publisher Sale
Sonic Generations Arcade 50% Publisher Sale
Sonic the Hedgehog 4: Episode I Arcade 50% Publisher Sale
Sonic The Hedgehog 4 Episode II Arcade 50% Publisher Sale
Sonic The Hedgehog 2 Arcade 50% Publisher Sale
Sonic The Hedgehog 3 Arcade 50% Publisher Sale
Sonic & Knuckles Arcade 50% Publisher Sale
Sonic & SEGA Racing Games On Demand 50% Publisher Sale
Sonic & SEGA Racing – Metal Sonic & Death Egg Zone Add-On 50% Publisher Sale
Sonic & SEGA Racing – Unlock All Characters & Tracks Add-On 50% Publisher Sale
Sonic & All-Stars Racing Transformed Metal Sonic & Outrun DLC Add-On 50% Publisher Sale
Sonic Adventure Arcade 50% Publisher Sale
Sonic Adventure – DX Upgrade Add-On 50% Publisher Sale
Sonic Adventure 2 Arcade 50% Publisher Sale
Sonic Adventure 2: Battle Mode DLC Add-On 50% Publisher Sale
Sonic CD Arcade 50% Publisher Sale
Sonic Free Riders Games On Demand 50% Publisher Sale
Sonic the Fighters Arcade 50% Publisher Sale
Sonic The Hedgehog Arcade 50% Publisher Sale
Sonic Unleashed Games On Demand 50% Publisher Sale
Sonic Unleashed – Empire City & Adabat Adventure Pack Add-On 50% Publisher Sale
Sonic Unleashed – Spagonia Adventure Pack Add-On 50% Publisher Sale
Sonic Unleashed – Mazuri Adventure Pack Add-On 50% Publisher Sale
Sonic Unleashed – Holoska Adventure Pack Add-On 50% Publisher Sale
Sonic Unleashed – Apotos & Shamar Adventure Pack Add-On 50% Publisher Sale
Sonic Unleashed – Chun-nan Adventure Pack Add-On 50% Publisher Sale
DarkStar One* Games On Demand 80% DWG
Blood Knights* Arcade 75% DWG
Alien Spidy* Arcade 75% DWG
Foul Play* Arcade 75% DWG
Alien Spidy – Between a Rock and a Hard Place* Arcade 50% DWG
Alien Spidy – Easy Breezy* Add-On 50% DWG
Age of Booty* Arcade 40% DWG
FLOCK!* Arcade 60% DWG
Bionic Commando* Games On Demand 80% DWG
Bionic Commando: Rearmed* Arcade 75% DWG

*These offers are only valid for Xbox Live Gold members.
Please note: prices and availability are subject to change and may vary by region. 

Project DIVA X, Streaming, and You!

Hi everybody – with Hatsune Miku: Project DIVA X now available to the public on PlayStation 4 and PlayStation Vita, we hope you’re loving the experience of helping out Miku and her pals as they try to re-energize their digital world! There’s one serious topic we’d like to bring up though, and that’s the concept of streaming/recorded gameplay.

Arguably one of the coolest things about Hatsune Miku and her friends is the fact that they exist because there’s such a strong community behind her. Every one of her songs, dances, etc., are created by Miku fans, just like you! This also means that those fans who created that content also retain rights to it.

What this means is the artists and their labels have the right to control how this content is distributed, including popular streaming/video sites like Twitch and YouTube. To ensure our fans do not inadvertently run into infringement complications, all while allowing you to share your gameplay with your friends, the video streaming from your PS4’s “Share” feature removes the music from your stream, allowing you to stream without worries.

…But for those other content creators who rely on direct feed, we want to be transparent so you don’t run the risk of impacting your channel.

That’s it! For the majority of those who will share gameplay video natively through the PS4, there’s nothing to worry about. But for those other content creators, we wanted to make sure we were clear on the risks of leaving the game music in your uploads/streams!

In Regards to Sega Titles coming to Europe

Stop me if you’ve heard this before:

“We’re working on it.”

