Playstation.Blog.Learn The Secrets Of PSN’s Dyad
Last week in New York City I was fortunate enough to show off Dyad, the almost-ready-done-really-soon-I-promise game coming to PSN for PS3. During our NYC showcase, the PlayStation.Blog crew was kind enough to stop by and conduct a quick Q&A and gameplay session, and you can watch the results in this new original video.
Each of the game’s 27 different levels touch upon a variety of mechanics and goals: forming long combos, racing, surviving as long as possible, hitting certain top speeds and more. And the game’s 26 special Trophy levels have challenging alternate goals, whether it’s playing just by using sound or collecting objects as quickly as possible. Since each level has a corresponding leaderboard to track online rankings, Dyad boasts a huge number of leaderboards — 52 in all, each requiring a unique set of skills to master.
I also wanted to mention that David Kanaga did the game’s interactive music. Here’s his Dyad EP, and you can hear more of his interactive music here.
Releases in North America next week for $15
http://blog.us.playstation.com/2012/...north-america/Today, Dyad was approved by the U.S. Fun and Diversion Administration to administer extreme doses of sensory stimulation. It is absorbed directly into gamers’ cerebral cortex via their optical, audial and touch receptors. The game was approved for use in all patients in North America who are in possession of a PS3 console and $14.99, and who are not adversely affected by excessive synaptic activity.
Research on Dyad began in 2008 in TRNT by Shawn McGrath. After TRNT officials observed test subjects wholly absorbed in euphoric trances and reviewed testimonies of transcendental interactive experiences, TRNT halted development of Dyad and expelled Shawn. Determined to finish his research and enlighten gamers worldwide, Shawn partnered with enigmatic composer David Kanaga and continued developing Dyad in secret. This collaboration prompted Dyad’s incoming release for the purpose of stimulating gamers’ sense of discovery and aid in the search for their own deific particles.
On July 17th, gamers are encouraged to access the PlayStation Network and drop into Dyad to experience a mind-bending harmonious synthesis of color and sound while hooking, grazing and lancing their way toward mastery of Dyad’s 27 sensory-scrambling psychedelic campaign stages. A Platinum Trophy will be awarded to those who are able to conquer an additional 26 tactical freakout Trophy levels, while a final 26 Remix levels will lead to new heights of interactive relaxation and is recommended for gamers at risk of health complications. The consumption of Dyad is aided by the inclusion of 1080p, 60fps visuals and wholly uncompressed audio.
I'd love to play that stoned
Sweet, a game made for people tripping off their tits! This market has been scandalously underutilized...
Originally Posted by Eddie Izzard - Dress To Kill
You don't eat pigs, we don't eat pigs,
It seems it's been that way forever.
So if you don't eat pigs and we don't eat pigs,
Why not not eat pigs together?
I think it's gonna be really hard/challenging actually, like Wipeout runs...
Seriously, who here has really beaten Wipeout??! It's f'n crazy I tell ya Crazy!!
“Had the religion of Christianity been preserved according to the ordinances of the Founder, the state and commonwealth of Christendom would have been far more united and happy than they are. Nor can there be a greater proof of its decadence than the fact that the nearer people are to the Church, the head of their religion, the less religious are they.”
"By their Fruits, you will recognize them..."
Anyway, DYAD looks like a multiple visual orgasm and I SO want to try that.
is this on the Vita too. seems a perfect match to me
36 min quick look with the creators
Seriously, PSN is becoming the place to go for the 'unusual' and 'unique'. I think I'll probably pass on this, but a certainly appreciate the aesthetics and gameplay. My next purchase will probably be The Unfinished Swan and then Limbo.
Last edited by Gribble-Grunger; 07-17-2012 at 02:08 PM.
The intense, meditative mental state that the game put me in.
The beautiful, shifting colors.
The dry eyes I got from not blinking for so long.
Made-to-Order Back-of-Box Quotes
"Dyad may technically constitute a Schedule I psychotropic substance. Consult local law enforcement before taking Dyad." - Chris Person, Kotaku.com
Demo is out on the US store.
i got the demo as it is not out yet in EU store
and first thought
damn it is fluid...
i know many people don't care
but i wish more games were 60fps.
fuck i was hoping that we will get it today
but guess what... NOT
i hope it won't end up like auditorium or rock of ages
that i am waiting like forever for...
KillScreen.Music game Dyad is a new high for videogames.
Forget the unveiling of the latest iPad, and the crowning of the best indie games at the Independent Game Festival at the Game Developers Conference 2012. The most impressive tech in San Francisco in this very tech-centric week was two blocks away from the buzz, shown in a dimly lit suite of the Westin Hotel.
I'm talking about Dyad, an upcoming Playstation Network game that may induce altered states. What is Dyad? Plainly speaking, it is a musical racing game, with a heritage in games like Wipeout and Tempest and Rez. But it is so much more. It is interactive art. It's the strangest music instrument that I've ever played. It is the rave scene if the rave scene had lived on and became exponentially more awesome. It is cyberpunk. It is meditating with monks in a Himalayan cave. Ryan, who I had the fortune of seeing the game with, tweeted: Legal ecstasy has been achieved.
To adequately talk about Dyad requires a level of sensationalism (see Ryan's post below for that) I usually frown on. So I'll just describe things as they happened. We were left alone in the hotel for about an hour to play the game. Before leaving, Shawn McGrath, one of the game's two creators—the soundtrack is by David Kanaga— warned us not to play if we were prone to epileptic seizures.
Dyad is beautiful, if bewildering, to look at. Soon, our initial confusion gave way to a giddy sensation and a lot of delighted laughter. This mood was eventually surpassed by the uplifting feeling of participating in a religious rite. As the game adds more complex sound arrangements—which can actually be "played," instead of just having to push a button when you are told—the backgrounds shift in between cyberspace as described in Neuromancer, and what I imagine a monk sees after meditating for a week straight. Dyad gives the feeling that it is pulling you in. You find yourself inching closer and closer to the screen. I don't think I blinked the whole time.
With its history of '60s counterculture, and the free spirit that came with it, San Francisco is the perfect backdrop for Dyad. The Haight district is filled with head shops, boutiques sporting clothing that post-Sgt. Peppers era Beatles would wear. Unbathed hippies and lazy dogs lie on the sidewalk. At Golden Gate Park, where I wrote most of this article, everyone around me was smoking up. (Yes, I was skipping the afternoon seminars, but at that point, why go? Everything else seemed boring compared to Dyad.)
When Shawn came back to the room, he told us that he smokes "24/7." He has a gaint black beard and sometimes wears a cowboy hat. He talked about how Dyad created real play, instead of the menial tasks found in other games. We all struggled to put into words what we thought of it, but agreed it was very special. Shawn began flipping through the levels, pointing out features we might not have seen. They had provocative names.
"What the fuck is Relative Distortion?" Ryan asked.
"It's what happens when you approach the speed of light."
- Jason Johnson
* * *
Dyad is the videogame I've always wanted to play. In the post-apocalyptic film Children of Men, there's a brief but quietly terrifying scene in which a child plays with a futuristic toy—something like a Rubik's Cube attached with pins and servos to his fingers—totally absorbed by this small appendage that sucks all of his awareness away from the people sitting next to him. This is the pessimistic extrapolation of what videogames often feel like today, mechanical experiences that even at their most absorbing are little more fulfilling than parking a car. Dyad is the first sign of a better future, one where technology can take us higher. It's the real shit. It's the game Rez and Child of Eden creator Tetsuya Mizuguchi would sure like to make. I once jokingly described the ideal videogames of the future as "a cybernetic gospel choir in outer space," and that is what this is. Playing Dyad does not feel like any sort of subjugation to an automated machine or a hyperrational system. Instead it's a humbling act in which you pass the controller to your companion, press the Square button to trigger your own highs over and over and over like pumping morphine into your vein, and are left breathless and gasping.
That's not hyperbole—not the breathlessness. The act of "lancing" and maneuvering your ship through the game's shining orbs—causing the ship and screen to speed up, like a visual invocation of a head rush—literally takes your breath away; as the illusion of movement into the screen, combined with the surreal bending and blurring of David Kanaga's already twisted rave soundtrack, is very much like a drug experience. It's a virtuoso act of coding and coloring.
McGrath, who has also been a painter, says he wanted to "paint in code," and for once that statement can be taken seriously. He cites Jackson Pollock as one painter he deeply admires. Even if Pollock isn't an explicit influence on the game (refreshingly, he says top-down design—versus aesthetic intuition and pursuit—was a "zero" factor in how the game turned out), he's an excellent reference point. Looking at a Pollock painting is an act of becoming increasingly lost in and enraptured by the interwoven trails of color, like having your spirit whipped through the air by a brighter person than you. So it is with Dyad, whose multiple levels and stages are, according to McGrath, an extended tutorial for understanding the true aesthetic experience of the game, which is its ending.
Besides bursting with artistic clarity and intention, Dyad achieves a freedom of form that can only have resulted from four years of wrangling with hard code. Its mechanics, which encourage you to weave and then tear through the world, feel slippery—teasing, provoking, and finally inspiring, rather than conditioning your reflexes—challenging not your capacity to continue playing, but the limits of your very desire. In short, McGrath has brought the life-affirming sensation of looking at a great painting, watching an incredible film, witnessing a rare performance; having your understanding of the world violently reinvented; whatever, they are all the one thing called art, into the acts of moving a stick and pressing a button. Videogames have made profound observations and statements, but as things for anyone to simply behold in wonder, they have faltered. This is a first for videogames.
- Ryan Kuo
Last edited by KRA; 07-25-2012 at 03:26 PM.
Seems the explanation is coming
There’s going to be an article in Edge Online hopefully tomorrow or Thursday where I talk about what took so long. Basically I had no idea how much work was involved and released in North America assuming I could release in EU the same week or the week after.
good, we can finally get some insight on SCEE assumed incompetency.
*still waiting for retro city rampage*
“It’s totally my fault,” McGrath tells us in a phone interview. “Everyone seems to blame Sony, but it’s not really their fault. This is our first time publishing a game, and I had no idea that there’s this whole fucking bunch of other shit that needs to get done for Europe.
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