Oregon daily emerald. (Eugene, Or.) 1920-2012, June 06, 2002, Page 12, Image 12

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    Courtesy photo
Tera Gambill says of her work: “Photography provides me the means to question
what we accept as truth in regards to our visions. ”
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Community
Center tor the
Pertammy Arts
Exhibit
continued from page 7
• Painting by Kevin Bell,
Michael Gambill, Mika
Holtzinger and James Schauer
• Photography by Shelley
Foster, Tera Gambill and
Samantha Stengel-Goetz
• Sculpture by Mitch
Mitchell
• Visual Design by Dale Gron
so and Naomi Kasumi
—John Liebhardt
Author Event & Signing
John Reed
The Kingfisher's Coll
THURSDAY, JUNE 6th • 7:00pm
Upstairs in Book Department
For More Event Information, go to:
www.uobookstore.com
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Consoles take video games
to die Web at industry expo
By Victor Godinez
The Dallas Morning News (KRT)
LOS ANGELES — If you’ve never
been to the Electronic Entertain
ment Expo, just imagine a rock con
cert, party and video game arcade
rolled into one.
Spread it out over 700,000 square
feet, toss in 60,000 people over
three days, and pump up the vol
ume, fog machines and laser lights.
That'll give you an inkling of
what it was like at the just-conclud
ed E3 show in Los Angeles, where
game developers, publishers, in
vestors, retailers, and print, broad
cast and Web journalists — plus
various industry hangers-on —
tried out early versions of the
games you’ll buy and play during
the next year.
Game consoles and PCs made a
good showing, but the buzz this
year was clearly about online
games for the consoles. Sony, Mi
crosoft and Nintendo all say
they'll take their console con
sumers online in some form or an
other this year.
Sony and the Seals
Sony's centerpiece was “SO
COM: U.S. Navy Seals,” an online
shooting game where you play as a
member of an elite military com
mando squad hunting down terror
ists. Set for an August release,
when the Sony PS2 modem goes on
sale, “SOCOM” is a more cerebral
approach to the combat genre, re
quiring you to coordinate with your
teammates to track and kill the ter
rorists in a variety of environments.
You'll communicate with as
many as 16 partners through on
screen text or by speaking into a
microphone headset that can rec
ognize and transmit any one of
hundreds of preprogrammed com
mands, such as “Hold your fire,”
“I’ve got the lead” or “Plant the ex
plosives.”
Other PlayStation 2 games that
looked impressive included “The
Getaway,” a “Grand Theft Auto III”
type game scheduled for release
this winter, and “Ratchet and
Clank,” a three-dimensional plat
form game in the Mario vein. Nei
ther is an online title.
Microsoft offerings
Microsoft's offerings focused less
on one particular game and instead
showcased games that it is publish
ing itself, as well as some being
published by other companies.
When Microsoft launches its
Xbox Live network later this year, it
will tout its online games “Me
chAssault,” where you climb into a
giant robot to blow up friends and
surrounding cities, and “Midtown
Madness 3,” a racing game set in
Paris and Washington.
For non-online games, Microsoft
showed off “Crimson Skies: High
Road to Revenge,” a visually stun
ning aerial combat game where you
pilot modified World War II planes.
The Crimson Skies franchise,
which is a ton of fun to play, first
appeared on the PC about a year
ago, and the Xbox version will hit
this fall.
As for Xbox titles from other
publishers, Ubi Soft’s “Splinter
Cell,” a stealth/combat game simi
lar to Metal Gear Solid 2 but with
better graphics, looks promising,
as does LucasArts’ “Star Wars”
role-playing game “Knights of the
Old Republic.”
But Sega had the best showing
among the publishers with the
Xbox-only “Panzer Dragoon
Orta,” a shooting game where
you pilot a dragon through apoc
alyptic landscapes, and the styl
ish PS2 title Shinobi, where you
are a deadly ninja who slashes
magical foes.
Lines for Nintendo
Nintendo’s titles for the Game
Cube — updates or sequels to its
“Super Mario Sunshine” (Aug. 26
release), “Metroid Prime” (Nov.
18), the “Legend of Zelda” (Febru
ary) and “Starfox Adventures”
(Sept. 30) — had gamers lined up
to test them. All four looked and
played well, including Zelda,
which created a stir a few months
ago when it was revealed that the
game was adopting the cartoonish
graphical style called cel shading.
But “Metroid Prime” was head
and shoulders above the rest. The
graphics are amazing, the control is
perfect and any doubts about mak
ing the jump to a first-person per
spective were erased. The game is
as intuitive and fun as “Halo,” the
near-perfect Xbox launch title, and
should be a big hit.
Nintendo hasn't announced any
online titles yet, preferring to see
how outside publishers succeed
in getting GameCube owners to
play online.
© 2002, The Dallas Morning News.
Distributed by Knight Ridder/Tribune
Information Services.
Animation
continued from page 7
Hallock offers “Final Fantasy:
The Spirits Within” and “Shrek” as
other examples of how exaggera
tion gives reality to animation.
“The trouble with ‘Final Fanta
sy’ was that the characters were
too rigid. They were gorgeously
drawn by the best animators in
Japan, but the characters didn’t
feel alive. In ‘Shrek,’ (the charac
ters) feel alive, but they’re totally
exaggerated,” she said.
Other techniques used in some
animation include physically
scratching the fdm, then projecting
it, according to Pat Welbm, a senior
in the multimedia design program.
He said the animators etch draw
ings onto the negative, creating
shapes and simulated movement.
The art department encourages its
students to develop a broad under
standing of many different kinds of
animation rather than specializing
in just one, according to senior
Nick Falbo. He will be one of the
last few visual design majors to
graduate this year.
In the last four years, Falbo said
he has been a part of “Animation
Explosion” and has experimented
with drawing, clay model, com
puter and abstract animation, but
he has not yet found a favorite
medium.
He said he will submit three or
four pieces of animation for the
event this year, including his BFA
terminal project.
“I’ve been experimenting with
different narrative structures,”
Falbo said. “How does alternative
(narrative) structures affect the
story itself?”
In his project, he has taken
Shakespeare’s character Ophelia,
from “Hamlet,” and told her story
through a forensic study of her
death. The result is a very fragment
ed view of Ophelia’s life and death,
he said.
Welbm and other animators have
also experimented with using
mathematical formulas to manipu
late images. He said they could
change the shape and. color of an
image by changing the formula.
Courtesy photo
Hallock said each night will ex
hibit many different animation
pieces, and most animation pieces
are less than five minutes long.
“Get there early,” she said. “It
fills up fast.”
E-mail reporter Jen West
at jenwest@dailyemerald.com.