It’s an oft-used PR phrase that people have come to see as a general throwaway response. And while I can’t speak for every case, I can at least tell you that when it comes to publishing SEGA Japanese IP games (and ATLUS’!) in Europe, it’s true. We are working on it. Or were, really, since we just inked a deal with Deep Silver to release multiple upcoming titles in Europe. Physical versions.

That means that 7th Dragon III Code: VFD will be coming to European regions as both a physical and digital title, which will be published by Deep Silver for the EU territory.

The next question out of your mouth I’m sure is “but why? You have SEGA Europe, use them!” Yes, we do have a European branch, but they’re very much their own business, and as a business unit, SEGA Europe focuses on our Western IP titles – the titles developed by our Western studios such as Creative Assembly, Relic Entertainment, Sports Interactive and in partnership with studios such as PlaySport Games. With the majority of those titles being released on PC, we’ve seen an evolution of SEGA Europe into a more digitally-centric business over the last few years. For any packaged releases of SEGA Europe Western IPs they already partner with Deep Silver to bring those titles to market in Europe. It made sense to mirror that partnership with the SEGA of America-managed Japanese IP titles which currently have a heavier bias towards physical release. Sega Europe will still be publishing Yakuza 0.

Added bonus – this deal also applies to some upcoming ATLUS titles, so if you’ve been hankering for Persona 5 or Shin Megami Tensei IV: Apocalypse, Deep Silver has the EU covered!

We aren’t ready to share release dates for those just yet, but for all our fans in Europe, we can finally say “we worked on it, and now we’ve got an answer for you.”

Special Sound Interview for Mario & Sonic at the Rio 2016 Olympic Games™! [Part 2]

Hello, everyone. This is Ohtani again, the sound director of Sonic series.

This is entry number 2 of the Mario & Sonic at the Rio 2016 Olympic Games Sound Director interview, with sound directors Mr. Nakagawa and Mr. Tokoi, if you haven’t read part 1 yet, visit the link here!
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Main Theme

Ohtani: I wanted to talk about the main theme, in the previous Mario & Sonic series the main themes were more orchestral themes but in Mario & Sonic at the Rio 2016 Olympic Games, the main theme has a very distinctive samba rhythm. I felt it was very impressionable and memorable. How did the idea occur to you?

Tokoi: When I started working on the music, I did a workshop with our team members and we discussed what sort of sound would work for this title.

O: I remember you were watching a lot of samba videos while brainstorming with everyone.

T: The important point was that it’s not a complex melody, and that it should be uplifting, light beat that you can imagine Rio from. The latter parts we focused on speed and momentum. I usually make the total code and melody first, and then I start implementing details. I tend to start with the main rhythm or bass, but this time I started to compose a melody for the piano. I composed the total structure of the song at first and added other elements gradually. Finally, I arranged the tune in the late stage of compositional process. I decided to add the solo part of Bateria after I discussed with our team members.

O: It helps set the tone of the song with a very impressionable intro.

Plenty of Brazilian tones during the events, even for Mario?

Nakagawa: In the 3DS version of Mario & Sonic, there are Olympic Game events mode where you can enjoy the events like you would in the Olympic Games and Plus events mode that you can enjoy each events with a bit of a special gimmick. In the Rhythmic Gymnastics, we used the main theme from Super Mario Bros., which is very recognizable. We’ve arranged that theme to Brazilian music as well, and it comes in two different types of events, Olympic Games and Plus event.

O: The main theme of Super Mario Bros. with a Brazilian twist, interesting.

N: In this game, you can play as your Mii and even change the costumes of the Mii and there’s special power ups for each events. Like for the costumes during Rhythmic Gymnastics, we put in some Brazilian instruments here and there, like for the button press sound effects. I hope everyone enjoys the bits of Brazilian elements we’ve put in.

Special Sound Interview for Mario & Sonic at the Rio 2016 Olympic Games™! [Part 2]

O: That sounds fun!

