Virtual reality is totally impossible
Dec. 6th, 2011 09:52 pmI've been trying to get back into writing music recently, but I've found myself with an increased vulnerability to wandering aimlessly around Youtube instead. For better or worse, this has allowed me to dredge up more programmes that I only half-remember from watching CBBC and CITV in the 90s - one of which was called Virtually Impossible.
I remembered it as one of a spate of computery programmes that sprang up at about the time Reboot was popular - this one was an ambitious game show that attempted to combine live action with a virtual 3D world, which just sounds like a faintly dangerous idea until you're informed that it was meant to be the replacement for Knightmare, at which point it becomes all the more rage-inducing. Anyway, I started the video to see how my memories lined up, and the AAAAGH THAT FISH HAS A HUMAN NOSE
How the hell did I not notice this when I was twelve? The presenter, then, is Codsby, who I can now only describe as a sort of fish thing from hell who lives within a Lawnmower Man nightmarescape. Quite apart from the unsightly foreign appendage plonked on to the front of his piscean face, the contorted expressions generated by the crude 3D model doing its best to translate the mouth movements of a facial waldo make it seem like he's in constant agony, and combined with the voice like an autotuned Muppet, I'm surprised that I slept the night after first encountering him (or any night for the next ten years or so).
Anyway, once the cyberpod or whatever they're playing it up as arrives, the programme opens with some rather strained introductions which the nightmare-fish smiles through as naturally as Gordon Brown, and - because this is a 90s computer programme - spouts the legally mandated quantity of gobbledegook about interfacing oneself with the mainframe and surfing through digispace and other such twatterdom. The players - rather inadvisably referred to as "joystick jockeys" - strap one of their number into a device that wouldn't look out of place as the hub of a tortured bio-computer from Doctor Who, and (though with the amount of pain I've just described it feels like the programme should be just about over by now) the first game begins.
The first game is called Tetris Towers, which I'm surprised they got away with - and it's a flat-shaded 3D environment that looks like one of the more coherent environments put together with 3D Construction Kit. A countdown starts, sirens blare, and the player leaps into the game at a rate of about one picometre per hour, stumbling around and getting caught by stairs that aren't really there. They then spend a while muddling around being unable to turn around on a platform and once it was announced that there were just eleven pieces left to collect, I felt compelled to skip ahead.
Next, the boredom continues with a driving game, mostly controlled through more conventional means with the cybernaut (or whatever she's called) reduced to being superimposed on a video background and having to wave her arms a bit. As part of the programme's penchant for unnecessarily overcomplicating things, the pit stop involves turning on the ability to shoot with a button placed conveniently at the other end of the space station, and then picking up some discarded rings while some polygonal insects mope about. They then go into a game that's remarkably like the first except it's too dark to see anything, and the last game is a free-flying shooter in which I never had any idea what was going on at all, so further commentary from me would be pointless. After flying around aimlessly for a while, they do quite well, but lose. Hooray.
Really, this wasn't exactly a bad effort with the technology of the time - the trouble was that the technology of the time was just inherently rubbish. The walking games in particular make for exceptionally boring television, the equivalent of watching someone trying to get through Doom with a blindfold on and one hand tied behind their back with the soundtrack replaced with a Jeffrey Archer audio book. It's eerily as if the entire concept behind the programme was "Like Knightmare, except a bit worse" - the guidance style of gameplay is very similar, except transplanted into an environment which tries to make you believe it's fast-paced but lends itself to the speed of an asthmatic snail. Even without the foreknowledge that the look of the games would age terribly, there's not a lot you can get excited about when a programme amounts to half an hour of watching other people play games badly. Yes, I know. But at least I don't have a human-nosed fish shouting over my shoulder.
The whole idea of "virtual reality" was rather sadly pushed on to us at least ten years too early for it to be executed in any way that could approach the outskirts of "any good". Instead, the idea of immersive 3D worlds is forever going to be associated with these efforts, and in more general terms, the image of someone in a 90s mullet with a bulky proto-Star Trek helmet across their eyes. And a Powerglove on each hand.
