Tuesday, September 21, 2021

THQ Nordic Announces Outcast 2: A New Beginning

THQ Nordic has announced a revival of the Outcast franchise with the upcoming release of Outcast 2: A New Beginning. Development started in 2018 with at least ten developers from the original Outcast team onboard, including the director and art director from that game. Outcast 2 revives ideas from the original sequel that was being planned in 1999/2000. Due to financial issues with its publisher Infogrames, the project was shelved indefinitely. Appeal Studios, the team behind A New Beginning, wants to make a product that feels like a successor to the cult classic. Appeal is looking to implement a non-linear narrative an enticing world to explore. Click here to watch embedded media Like the first game, Outcast 2 will take place on the planet of Adelpha, and players will step back into the shoes of Cutter Slade 20 years in the future. Due to an accident while escaping the planet, Slade was blipped out of time and found his way back decades later. To keep the world fresh, players will explore a different part of the planet and meet new inhabitants. Combat and movement have been updated, according to THQ Nordic. Outcast 2 is a third-person shooter at heart, with modular weaponry being a focus. However, Cutter will also receive magic-like “Talan powers” and a new mobility-enhancing jetpack. While we don’t have a release date quite yet, THQ Nordic informs us Outcast 2 is nearing the end of its “pre-alpha” stage of development, a good sign we’ll be seeing it sooner rather than later. THQ Nordic and Appeal Studios are releasing Outcast 2 on PlayStation 5, Xbox Series X/S, and PC.   Outcast is a game that I missed out on all these years but heard rumblings of it over time. Do you have any Outcast memories you’d like to share? How did the game impact you in the late 90s and beyond? Are you excited about the re-emergence of the franchise? Tell me all about it in the comments! Click image thumbnails to view larger version                                                                                                             
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    Ableton Live 11: The largest upgrades explained