N: Football(Soccer) is one of the popular Olympic Games events, and we had Mr. Otani take over the music for that.

O: Yes, I composed the songs for Football and 100m. I received a request to put in more of the Brazilian feel too, but also to make it more fully competitive. So instead of composing a more of a major key of fun and bright song, I made it more of a minor key to draw out the tension.

N: Yeah, I think you got the Brazil feel down.

O: I’m glad to hear that! With Football, I tried to emulate the stadium feel by adding chorus, like fans chanting in the crowds. So everyone in the development team, from directors, programmers, project managers, designers all the way to the sound team joined in to record the chorus.

T: Thanks that, the stadium sounds awesome in the game.

O: We should‘ve taken photos when we were recording. You can hear the chorus when your team is doing better than the other team.

T: The chorus comes up when you make a goal too.

N: Yeah, it’s really fun and has that uplifting Brazilian vibe when it comes up.

O: When you make a goal, the song changes from this minor key to a real party.

T: It’s so contrasting, it’s great.

O: Maybe because of this, it didn’t feel like I made one song for an event, but several parts for what’s happening in game.

Dynamic BGM

N: We’ve implemented dynamic BGM before in Mario & Sonic at the Rio 2016 Olympic Games, where the depending the situation of the game the music changes. It’s now a standard in this title. My favorite is Boxing, as the situation ramps up it gets intense. I hope the change in music comes natural. I made some sound effects to get the viewers excited as they’re in the ringside and they’re gradually getting into the event, like having them sound like they’re counting down when your character is down in the ring. I owe a lot to the programmers for implementing everything but it was fun trying a lot things.

Messaging

O: I think it’s time to warp up this interview; do you have any messages you’d like to leave our readers with?

Special Sound Interview for Mario & Sonic at the Rio 2016 Olympic Games™! [Part 2]

N: I put in a lot for this recording. I received a lot of support, not only the musicians in Rio de Janeiro but many talented musicians in Japan as well. I think we had over a hundred talents supporting and thanks to them we feel the music is very unique and retains its Brazilian atmosphere. I hope everyone enjoy the game itself and the music while they’re playing!

T: I hope you enjoy the exciting events of the Olympic Games in Rio. We tried to create a music experience that you could enjoy the atmosphere of Rio de Janeiro like we did. I hope you enjoy the fun, uplifting sounds.

O: I think this is one of more distinctive Mario & Sonic sound track yet! Thank you very much for your time.

N & T: Thank you.

——————————————————————————–
I hope you enjoyed the 2-part sound director interview. Be sure to check out the photos available! There’s a lot of passion and care that was implemented in Mario & Sonic’s music, just as much we put into our Sonic series. We hope you enjoy our Brazilian feel sounds with our latest title Mario & Sonic at the Rio 2016 Olympic Games! We’re looking forward to doing more of these special entries from time to time, so we hope you can check us out then!

Finally, we’d like to introduce the opening movie of the Wii U Mario & Sonic at the Rio 2016 Olympic Games that was recorded in Brazil. Enjoy! See you later!

Special Sound Interview for Mario & Sonic at the Rio 2016 Olympic Games™! [Part 1]

(Hi guys – Aaron here! Today, we have a special interview for you from Sonic Team! Often the Sonic Team website in Japanese will get some really cool interviews, but they rarely get properly translated into English. We hope you enjoy this one! Now, on to your regularly scheduled blog post…)

Hello everyone! I’m Ohtani, the sound director for the Sonic series.
This is a special entry for the release of Mario & Sonic at the Rio 2016 Olympic Games™ (Nintendo 3DS), released February 18th. I’ll be interviewing the two sound directors of the project about the concepts of the songs, behind-the-scenes stories, highlights on what they feel the best part of the songs and so on! It’s our first try at an interview sound column, so let’s see how it goes!
__________________________________________________________

Ohtani: Hello Mr. Nakagawa and Mr. Tokoi. Can we have a quick introduction?

