Audiosurf

IGF 2008 Finalists: Invisible handlebar.

Yesterday we began our series of IGF previews with a little look at the excellent World of Goo; today we're examining its fellow Seumas McNally Grand Prize nominee Audiosurf.

One of the more esoteric entries to the IGF, Audiosurf was created with the intention of combining music visualisers with fast-paced gameplay. It's the kind of collision of concepts that we've seen in various forms over the years, but it's never been done quite like this. What's perhaps most striking about the game is that it's so straightforward to get into: load up whatever MP3 you want from your PC and jump right in. You're presented with a little ship racing down an undulating track - a track that moves in time with the music. Once in flight, you take control with the mouse and keyboard and find yourself playing along to the music, your music. It's immediately obvious what you have to do, even without the excellent tutorial. As you zoom you collect coloured blocks, again in time with the beats. Collect groups of three similar colours for high score. It's not-quite-rhythm-action and it's fantastically accessible.

It's also one of those games that can either be a slouched chill-out experience or an eye-gouging challenge. While the visuals do have that space-room-projector feel to them, there's nevertheless a fast and tricky game here. Developer Dylan Fitterer has talked about how his work was heavily inspired by SEGA's psychedelic rail-shooter Rez, and you can see it in how Audiosurf's sound and visuals come together. It's an altogether different gaming experience, however, since despite the rail-shooter appearance it's actually something rather more like a high-speed puzzler. Racking up sets of the right kind of colour can become compelling, even borderline frustrating, as you surge relentlessly along the musical puzzle-hybrid of your choosing. If there's a distinct problem I'd say it's how the important puzzle elements sit in your visual field. I found myself losing track of what I had collected at the bottom of the screen because I was so preoccupied with watching what was coming next along the course. Managing these two things is a skill that will take a bit of practice if you're not going to languish in low-score land.

'Audiosurf' Screenshot 1

Wipeout it ain't, but you can still listen to the Chemical Brothers if you want.

Nevertheless while zipping along the tracks (with that double meaning in tow) you find yourself gathering a kind of inertia: an ongoing gameplay momentum. Audiosurf has that vaguely hypnotic puzzle-rhythm that you get in games like Tetris or Bejewelled. It's not that Audiosurf is quite as mind-lockingly compulsive as these games, but you do play to the soundtrack of your choice, and that's a pretty big factor in the overall experience. Add to this a bunch of extra gameplay options, such as different "characters" that can be selected to change your on-track abilities (moving blocks around in your path, and so on) and you've got a healthily-sized slice of game.

Of course what's most interesting about Audiosurf as a piece of design is the music processing system that turns your MP3 into the game track. The program analyses the track before you play, creating the pacing and the gameplay space that you're going to be surfing through. This means that as the music peaks, so do the visuals that surround your game. If you're in a particularly intense section, then the chances are that the music will be rising as you play. When the music hammers home its major releases, so the neon track scintillates around you. As you'll see when you have a play of Audiosurf (because I'm sure every gamer and his roadie will want to take a look at this), it's a deeply impressive effect, especially when the program takes just a few seconds to figure out how to deliver your MP3 back to you in audio-visual gameplay form.

'Audiosurf' Screenshot 2

The track changes and pulsates to the noize of your phat choons, or something.

So yes, Audiosurf's core concept is a remarkable trick, and one of those things that games do that seems vaguely magical to my stone-age understanding. What's most important, of course, is that because this system allows the game to process any MP3, you're going to be playing it with a soundtrack defined entirely by you. I played Audiosurf across a range of genres, from warbly ambient weird through to the most twitchy math rock, and the shape of the song altered the experience remarkably. It's hardly surprising: any game that allows you to import your own tunes ends up taking on some thematic character of whatever you're listening to. For maximum incongruence I recommend playing some absurd jazz and following it up with the heaviest beats you can lay your hands on. (And in the game.)

Ultimately it's an intriguing piece of design that, after being honed over a long period by a single inspired designer, has now entered a mature phase in which I'd expect to see a much wider audience taking notice of it. He's had a little help polishing it up, and the interface is brilliant, suggesting that it might just get sucked up by one of the console online services, or find itself a niche as a commercial entity. But I still can't see it winning the grand IGF Award, for one simple reason: it's too easy to become frustrated with the most basic system of picking up blocks. I suspect the sheer pace of Audiosurf might well be too much for some, especially over a busy or sustained track. Ten minutes of Squarepusher and my brain had begun to collapse in on itself. Unlike other IGF final candidates, this isn't going to be a game that utterly consumes your leisure time. And I think that alone will be the deciding factor.

Check out Audiosurf's website for more details.

