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Manuel Marino Music Composer

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Manuel is a passionate, driven, and techsavvy AV technician, artist and music composer with over ten years of experience, specializing in the captivating world of music and entertainment.

Manuel is an expert in creating soundtracks for short filmsfeature films and video games.

Manuel Music Blog is a diverse digital platform where creativity and intellect converge, covering a wide range of topics from 3D Art to Music, and Technology to Philosophy.

It’s a collaborative space that features the insights of both Manuel, contributors and participants, appealing to enthusiasts across various fields.

With dedicated sections for different arts, instruments, and cultural reflections, this blog serves as a rich resource for those seeking inspiration, knowledge, and a deep dive into the myriad aspects of artistic and technological exploration.

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Today we interview Raymond Jacobs, owner of Ethereal Darkness Interactive. Founded in 2002 Ethereal Darkness Interactive is commited to developing quality indie games with high production values. Raymond talks about his latest project, Morning’s Wrath 2, about videogames, Arts and technology.

Raymond Thoughts about Games and Arts

Manuel Marino: You are working on some new features for your next game…

Raymond Jacobs: yes, it is going to be Morning’s Wrath 2, the Sequel to our first game. You would be the first news source to really mention that!! As for the new systems… they are some various forms of internet integration with our new engine (The S3Engine 2.0) (version 2.0 of the engine used to make Malathedra). They will allow players to directly in-game leave comments to the developers about what they think of the game as well as submit any errors encountered via the internet automatically.

This is part of our new ‘internet technologies integration’ initiative as well as trying to know the minds of our target market better so that we can provider better games and faster fixes.

Sounds really innovative! The game reminds me Ultima Online…

Somewhat, though it is a single player game. In MW1 you had to fight off an invading army from taking over your castle along with learning the ways of magic though in doing so you get stricken by a terrible ‘dissease’ since the magical elixer that you use (mana) is by nature poisioned.

MW2 continues with this story, having morning lead her army across the continent to strike back at the invading Ashidian Army; and her search for a cure for her poisioning which is slowly driving her insane. It will likely be done in episodic format, and 3 episodes are currently slated.

Can we say that videogames are a form of Art City Scars - Graffiti and Fight For Urban Beauty - It is widely acknowledged that art is highly subjective and truly lies in the eye of the beholder. Often, differences of opinion merely reveal individual preferences, and it is generally agreed that these personal tastes should not override the freedom granted to the artist and their work. However, the issue of graffiti is one of… ?

Personally I consider videogames as a major form of Art but I don’t believe that people yet see games as an Art form, at least not the vast majority. They are still mainly an entertainment source however indie developers are definitely causing a movement of games as an Art form.

Flash games in particular have helped further this, allowing many traditional artists with limited programming skills to make simple games, which are avaliable to a wide audience.

As for my company everything we do is first a source of artistic inspiration and second a business endevor. We feel that without the artistic and creative backbone, what we develop isn’t likely to be enjoyable.

How technology fits with creative skills?

We limit ourselves to fairly proven technology, choosing not to push the technological envelope very much; but instead create a platform for creative expression; by creating a limited and finite set of functionality on existing technology it forces us to be creative, rather than to rely on technology to turn heads.

The newest HDR rendering may be very pretty, but beyond that it says nothing about the depth of a particular game, so in short, we use technology as a pedistal from which to express our creativity.

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