Nakagawa: Hello, I’m Teruhiko Nakagawa. I am the sound director for the Nintendo 3DS version Mario & Sonic at the Rio 2016 Olympic Games.

Tokoi: Hello, my name is Kenichi Tokoi. I’m the sound director for Mario & Sonic at the Rio 2016 Olympic Games for the Nintendo Wii U.

O: Mr. Nakagawa was the sound director for Sonic Rush series and Sonic Colors on the Nintendo DS, and Mr. Tokoi started his career from Sonic Adventure series and has been involved to many other Sonic titles as well. You could say that they both have a long relationship with Sonic. Actually, you guys have worked on almost all of the Mario & Sonic titles right?

N: Yes, I’ve been with Mario & Sonic since the first title, Mario & Sonic at the Beijing 2008 Olympic Games.

T: I started with the second title of Mario & Sonic, Mario & Sonic at the Vancouver 2010 Olympic Winter Games

N: Yes, since then we’ve been working together on the Mario & Sonic series, London, Sochi and this fifth title, Rio.

Brazilian music as concept.

O: Let’s start this off by talking about the concept of the music for this game.

N: This is the first Olympic Games held in Latin America and since Brazil is known for their samba music, we felt that we should go with Brazilian music this time.

O: And it was okay to move forward, just like that?

N: Yep, there was no objection.

T: Well, it’s Rio! We started by researching what sort of music is in Brazil. At the beginning of the project everyone shared different types of music that they felt Brazilian and studied what Brazilian music is.

N: At first we thought, Brazil and Cuba are both are Latin right? But as Tokoi and I kept researching…

T: There were specific rhythms. We had a Brazilian percussionist listen to our music samples and he commented “This song has Cuban rhythm”. We didn’t have a clue what samba supposed to feel like.

N & O: (laugh)

T: Thus our crucible began.

N: Yeah, Tokoi then said, “We need to go to Brazil and record.” It took me by surprise.

O: He probably wanted to record the real Brazilian sound.

T: It got me curious, what is samba? I needed to listen to the real thing.

O: There are few songs that have been recorded overseas but has anyone at Sega recorded in Brazil?

Tokoi: No, I don’t think so.

Recording in Brazil

Nakagawa: So, we went to Rio de Janeiro about one year ago.

Tokoi: It was two weeks before the Rio Carnival; we were there for about 10 days to the end of January. The Rio Carnival was held from February 14-17, last year.

Ohtani: You could complete recording in that time frame?

T: Yes, it was crazy. I can’t believe we managed to get everything. It was all about samba around town, even at our hotels, the outfits, the decorations were all samba.

O: That must have been some time to start recording.

N: Yeah, everyone is gone when the carnival starts, so we needed to do it before.

T: Yes, the Bateria band (percussion group that performs samba music) that we had for this recording was practicing for the carnival coming up. They kindly agreed to perform for us in between their practice, it must have difficult to juggle their time but they recorded with us nonetheless.

O: Yeah, samba is known for their unique rhythm.

N: We definitely wanted the Brazilian feel and rhythm, which was our priority. We were able to incorporate many local musicians; we had wind instruments, brass sections, and a Brazilian string instrument called Cavaquinho, a six string guitar, electric bass, harp, a mixed chorus and an accordion. It was great that the guitarists were Brazilian; I realized afterwards that even the bassist was playing with a Brazilian rhythm. I had composed the song with a Latin rhythm and soon found out our bassist had difficulty playing, until we changed it to a Brazilian rhythm.

O: I see, and you recorded not only a percussion section but also an orchestral piece at Brazil. What kind of music did you record?

N: The main theme would be the biggest part, which is included in both Mario & Sonic at the Rio 2016 Olympic Games 3DS and Wii U. We also recorded arranged versions of the song as well.

O: The song playing in main title screen

N: Yeah, it’s used in the main title screen, replays, and staff credits etc. We’ve used the main theme in places that represents the game overall. Also in the 3DS version, I composed the theme for Pocket Marathon. All of these were recorded in Brazil. Well the rest is a little surprise for later but when you clear the game, the song used there is also recorded in Brazil.

