tag:blogger.com,1999:blog-79136268049172677232024-03-19T19:06:54.557+11:00Absolute PowerReviews and commentary on pop culture with a focus on video games, heavy music and science fiction.Anonymoushttp://www.blogger.com/profile/16572297785090991669noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-7913626804917267723.post-44987593501435324732013-11-17T21:44:00.001+11:002013-11-17T21:45:51.201+11:00Revisiting Rapture: Irrational Games takes no risks with Burial at Sea<div class="MsoNoSpacing">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAMrjFb83O9qW7HXv-o7XOzdZoaHmNlyTWhBFAvuhmaeUr8ipJu-knrtAkIvy6KNIIO4vtbP24DTIQvXh8d6zPZ41sKuAACfqlgAtIwBa2aQgpQ4M6PTh-MVgWAiYrzf0CvPALmkLEj3Y/s1600/burial-at-sea-BioShock-INfinite2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAMrjFb83O9qW7HXv-o7XOzdZoaHmNlyTWhBFAvuhmaeUr8ipJu-knrtAkIvy6KNIIO4vtbP24DTIQvXh8d6zPZ41sKuAACfqlgAtIwBa2aQgpQ4M6PTh-MVgWAiYrzf0CvPALmkLEj3Y/s1600/burial-at-sea-BioShock-INfinite2.jpg" /></a></div>
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<br />
Ah, Rapture. It’s like
slipping on an old jumper. A nice, warm, terrifying jumper. In <i>Bioshock Infinite’s</i> newest DLC, <i>Burial at Sea</i>, we find ourselves once
again wading our way through the clanging steampunk halls of Rapture, the
greatest city you never knew existed. However, instead of deformed humans,
half-mad tyrants and overly protective deep sea divers, we are confronted by an
eerily normal city landscape. Well, as normal as any underwater city can be.<o:p></o:p></div>
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<b>Irrational Games</b> know exactly what they’re doing with <i>Burial at Sea</i> – they’re not breaking new ground, they’re giving
their audience and community the trouser-tightening nostalgia they’ve all been
waiting for. Sadly, it means that they’re playing it safe in an industry that
could afford to take more risks. They had a chance to make something that could
have blown our minds, but instead settled for a simple, fizzled pop. <span style="font-size: small;"><o:p></o:p></span></div>
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Take <i>Far Cry 3: Blood Dragon</i> for example. Now there was a game
that blew your mind, pants and everything in between. <b>Ubisoft Montreal</b> took a chance on an idea that could have produced
an utter failure of a game, but instead made one of the most unique
expansions to grace 2012. They tore down the cubicle of conventionality and
took a steaming titanoboa in the toilet of mediocrity. It was astounding, and
showcased the wonders you can create when you decide to take a risk.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgruGLr72U7DtZQOj6PHoEGMeutSdApeVK40OOUob5LHxDd95WMLoIWzQsVCWGnthcLEQJqfAwWdOiejb6-kt4Cr6IKi0VdzniD3KVy8iv2V9DvqSgqvqqeuSaw7QWzqDWTjpYQNHyURtM/s1600/Far-Cry-3-Blood-Dragon-32.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgruGLr72U7DtZQOj6PHoEGMeutSdApeVK40OOUob5LHxDd95WMLoIWzQsVCWGnthcLEQJqfAwWdOiejb6-kt4Cr6IKi0VdzniD3KVy8iv2V9DvqSgqvqqeuSaw7QWzqDWTjpYQNHyURtM/s1600/Far-Cry-3-Blood-Dragon-32.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Blood Dragon</i> had dragons with freakin' <i>lasers</i>, man.</td></tr>
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<i>Burial at Sea</i>
does none of this and effectively portrays itself as a condensed version of <i>Bioshock Infinite</i> had it been set in
Rapture, twist and all. Still, I liked it – it’s a game that I would describe
as “nice”. It’s a pleasant gaming experience that, sadly, will probably be lost
on those who haven’t played the first two <i>Bioshock
</i>games. The DLC is purely driven by nostalgia, made to shed light on Rapture
before the troubles and to give insight into some of the socio-political perceptions
that wracked the water-logged city.</div>
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For example, the discovery of open homosexual
relationships within Rapture. Being a city hauled away from the social norms
of land-life, it’s understandable that sexual freedom is celebrated in Rapture,
but that was the first physical evidence of it. It was things like that, or the demonstration