    Ableton announced Live 11 in mid November and now it's finally here. The latest version of its incredibly popular DAW is out of beta and available to all. The list of new features in Live 11 is long and impressive: Comping; linked track editing; MPE support; expression editing; live tempo following; macro improvements; updated devices and soundpacks; five new devices, including a hybrid reverb and new pitch shifting plugin; chance tools; plus a host of improvements to Max for Live. That's in addition to lots of little interface tweaks and updates to Push support. I've been using the beta since it was announced back in November and while I haven't put every new feature through its paces, I can say unequivocally that Live 11 is a solid upgrade from 10 and well worth your time. Just know that Live 11 is a bit more resource intensive that Live 10. And Live 10 was a lot more resource intensive than Live 9. So if your machine was already struggling after the last big update, you might want to wait until you can upgrade your hardware too. Here's a quick overview of what's new and the standout features (to me). MPE Terrence O'Brien / Engadget Lets start with arguably the marquee feature — MPE support. Ableton Live is one of the last major DAWs to add support for MIDI polyphonic expression. Bitwig has it, Logic has it, even Garage band has it. That means instruments that respond to MPE like Arturia's Pigments and sonicLAB's Fundamental can be that much more expressive when paired with the right controller, like the Sensel Morph. I mention those two in particular because they've been my go-to testbeds for exploring MPE. (They also couldn't be more different from a sonic standpoint.) Ableton was smart enough to update a few of its stock instruments to support MPE too, like Wavetable and Sampler. You can find presets under "MPE Sounds" in the browser if you want to quickly dabble and explore. Ableton also included MPE Control and Expression Control devices, which you'll find under MIDI Effects. These let you decide how exactly you want various MPE functions to be used and map them quickly and easily. MPE Control also lets you take advantage of some of the tools available to you on an MPE controller, even if the instrument you're using doesn't support it. So, for example, you could fire up Ableton's Analog, tick a couple of boxes in MPE Control and slide your fingers around to trigger pitch bends and move the mod wheel. To be clear, you could always do this, but it's just a lot easier to get set up now. This might sound minor, but I think one of the barriers to adoption of MPE controllers is getting them to play nice with non-MPE software. I don't want to spend an hour building custom mapping for every virtual instrument. I want to connect my Morph or Roli and just have it work as expected. This is a big step in that direction. Especially since, in my experience, your settings will need a lot of fine tuning to make the most of MPE and this really simplifies the process. You can still take advantage of many of MPE's features even if you don't have a compatible controller by using Ableton's new expression editing tools. These allow you to dive in and manually tweak pitch bends, modulation and aftertouch on a per-note basis, just like you would any other automation lane. It's intuitive and simple, and might even convince a few more people to embrace MPE once they've gotten a taste of what it has to offer. Comping Ableton The other headlining feature, at least for me, is comping. This simply allows you to record multiple takes of the same section of a song without stopping and then combine the best parts easily. (I can already hear a bunch of purists screaming "that's cheating", but they're wrong.) Now, I'm fully willing to admit my technical skills as a musician are mediocre at best and I can be a bit sloppy, so just being able to record eight takes in a row without stopping is huge. Plus, this is a feature that many other DAWs have had for quite sometime, so Ableton is actually playing a bit of catch up here. And you can get creative with comping to create harsh glitchy juxtapositions or to just pullout the best parts of a jam. Comping works with both audio and MIDI too, so whether you're trying to nail a vocal, a guitar solo or a complicated chord progression with a VST there's something to be taken advantage of. And it's incredibly easy to use. Basically each take is a "clip" (that will make sense to existing Ableton users) and they're grouped as take lanes under the main track in arrangement view. You then simply drag markers back and forth to indicate where you want to switch between your takes. And then, if you want, you can bring those clipped bits over to session view so you can trigger them separately to create new variations and combinations. Linked track editing [embedded content] This is pretty straightforward, but it makes finetuning multi-tracked parts a breeze. You can link a bunch of tracks together and, whatever you do to one, is automatically applied to the others as well. This is great for cutting up and automating double-tracked rhythm guitar parts, or if you've got a melody being played on a piano and a synth at the same time, you just sync them up once, then start editing. This also makes Ableton a lot more flexible if you're using it to edit say a podcast, or working with video and audio simultaneously. Once you've got everything synced up properly, you just link the tracks so that any changes you make don't cause the tracks to become misaligned. And again, this works with MIDI as well as audio. In fact, you can link MIDI and audio tracks and edit them both at once. I'll sometimes use this as a way to pull out new musical ideas from a long jam. I'll record the MIDI and audio simultaneously, then go back and edit them as a linked track. The audio track gives me a preview of what the new part will sound like, and when I want to record the freshly pieced together melody without the harsh cuts, I have the MIDI ready to go. Inspired by Nature Terrence O'Brien / Engadget There's a number of new sounds and devices in Live 11, but few have captured my attention quite like the Inspired by Nature pack. These instruments and effects use physical and natural models to determine sounds, modulation and sequencing. The most straightforward of these is Bouncy Notes which drops a virtual ball when you play a note and as it bounces, that note repeats. But you can draw walls and obstacles inside the "sequencer" (if you can call it that) that deflect the balls, or alter things like the launch angle and speed to create generative patterns. Similarly Vector Delay uses a gravitational model and orbiting spheres to determine the parameters of a multitap delay. Terrence O'Brien / Engadget Then there's Emit, another bouncing ball / moving particle style device, but this one is a granular looper and synthesizer. It has so many controls and modulation options, that it can do everything from glitchy percussion loops, to atonal drones, to pretty plucked melodies, but all with a unique and slightly unpredictable bent. The 10,000-foot view is: you have particle emitters that fire either automatically as your track plays, or when triggered by MIDI. The particles then careen through the spectrogram of your sample. Honestly it's probably deep enough to get its own 1,000 word write up. Just be aware the Emit is quite resource intensive. So, I highly recommend you record your results as audio or at least freeze the track once you're done. Vector FM and Vector Grain function almost exactly like Vector Delay, except they rely on FM and granular synthesis respectively. Then there's Tree Tone which is a strange sort of generative resonator instrument that's built for drones and gentle random melodies. Probability and randomization

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