I remembered it as one of a spate of computery programmes that sprang up at about the time Reboot was popular - this one was an ambitious game show that attempted to combine live action with a virtual 3D world, which just sounds like a faintly dangerous idea until you're informed that it was meant to be the replacement for Knightmare, at which point it becomes all the more rage-inducing. Anyway, I started the video to see how my memories lined up, and the AAAAGH THAT FISH HAS A HUMAN NOSE
How the hell did I not notice this when I was twelve? The presenter, then, is Codsby, who I can now only describe as a sort of fish thing from hell who lives within a Lawnmower Man nightmarescape. Quite apart from the unsightly foreign appendage plonked on to the front of his piscean face, the contorted expressions generated by the crude 3D model doing its best to translate the mouth movements of a facial waldo make it seem like he's in constant agony, and combined with the voice like an autotuned Muppet, I'm surprised that I slept the night after first encountering him (or any night for the next ten years or so).
Anyway, once the cyberpod or whatever they're playing it up as arrives, the programme opens with some rather strained introductions which the nightmare-fish smiles through as naturally as Gordon Brown, and - because this is a 90s computer programme - spouts the legally mandated quantity of gobbledegook about interfacing oneself with the mainframe and surfing through digispace and other such twatterdom. The players - rather inadvisably referred to as "joystick jockeys" - strap one of their number into a device that wouldn't look out of place as the hub of a tortured bio-computer from Doctor Who, and (though with the amount of pain I've just described it feels like the programme should be just about over by now) the first game begins.
The first game is called Tetris Towers, which I'm surprised they got away with - and it's a flat-shaded 3D environment that looks like one of the more coherent environments put together with 3D Construction Kit. A countdown starts, sirens blare, and the player leaps into the game at a rate of about one picometre per hour, stumbling around and getting caught by stairs that aren't really there. They then spend a while muddling around being unable to turn around on a platform and once it was announced that there were just eleven pieces left to collect, I felt compelled to skip ahead.
Next, the boredom continues with a driving game, mostly controlled through more conventional means with the cybernaut (or whatever she's called) reduced to being superimposed on a video background and having to wave her arms a bit. As part of the programme's penchant for unnecessarily overcomplicating things, the pit stop involves turning on the ability to shoot with a button placed conveniently at the other end of the space station, and then picking up some discarded rings while some polygonal insects mope about. They then go into a game that's remarkably like the first except it's too dark to see anything, and the last game is a free-flying shooter in which I never had any idea what was going on at all, so further commentary from me would be pointless. After flying around aimlessly for a while, they do quite well, but lose. Hooray.
Really, this wasn't exactly a bad effort with the technology of the time - the trouble was that the technology of the time was just inherently rubbish. The walking games in particular make for exceptionally boring television, the equivalent of watching someone trying to get through Doom with a blindfold on and one hand tied behind their back with the soundtrack replaced with a Jeffrey Archer audio book. It's eerily as if the entire concept behind the programme was "Like Knightmare, except a bit worse" - the guidance style of gameplay is very similar, except transplanted into an environment which tries to make you believe it's fast-paced but lends itself to the speed of an asthmatic snail. Even without the foreknowledge that the look of the games would age terribly, there's not a lot you can get excited about when a programme amounts to half an hour of watching other people play games badly. Yes, I know. But at least I don't have a human-nosed fish shouting over my shoulder.
The whole idea of "virtual reality" was rather sadly pushed on to us at least ten years too early for it to be executed in any way that could approach the outskirts of "any good". Instead, the idea of immersive 3D worlds is forever going to be associated with these efforts, and in more general terms, the image of someone in a 90s mullet with a bulky proto-Star Trek helmet across their eyes. And a Powerglove on each hand.
no subject
Date: 2011-12-07 04:08 am (UTC)But... how annoying, having three obnoxious, impatient people scream in your ear. That's what ruined that section for me, rather than the slow movement - although I suppose that contributed. But given the inherent slowness of being led while blindfolded, they could have spiced it up with some actual tension.
