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  • Archive for July, 2016

    Where the Magic Happens


    2016 - 07.31

    There’s been a few awesome milestones lately in my world of recording.  Let’s rattle em off:

    Electra MAXXED1. I’ve got “www.YouTube.com/ElectricTrumpet”!

    My YouTube channel now has enough subscribers that I could acquire a custom URL.  Now all of my Electric Trumpet exploits can now be seen at the easy-to-remember address of www.YouTube.com/ElectricTrumpet which is pretty nifty indeed (although the embedded link here takes you right to the full videos page).  I have continued to upload more content there and there shall be a steady stream to come as well so check it out both now and later.

    2. The size of my musical exploits is now crossing one Terrabyte in size!!

    As you can see by the hard drive properties in the screenshot at left, my recording hard drive is soon to be full.  The only thing on this hard drive is audio recordings I have made!  There is maybe a small bit of filler in there in terms of mp3s of songs I need to practice or other bloat like zip files of sessions to be uploaded and shared but it’s mostly jams, wavs, and things happenin.  It feels so great to see this.  It’s one thing to stack up a big pile of gear and spend a bunch of cash on the tools of the trade, but it feels a lot better to see the proof in the pudding so to speak, the walking of the walk in actually creating stuff.  There’s a ton of people out there who spend boatloads of money on expensive hardware, be it photography or music or whatever, but I always find myself internally asking the question, “Yeah, but what have you MADE?”  Here I am, earning the right to talk that trash.  Hell yeah.

    3. The input capacity of my setup has expanded to THIRTY!!!

    I’m pretty psyched up about the fact that I’ve now acquired enough gear to extend my recording setup from 16 channels up to 30!  I’m adding a sweet “The Moment Of Genesis” tag to this post for this milestone.  On the face of it, it seems like 16 channels should be plenty, right?  But as time has gone on I have expanded and expanded my methods of recording, and we’re now at the point that I’ve used the max of 16 channels for many consecutive sessions now, wishing that I had the capability to go higher.  If that seems unlikely, let me rattle them off: 1.overhead high-hat 2. overhead ride 3. snare 4. kick 5. electric bass 6. electric guitar 7. Leslie organ horn left 8. Leslie organ horn right 9. trumpet stand mic 10. Leslie bottom (15″) 11. trumpet pedalboard left 12. trumpet pedalboard right 13. trumpet clip-on mic (blended with stand for tone) 14. lower snare mic 15. room mic left 16. room mic right…  And there’s 16!  First thing I’m going to add over that will be 3 tom mics so that I can high pass the overheads, cutting the bass and the snare out of my overhead track without killing the life of the toms.  I have also been dreaming of adding an auxiliary percussion/conguero now and then, or having the ability to add other horn players, or a doubling of guitar or keys maybe.  So this unlocks all that capability although the main thing immediately is the addition of tom mics which I hope will clean up the low and high end overall.  Behold the glorious rack which will bring all that to life:

    recording rack setup 8/16

    No Man’s Sky moves from Dream to Reality


    2016 - 07.27

    One year ago today I put up a post about a forthcoming game that I am very excited about called No Man’s Sky.  One year after that posting, the release of the game is now imminent on August 9th.  There’s been a lot of attention on this game and a lot of hype about the boundaries it promises to break, so before it drops and we all find out what surprises it truly holds I want to wax philosophical one last time.

    One of the comments I heard that made me pause the longest was a person saying they hadn’t been this excited for a videogame release since Super Mario Brothers 2.  Just let that sink in for a second. Super Mario Brothers 2 came out for the NES in 1988.  Almost 30 years ago.  Which also says something maybe about the age-group of people who are really fired up for this game, and why.

    If tomorrow there was a Call of Duty game released which attained perfect review scores and was praised for design of the highest caliber with exquisite attention to detail and peerless action, I doubt I’d play it.  Why?  It’s not because I’d doubt the reviews, it’s just because… I’ve “done that.”  Not only have I done it, I have done it so many times, that it’s been done, completely.  Done into dust.  I’m simply finished with doing that.  Over.  Finito.  This can happen with any genre within an art form.  Like heavy metal music.  There was a time in my life when I was totally into it and now the page has turned and I just can’t stomach any more.  Maybe it’s because you become so familiar with the common devices and the tropes of the genre that even what’s new doesn’t feel new anymore?  A new Metallica album?  I just can’t.  It might be new, but it sounds so familiar.  What’s new is no longer new.

