The Neon Maypole: Sentris and Making Music With Games
The big gaming conferences tend to leave a wake of cynical exhaustion in the metaphorical hangover that follows them. They have a way of using you up, turning your passion for gaming, however qualified it may be, into a Roman candle’s fuel; when all is said and done you feel a certain longing—for the friends you won’t see for months, the community that you must leave (or the one you never found at the conference to begin with)—and lament for missed connections, panels, or opportunities. Sometimes you’re left with a sense of hollowness, as I was after last month’s PAX East, your sense of wonderment and fun giving way to a recognition of how your love was turned into kindling for the corporate bonfire pavilions that dominated the expo floor.
But the easiest way to dispel the melancholy is to reflect on what you loved and make the experience your own. And in booth after booth there were bonfires of a different, more pagan sort, heathen flames in the long shadows of Alienware, Blizzard and Xbox. One in particular housed a game that enticed you into a circular, Maypole dance: Samantha Kalman’s Sentris. Put most simply, Sentris is a music-puzzle game where you apply specific beats to points along a series of concentric circles. In the process, rather than completing the notes of an existing composition, you end up synthesizing your own music.
This is very much by design.
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The most enchanting moment I had with this game wasn’t even when I was playing it. While hanging around the Sentris booth after my play session I watched Kalman politely ask someone who’d just finished playing the demo if she could listen to their headphones before they reset the game.
She wanted to hear the unique music they had just made in her wheel-based musical puzzle game. As she smiled and bobbed her head to the beat, it clicked for me just what Sentris was about.
When I played, I found myself puzzled at the unique control structure of the game, perceiving a gap between the instructions and what I was confronted with during play. But the enchanting thing was that this felt purposeful: I learned to walk again in a way that made the music-making feel fluid rather than over-planned. Before long I forgot where my fingers were and moved on instinct. Sentris is based entirely on its elegantly designed, slowly spinning musical wheel. You have to place blocks of music at certain points within the concentric circles of the wheel in order to complete the puzzles.
But unlike much more famous music games which have a “correct” solution (press the buttons at the right time in the right order to get as close to “perfect” as possible), Sentris encourages creativity. There are multiple ways to complete the puzzle, different combinations of notes and instruments as you slowly make your way to victory by coloring in the wheel as you see fit.
Lights, lights, lights on your own winding path to win, to the point where you forget you’re even trying to, your composition spinning out in front of you as you go.
Kalman wanted to hear the unique bit of music created by that PAX conference goer at her demo booth, to sample that bit of magic no one else but him could’ve created. The puzzles are one of Sentris’ main selling points, but if you just want to use the wheel to make your own music without end there’s a freeform function too. “I want everyone to make music,” Kalman often says when describing her game and what it’s about.
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