I always find myself a tad confused by these game shows that work in a storyline and setting with the intent of immersion... only those production values are spent on making the storyline and immersion for the viewers rather than the players, who must be aware of the script and are certainly aware of the superimposed CG (except when blindfolded). It seems like it should be the other way around, if anything... although I suppose the important part is the ratings, not the experience of the player.
no subject
Date: 2011-12-07 04:44 am (UTC)Even on adult game shows the host will usually ask contestants a few questions about themselves, but not so here:
"I'm Laura."
"Laura. Hi. And you must be?"
"I'm Viv."
"Ah. Viv. And am I to understand you'll be the ranger for today?"
"Yep."
"Ah. A challenge awaits you all."
The kids just end up as bodies to fill a (highly-diminished) role, and perhaps that's why they're standing around looking either angry or bored - or, in one instance while being taunted, wearing a "This is so stupid" expression.
no subject
Date: 2011-12-07 03:14 pm (UTC)The introduction really does deserve special mention for its amazing awkwardness and gaping pauses in between exchanges - I'm used to older (and, indeed, non-American) television being much calmer and slower paced, but this crosses the line down into grating in the other direction.
no subject
Date: 2011-12-07 07:05 am (UTC)That was terrible for several reasons.
1. Use of the term 'good guys' and 'bad guys'
2. The enemy telling them that she controls all the software, and not willing to give it to anyone, however if they get 40K points then she will give 10% of it to them. What the hell sort of plan is that???
3. Ok, so blindfolded in a fantasy session I can understand. Putting on a virtual head set would not transport your body into the game, it would allow you to see your movement in the game. What the hell is the point of putting on the virtual headset and not being able to see what is happening!
4. Interesting how the special effects of Knightmare looked far better than this show, so it is not all about dated graphics, it is all about the overuse of graphics.
I could go on, as this was strangely irritating to me at how badly done it was, and that is saying something.
no subject
Date: 2011-12-07 03:08 pm (UTC)Knightmare went through a transformation over its lifetime, from really impressive painted scenes through photographs run through a computer (mostly to make them purple for some reason), and eventually into fully computer-generated environments - it's difficult to remember if you haven't seen it in fifteen years, but the difference between the first and eighth series is striking. (Even then, the ones in this programme are significantly worse than late Knightmare, probably because they had to move around and couldn't be pre-rendered.) It's what's referred to by TV Tropes as the "Polygon Ceiling" - 3D artwork tends to look a lot more awkward in retrospect and age very badly.
I also noticed the eye-shield resemblance, and they have it in the programme's symbol as well... apparently Tim Child really liked grafting eyes on to otherwise inanimate objects.
no subject
Date: 2011-12-07 06:00 pm (UTC)She must have not been able to see, as you would be able to see when a platform is down or up. Although the fact she had to turn using the joy stick suggests there was at least a limited view. I think the three speakers had different views as they did refer to someone having a different angle.
no subject
Date: 2011-12-08 03:11 am (UTC)The health meter changed from the iconic face/skull in series 1-5, to a walking knight that gradually fell apart to reveal a skeleton in series 6-7... then for the last series they replaced that with a cake(!) with slices gradually disappearing. Their trouble is that they went soft ;) (and I never thought I'd say that about a programme in which there was quite a decent chance of being killed).
no subject
Date: 2011-12-08 06:53 am (UTC)no subject
Date: 2011-12-08 02:32 am (UTC)no subject
Date: 2011-12-08 03:06 am (UTC)I didn't even feel that the performance in that "worst ever" video was all that bad an effort, especially after witnessing the above confused mess. (At least they weren't standing around for three minutes unable to find the button grid on the wall right in front of their nose.)
no subject
Date: 2011-12-08 03:54 am (UTC)no subject
Date: 2011-12-08 09:22 pm (UTC)I BLAME YOU FOR THIS D:<
NNNNNNNNNNNNNNNNNNNNNNnnnnnnnnnnnnnnNNNNNNnNNNNNnNNNNNNNnnn
D.F.
no subject
Date: 2011-12-08 10:39 pm (UTC)What was in the dream - did he have a sinister role in it, or just put you through a variety of increasingly boring games?