Saturday, November 17, 2012

Weiss_Zelda_Performance


Grant Weiss
GD300
11/4/12
Zelda The Symphony of Goddesses:
An inside eye

Front and slightly to the left of the stage we sat for what was soon to be the show of my life. As the curtain raised the 138-chair orchestra and full choir was revealed in perfect luminance with regard to contrast and balance. The lights above the stage conformed together creating entire light spectrums. All of this just to ensure the balance of the overall Hogue of the stage itself. As I was sitting there only gazing at the stage, before the performance even had started, I only found myself thinking of my brother and our childhood’s growing up together, playing this game. And now it was in front of me. It was real, an actual document of performance! Soon after my eyes would not stop watering, and I noticed that I was crying. So this was more than just a performance; artistically it was beyond incredible.
            Behind the performers was a video screen the size of the massive Chicago Theater stage. On this screen Zelda was played from the 16-bit start to finish.
Scored completely in time with the live performance happening inches in front of the screen. Therefore the quality of art was amazing. When taking criteria we learned from class such as integration, geometric, and deconstructive into consideration watching this performance, I could correlate all of it to the visual game performance.
            The visualizer carried on with the performance-depicting Link (Zelda) fighting through the worlds of pixels. It is a very geometric world, only using basic graphics to define most environments. And of course characters. Link himself is composed of rough rectangles and squares which are easily notable to the eye as he moves and tweens across the screen. This adds a sense of sincerity, and delight to the performance. A quality that is tough to find these days. We can also apply integration when thinking of the actual performers and their juxtaposition with the visuals of Zelda in the background. The performers and conductor are perfectly in time with all of the elements of the performance, lights, sound, and visual. Thus creating balance within the score. And not only balance but an actual tangible real life expression and representation, of what is playing on the screen. Which is a perfect juxtaposition of emotional and visual stimulation for the viewers. When taking deconstructive qualities into consideration we see lots of overlap, screen shaking, and disorientation. Textures in the game are clearly rendered well but it is 16-bit. So textures in the game are overlapped to create shading and depth to the wireframe of the game. But that is passed over by the viewer as the screen shakes when Link is in trembling terror evoking more emotion, putting the viewer in Links disoriented shoes!
Absolutely conceptually amazing! All of this plus a one time performance with one of the world’s most renowned orchestras, (Chicago Symphony Orchestra), was second to none and an unforgettable experience. It was refreshing to see material I was learning in class that could be conceptually applied to something like a performance, as I am a musician myself. With out a doubt the single most impressive, thought provoking, emotional experience I have ever had.

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