    This kind of fatigue has set in for me, and a lot of other players my age when it comes to games.  On top of that, as we grow older life expands to fill your free time.  Obligations, other hobbies, working, or broadly speaking other parts of life that you want to do—they all fill in the gaps and free time spent playing games gets put onto a smaller and smaller portion of the backburner.  And yet we still never forget this medium because we experienced the magic that it can contain.  We have seen, and felt that alchemy.

    There was an excellent, far-reaching piece at Kotaku (which feels strange to say, given their recent track record) discussing why No Man’s Sky is the most necessary game of 2016—a great read even for the mildly interested.  While that author focuses on world events and social norms my own reasons are simpler.  Personally the last game I felt this excited for was Red Dead Redemption.  One, because it was a very underserved segment of the gaming market (westerns) and maybe two, because I was moving to Texas right as the game was coming out.  Red Dead promised to do something new: put you “there” in the wild west.  And when I played the game, that’s exactly the aspect which made it so great.  In Red Dead it’s all about the little moments between the action.  When you walk up to the edge of a cliff to take in the scenery and a hawk flies over your head with a searing call.  When you camp out in the wilderness and see a bold sunrise above the rocks in the distance.  When you pause your horse to get your bearings and some faint trumpets remind you that you’re in Mexican territory.

    Little moments of color like those are what made Red Dead.  Before its release skeptics were panning it as GTA with horses.  And sure, there were plenty of action scenes where that’s pretty much what it was, but it also had its own tone going on, much different than GTA’s.  I never wrote about Red Dead on here, mostly because it was so loved and so praised by the gaming community that to heap a bunch more words onto that bandwagon didn’t seem necessary.  But action isn’t what made Red Dead—in fact it could have had far less action with worse mechanics and still been practically just as good, because the main strength of the game stood on atmosphere.

    That’s the connection between Red Dead and No Man’s Sky: Atmosphere.  Moods.  For me personally, that’s the biggest unknown question about what it can provide.  With No Man’s Sky, the creators have deliberately withheld a ton of information about the game, even this close to launch.  Nowhere is this more glaringly obvious than the most recent trailers put out by Sony.  The whole premise of the “Fight” trailer is to showcase combat, yet we’re presented with 1 second quick-cuts showing just teasers.  Really?  Even with less than 20 days remaining until release we’re keeping things this close to the chest?  And the creators keep conflating the words galaxy and universe, in what I can only assume is either a running joke or more likely, a deliberate obfuscation of these terms to avoid any hint of what the “journey to the center” actually means.  This is in stark contrast to the information-rich, National Geographic documentary-style trailers that preceded the launch of RDR, which were some of the best gaming trailers I think I’ve ever seen.  This kind of secrecy right up to the 11th hour is maybe a red flag, but I’m going out on a limb and trust that Hello Games knows what they’re doing and just want to keep it fresh for individual players to discover.

    Putting all those questions aside, the thing I’m most excited for in this game are the vistas.  The dramatic scenery and strange discoveries.  And that is the very beating heart of the game, the core of what it promises to deliver.  I gotta say I’m knocked out by the fantastic aesthetics of the buildings and the spaceships in this game and I will definitely spend a long time hunting neat looking stuff for screenshots.  Procedural generation will also lend a strange sense of responsibility to actually “experience” your experience since everything you see will likely be yours and yours alone.  It’s guaranteed that new designs will always keep coming and something really rad will be truly rare to the point that a sweet looking spaceship might literally never be seen again, by you or anyone else!  Let alone something even harder to find like a neat cave or a cool nocturnal creature.  Given the sheer vastness of the NMS universe, even the most beautiful, enchanting planet you find will probably never be explored again.

    Which brings us back to the idea of “new.”  With that stupefying number of eighteen quintillion planets available to explore in this universe (Wait, galaxy? Universe?  Galaxy?), how many hours can we pour into No Man’s Sky before what’s new no longer feels new anymore?  How much exploring will it take before the feeling of predictability sets in, and I begin to think to myself okay, here’s another new Starfighter design that I’ve never seen… but I’ve pretty much seen that design before in a slightly different paintjob or with different wings.  Answering that question is perhaps the main journey of No Man’s Sky and getting there, almost with zero doubt, will be a fascinating, entertaining time whether it resides at the center of the 1st galaxy or my 5th.