O: Oh, that sounds nice!

From winter in Japan to summer in Rio

N: We had a layover in New York before we arrived in Rio de Janerio. It was midwinter in New York and it was freezing cold. New York was much colder than Tokyo and so we were prepared for that, but as soon as we traveled south pass the equator it was the complete opposite. We were told shorts and sandals are a must, and it definitely is.

T: Yeah we wore flip-flops everywhere. Everyone was wearing them.

N: The overall atmosphere at Rio was casual. It wasn’t really scary; we walked around drinking and watching soccer and such. It is a tourist destination, so everyone was pretty causal.

T: Yeah even the musicians that joined us in the recording sessions were pretty easy going and casual.

N: We booked one of the nice beach-front hotels on the famous Copacabana beach. The studio was about a five minute walk from the hotel.

O: Oh I’m jealous. I wish you guys brought me with. haha

Recording of Bateria

O: So, how was recording with the Bateria group?

T: So for our recording, we had members from Unidos Da Tijuka and Salgueiro, winning teams from 2014 to play the base part for a day. We started with the main theme, but it took longer than we expected, so we talked about how to proceed and figured it out the parts along the way.

O: How did you record the catchy part of the song? Have you decided the parts beforehand and planned accordingly?

T: We did have it planned, but we recorded it last. We had lots of catchy parts that everyone contributed so we recorded and kept these parts. We figured it’s easy to record all the base parts first, so we kept to that method and put it together later.

O: So you recorded all of the basic patterns first and then recorded other orchestra sessions.

T: Yes, after that recording went pretty smooth. In Brazil, apparently there’s a genre category called AXE and our main theme belongs in that genre.

N: Yeah, apparently it’s pop-like samba.

O: Oh, are there any changes to how you approach the music when it’s AXE?

T: We follow a basic Bateria rhythm and then we expand it further. Like the leader of the group will listen to the music and communicate to the other members how they should play and bam, they play it in their first try. The leader figures out the beat each part and the other members follow the lead. It’s pretty quick once it’s decided. The parts have a unique dialect or local accent and it sounds deviating to us but when put together everyone plays perfectly together.

O: So what you’re saying is that they all have the same deviation or dialect of rhythm?

T: Yes, the deviation is just all the same.

N: I guess it’s hard for the Japanese to reproduce.

T: Yeah, that’s hard.

O: How is the rhythm different?

T: The second beat is stressed. The Brazilian music has two-four metre and the second beat is stressed. The rhythm is like “weak-strong, weak-strong” and the stressed second beat sounds like deviating to us. The first beat is weak and the second one is always strong. All of the musicians there naturally stressed on the second beat. In Japanese rhythm of music, we tend to stress the first beat but in Brazil, the stress always comes on the second beat. So the tempo is quite different.

O: You mean the blank between the first and second beat is different from the Japanese music?

T: Not only the blank but the second beat itself too…well, it’s difficult to explain. It is very unique dialect or accent of music. It’s so hard to describe!

O: That must be the secret of samba’s characteristic groove.

The OK sign

N: I really liked that everyone did this thumbs up sign when we were talking about things and they wanted to sign off an “OK”. Not just the musicians we worked with, but the people in Rio around the city too. It gave a warm feeling, like while we’re recording after explaining to the conductor about the music they always showed the thumbs up sign to signal they got it. I guess it’s the language barrier; it made me feel relieved when I saw the sign that he understood what I was trying to say.

T: All of the performers expressed themselves very clearly.

O: It’s very important to communicate with each other for a good recording and I see that the communication there went well.

Well, I hope you’re feeling a lot more in the Brazilian-mood!

We recorded the conversation of 3 people, but it’s already too long, so we’ll update the rest next week. In Special entry for Mario & Sonic at the Rio 2016 Olympic Games™! Sound interview [Part 2], we’ll be talking about the background story of the main theme development and some of the creative process of the BGM, so please check it out!

See you then!