Comments (16) Latest comment 4 years ago

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  • KillerMonkey #1 4 years ago

    This looks pretty cool. I wonder how the tracks would look like with some death metal blasting? :)
  • Razz #2 4 years ago

    That looks a bit like Frequency on the PS2
    Edited by 1 at 17/01/08 @ 07:59
  • Baronen #3 4 years ago

    Yep, looks alot like Frequency and Amplitude. Now time to read the wordzzzzz.
  • KingOfIceland #4 4 years ago

    Let's see how this handles t3h technical death methul
    Edited by 1 at 17/01/08 @ 08:33
  • thejeek #5 4 years ago

    Any bets on how long until some record industry asshats proclaim that this game 'enables piracy' or some such shit because they're not getting a cut on this novel use of music we've already paid for?
  • AcidSnake #6 4 years ago

    Could be ideal for XBLA, PSN, WiiWare...
  • thejeek #7 4 years ago

    @retrend

    Hmmm. You may be right since there's probably no money in it for them... I'm just an incurable cynic, me!
  • RedPanda #8 4 years ago

    Post deleted at 14:31:59 28-01-2012
  • thejeek #9 4 years ago

    I hadn't thought of that. Obviously you can listen to your own music in games in the 360 anyway but I hadn't realised that EEE(E...) could sync to your own music, so I guess that's a precedent. Anyway, as pointed out by retrend, there's no money in it, which reduces any incentive to try any potentially expensive legal nonsense.

    Still, having said all this, I still reckon there's an outside chance that some bright spark will claim that generating levels from music is a derivative work or some such constructive bollocks and claim the end user or the game developer need some special (and naturally extremely costly) license. If this were to happen, it would be a clear sign that we really are living in the last days before the bloody apocolypse and that a prompt massacre of lawyers is all that would save us...
  • Nithron #10 4 years ago

    Perhaps more interesting than the game, is the method by which it synchronizes with the music. If it really is that advanced, perhaps they could license it out to other developers of rhythm action games?

    In my experience, games that let you use your own soundtrack usually don't sync up at all with the music.
  • Xensor #11 4 years ago

    I can quite easily see Sony jumping on this, selling it through PSN but crucially linking it to the whole Singstar music download feature - You've sung your favourite tracks now fly down them! :p

    Edit - In fact why both sticking to just the Singstar music, dump their entire music library on there so you can "interact" with your favourite music by buying it... again :p
    Edited by 1 at 17/01/08 @ 18:52
  • MGG #12 4 years ago

    Is this a further expansion of "Web 2.0" into games? We give you the game framework, you provide the content that generates the levels - play it how you want to play it. Its certainly an interesting creative road to go down, just as long as we don't get swamped with ideas like this.

    But kudos to the guy that has created it - no matter what his influences are. At least its not just another FPS/RTS/MMPORPG......
  • Lim-Dul #13 4 years ago

    It really is as Dan (the developer) is saying. The fact that it's a game makes it a better music visualization and the fact that it's a music visualization makes it a better game.

    I mean - we all play computer games (otherwise - what are we doing here? ;-) and we all listen to music, don't we? Now you can combine these two elements into one - your game has your own soundtrack that is reflected in the gameplay and the gameplay is reflected in the soundtrack - it's a huge, never-ending spiral of joy. :-D

    True - we had music games games before but they were all very scripted and relied on certain genres and very specific gameplay mechanics. Here you can concentrate on beating the high-score or simply on "surfing" your favorite songs. This could be the indie Guitar Hero (OK, I know and love Frets on Fire - I bought a guitar controller just for it =) and judging by the number of videos that have been uploaded just during the beta weekends this will be a major hit.
  • Snidesworth #14 4 years ago

    I've dumped over 15 hours into this after 2 days of playing. My friends haven't played it *quite* as much, but alot of them are into it. It's utterly hypnotic, especially since the tracks are generated by your favourite music. I have to agree on the puzzle aspect, though. If you want to juggle all of what's going on then playing fast songs is right out. That said, the Mono modes exist for a reason. There's far less strategy to handle (single colour blocks only, avoid grey blocks) so you can focus on dodging and racking up combos. The leaderboards certainly seem to indicate that most people favour the mono crafts.
  • dazzer05 #15 4 years ago

    I haven't ventured much past the mono modes mainly because a lot of my songs are too quick and thinking about which colours to pick up just makes you lose it completely.
  • Davemanz #16 4 years ago

    This game is absolutely wonderful. At first the novelty of trying different songs will keep you interested (you'll think of a song and realize how amazing it would be with the peaks and valleys), and once you get good at it, the gameplay is more than enough to keep you hooked and have you trying to beat your high scores, or the high scores on the global leaderboard.

    The cool thing is there's so many different songs out there, it's easy to set new records for some of the more obscure ones, even if you're not very good. It can also be a really relaxing game if you choose a mellow track.

    EDIT:
    It's also great fun to try spoken-word tracks. "Fitter Happier" is great. :D
    Edited by 1 at 06/03/08 @ 21:35