    But backing up a step further, that journey isn’t the only factor in the longevity of NMS.  Obviously games don’t live or die by freshness, as the latest incarnation of Call of Duty 17 can attest.  Like in Red Dead, it’ll be the thousand little moments along the way.  The quiet moments between the action where you pause to look around, finding yourself transfixed by some calm scenery.  The sound of the wind as you stand atop a small hill on a planet of blue colored grasses.  The eerie stillness of a cratered moon, devoid of life.  The distant calls of three-headed dinosaur-like beasts moving in a herd on the horizon.  The feeling of relief as you find a cave to flee nocturnal predators on a planet where you explored until nightfall caught you off-guard, far away from your ship.  And the feeling of safety as you finally return to your ship, your spacefaring horse of steel, chock full of goodies you snagged on a dangerous planet, ready to escape to the nearest space station and cash in.  These moments are my hopes for the game.  We’ll see if I can find them among—without hyperbole—the largest explorable universe the medium of video gaming has ever produced.

    10 year anniversary: “Electro-Acoustic Workshop” @ Muse Cafe Chicago, IL 7/6/2006


    2016 - 07.06

    Today is the ten-year anniversary of a very memorable jam session for me, “The Electro-Acoustic Workshop” at Muse Cafe in Chicago IL on 7-6-6.  This session was the brainchild of one Mr Dave Marsalek who was part owner of the coffeeshop Muse Cafe and a talented drummer in his own right.  The Muse was his shot at opening a business that combined his love of coffee and experimental music.  Of course running a cafe is damn hard and eventually due to various factors it had to close, but for a period from 2006 to 2007 (?) I joined him and a host of other friends to create some  original and innovative music that ten years later still stands worthy of those adjectives.  There were a few reoccuring music series hosted at Muse Cafe worthy of note and one of these was the Electro-Acoustic Workshop.

    The theme of this particular session was, as the name implies, combining electronic sounds (effects pedals/electrified instruments/samplers/etc) with traditional acoustic jazz instrumentation.  This particular session was a standout among my recordings from that era for two main reasons: one, Dave had some excellent musicial friends amassed for this evening.  Kris Myers (Umphrey’s McGee) on drums and Chris Clemente (Kick the Cat) on electric bass were the heaviest hitters in attendance but the whole supporting cast and crew were all creative and energetic in their own rights.  Alas, many of these people I never did stay in touch with and their names elude me through the fog of memory.  But the playing still speaks for itself.

    Behind the excellent musicianship, the second main reason why this session is a standout to me is because of where I personally happened to be in my musical development.  I had started experimenting with effects pedals near the beginning of 2006 and by mid-year I had either borrowed or accumulated enough gear to do something interesting, and had also spent just enough time with it to somewhat know what I was doing or at least trying to do.  Thanks to the excellent cast assembled for this evening the grooves were guaranteed to be good and I was setup to do ‘my thing’ on the highest level that I could.

    In hindsight I sort of view this session as a fork in the road with my musical development.  I had always been fascinated with effects and combining them with the instrument I had been practicing my whole life was an intriguing new twist to put it lightly.  But was this a gimmick–a transitory phase on the way to something else–or was there real substance worth developing with the use of effects on my horn?  It would take a few magic moments to cement the idea.  Instants where something special happened thanks to effects pedals, instants which would not have had the same impact without them.  And that’s exactly what this session had in spades.

    I’ve always been a dedicated taper and archivalist of my own craft on the horn.  Most of the time these recordings have a short shelf life.  I try to listen to myself and identify what worked well and needs to be repeated, refined, and reiterated.  Most of the time it’s incremental improvements, maybe an unusually creative phrase, or a handful of spots where synchronicity of the group yielded a neat moment–this is what we’re usually hoping for when we play music.  Very seldom does an evening come along with a replay value measured in years, one where you say to yourself, “This is it.  This is what I’m working toward and what I’m trying to do.  I want to internalize this, be able to recreate this energy again.”  July 7th on 2006 was that moment for me, and it inspired me to double-down on playing with effects and commit to that as a core-element of ‘my thing’.  Of course there were many moments before and after that taught me how rewarding it is to play with effects, but this night and the many times I relistened to this night were probably the largest single motivational event that shaped my musical path foward.

    So for that reason it’s a very special recording to me on a personal/developmental level.  All that said, I also think it’s a fantastic listen even without that story surrounding it.  Several months back I uploaded it to YouTube.  This isn’t the entire evening, since the whole thing is quite long, but what we have below is the middle and ending sections which gel together with a cohesive flow and make, to me, a thought-provoking, smile-inducing, and at times eyebrow-raising musical journey, a pivotal moment catapulting me toward where I am today.  I invite you to join in and listen to that journey: