|
|
______ ______ ______ .::::: .:: .:: :::::. / /_____ / /____ / \ .::.. .:: .:: ...::: ___ / // _ \ / / /__<_ -- >.:: .:: .:: .:: / /_____/< ____>___/_____/ / /______/.::::::.:: .:::::: :::::' < - / \_/ / /_____/ / ___ ___ ____ /_/___ ______ ____ \_____/ /_______/ /_____/ / _// __>/ / // // __>/ / / /< / /_/ \___/\__//_/ \___/\____//___> Escape EIL3 entry or the demo that had no name but "_" (underscore ?) Foreword of Sts : I had started to write this review when Paranoid sent me a bunch of reviews, most of then being unfortunately already written by GGn :( I hope his reviews can be used in Chosneck4 instead ! Here come the first words I had written as an introduction to this article, followed by full review. As EIL3 demo compos started I really didn't expect anything from ESCAPE tho they had already taken us all by surprise in 2001 when they released "HMM..." which is my best Falcon demo (Sono coming right next !). Sure I had seen early screens at Paracon4 especially the bee part as Charon was working on it and already it looked damn promising ! Charon was then a new member of Escape and to be honest his name didn't sound so familiar to me so that this new demo showed that we have another *highly* talented coder working on bare Falcon !! That's sounds like veryyyyy good news to me ! Of course No and 505 joined him into the adventure that led to this new demo. The first version of the demo released some days after EIL3 didn't work fine on RGB so that another version (unpacked ?) was made available some days later. This one works fine on my Falcon though it's a bit bigger as it weighs 1.5Mb instead of ca 900Kb but that's not a waste of space for such a demo ! ------------------------------------------------------------------------------ I vividly remember the Error in Line 2001, where I asked Norman of Escape whether there would be a Falcon-demo from him or not, and he said, that he would hand in a little, very very beta demo just to show that he was doing something. The following presentation of Hmmm... kept a lot of people stunned for quite a while - and catapulted Escape to one of the hottest crews on the Falcon. Now it is 2003, a lot of Atari-people gathered again in the heart of Dresden and the question everybody was asking was "Would Escape contribute again ?" Now that Line-Out had released their Delta-Demo that featured an awful lot of stunning DSP-based effects as well, the competition had at least gathered a few new contendants. Escape did, and here is a resume. The demo starts with something that could be seen as a real tunnel, it's obviously made up of environment-mapped polygons and is displayed by the dot-based motion-blur seen in Hmmm... and several screens by DefJam on the ST. When the tunnel fades down, in fades a mixture of wireframe- nd blob-based 3D object that is being displayed "out of focus", hence it is unsharp, but at a few times, the focus is corrected just like someone was turning a knob on the lens. Just to prove that the unsharpen-effect is not fixed to wireframe objects, in slides a solid, environment-mapped 3D-object, looking a bit like a star, that rotates gently in the middle of the screen, also being displayed out of focus. Time for the commercials. The Escape-logo, the slightly modified "E" that has an arrow as the middle line of the "E", introduced in Escape's fancy ditherscreen for the DHS-summer compo, hovers onto the screen as environment mapped filled 3D-object. Suddenly, the screen starts to vibrate and the sole "E" turns into 3, rotating around an imaginary vertical axe, as the tempo of the music, that was very introductory up to this time, picks up speed and as the soundtrack springs into full action, the arrow of the "E"s bust lose and move towards the viewer, out of screen. Then, from the center of the screen comes a box that is made out of boxes, gently shaded and moving and rotating on screen, also twisting and bending, after a while even separating into smaller sets made up of these boxes, that twist and bend just the same. Enough of shaded boxes, you might think, so in flies an Escape-logo made out of textured boxes. The texture might be animated or it might be a real environment-map, it's hard to tell, however, the viewer is whirled around this logo once, then zoomed into it, moving between the lines of boxes, then back again, until the logo explodes and all boxes whirl around and off screen. The music stops and turns into something smoother, something with a milder tempo, slightly resembling the style of the music in Hmmm... when the first series of screens ended and the 3D-objects with the sudden "whack" at the screen started. How suiting, because this demo shows a cube, made up of wire- frame and blobs, slightly unsharp, with a little bouncing blob in it that always rolls and bounces down, following gravity in the rotating cube. Suddenly, the little pale blob turns into a rain of blobs, pouring to the ground in the rotating box, and jumping on the planes of the cube. Again, focus is changed a few times to sharpen and unsharpen the picture. As if this effect wasn't "spaced out" already, let's get into space and watch Atari's favourite insect, the "busy bee", made up of shaded cubes, float in space. Again, the viewer is moved around the bee a few times before it starts flapping its wings in a friendly and cute manner - by bending the cubes in just the way needed for this effect. The viewer follows the bee for a while, when all of a sudden an arrow appears, knocks the bee over but gladly, no damage is taken, the bee just continues its journey through the darkness (how symbolic). An arrow. Doesn't that ring a bell ? Not right now, because the music picks up pace again and an environment-mapped ring appears on the screen. It's presented from a few angles like it was the main attraction of a magicians show, then it separated into several little slides of the ring that disappear into the center of the screen. The arrow, that knocked over our dear busy bee appears and travels through the rings, rotating, and being displayed from several angles. From the outside, from the inside of the rings, following the arrow sideways behind, in front until the arrow finally leaves the set of rings and returns to an environment-mapped frame to form the Escape-symbol again. The credits screen popping up afterwards ends the demo. This demo is fairly easy to judge : It rocks ! First, No and Charon have managed to keep and expand the - until now - very unique style established with the Hmmm...-demo. Most 3D objects are held in a steelish blue except for the "shaded cubes"-effects, in which the colours range from golden to blue. Also, the music is fairly similar to the one used in Hmmm... and suits the movement and action on screen just perfectly. Those who had expected to see the award-winning effects of Hmmm... recycled have been proven wrong by the cool-looking twisting cubes and the new and so far unique out-of-focus effects applied to all kinds of 3D-objects. And the wireframe cube with the bouncing flood of blobs in it just looks great. Nevertheless, the demo could have benefitted from some more work on the details. End-screen, credits and some transitions could have been made slightly better and in contrast to Hmmm..., this demo just doesn't like bus-speeders. Then again, there's no serious drop in framerate all over this demo, no hangups, no stuttering, everything is super fluent. So, the resume would be that to really stun the audience on the Falcon in 2002/2003, you need to use the DSP for slightly more than background music. Hmmm..., Delta and _ have set new standards on the Falcon by cleverly using the DSP for their purposes - and they give a hint of what can still be achieved on the little bird. _ is an excellent Falcon-demo, both design and effect-wise. ------------------------------------------------------------------------------ The Paranoid Paranoia |
|