of Little Sisters-to-be and the industrious Big Daddy’s that had you wandering
around every corner and crevice of the map thinking “Oh, that’s nice.”<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG9o3ZTQYYqEZO0T_VCtWcTp2kC7C5_WCwK8tUg-jQPMA9_DTD0JPCoFGVS4CFapa8KtCl-ZjdOfD06Fro6DqARO4IJV2XmQifdkwgPq5ubeQ83cngGVXjg9OrmIKQuwvfmNwKeoXVhMU/s1600/bioshock_homo2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG9o3ZTQYYqEZO0T_VCtWcTp2kC7C5_WCwK8tUg-jQPMA9_DTD0JPCoFGVS4CFapa8KtCl-ZjdOfD06Fro6DqARO4IJV2XmQifdkwgPq5ubeQ83cngGVXjg9OrmIKQuwvfmNwKeoXVhMU/s1600/bioshock_homo2.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brings a whole new meaning to "Big Daddy"</td></tr>
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All in all, it felt
like nothing had changed between <i>Burial at
Sea </i>and the original <i>Bioshock</i>;
the same tense feeling and dreary setting fits seamlessly between the two, but
that isn’t necessarily a good thing. The experience could have used a little
more spice, even if that meant heading in a completely different direction to
the one they had chosen. The story was solid, but refused to deviate from the
tempo of <i>Bioshock Infinite</i>.</div>
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<i>Burial at Sea</i>
is fun, interesting and at some points quirky, even if it was a little short –
I love Rapture and wanted so badly to be back there, but once the experience
was over the feeling was bitter-sweet. This game is what I wanted, but wasn’t
the game that I needed.</div>
Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-12487891706555956282013-11-10T21:35:00.001+11:002013-11-10T21:35:14.535+11:00American Werewolves in Sydney: WIDOW interview<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe59TPFM80jR5Z7VloR1yJ4uBLw8fxSPyZQBtRl5xjXJtiS0_xHrOngjGyFRkPGnQwBPQS0lBYe0b-rhlcN92j9KTK8eW0bj-3PKmnOBzv4ua-cC0cXEW5o9EBqqHd74h6qOKacnsSye0I/s1600/532856_10150622555086148_406177274_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="color: black;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe59TPFM80jR5Z7VloR1yJ4uBLw8fxSPyZQBtRl5xjXJtiS0_xHrOngjGyFRkPGnQwBPQS0lBYe0b-rhlcN92j9KTK8eW0bj-3PKmnOBzv4ua-cC0cXEW5o9EBqqHd74h6qOKacnsSye0I/s320/532856_10150622555086148_406177274_n.jpg" width="314" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Source: Widow Official Facebook</td></tr>
</tbody></table>
North Carolina's traditional metal trio are fast becoming a household name amongst the faithful metal hordes. Four albums and a few line-up changes since they formed, WIDOW find themselves taking the stage on day two of Metal Evilution's Steel Assassins Festival in Sydney. Absolute Power caught up with Chris and John to chat about touring, songwriting, and the road to becoming a power trio.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg86gvOMErKHmbG6IbPkpa9-ngifa-m3Mf_qJesDS1jXS3efDKP5YF9IWtzm2pRPS1DKpsoREYauYNbqHnwXY-lmSJgpnIM5hM1OBclXeT6_Ny8juQXX-kIfv1ZjxI11t6YzJnWMzo0Wpee/s1600/523460_10151081381741148_2092008151_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="color: black;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg86gvOMErKHmbG6IbPkpa9-ngifa-m3Mf_qJesDS1jXS3efDKP5YF9IWtzm2pRPS1DKpsoREYauYNbqHnwXY-lmSJgpnIM5hM1OBclXeT6_Ny8juQXX-kIfv1ZjxI11t6YzJnWMzo0Wpee/s320/523460_10151081381741148_2092008151_n.jpg" width="320" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Source: Widow Official Facebook</td></tr>
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It was late into the hot November afternoon at The Bald Faced Stag in Leichardt. Day one of Steel Assassins - which featured acts such as BANE OF WINTERSTORM and New Zealand's RAZORWYRE - had left most headbangers with sore necks, ringing ears, a hangover or two and, most importantly, a hunger for more.<br />
<br />
Day two of the festival saw a plethora of hard-hitting bands, from reformed Aussie metal legends MAJISTER to Melbourne's barbed-wire metal quartet ELM STREET.<br />
<br />
As denim-clad warriors laugh and drink outside, Absolute Power pulled up a seat with John E Wooten IV (vocals and bass) and Chris Bennett (guitars and vocals) of WIDOW ahead of their set later that night.<br />
<br />
<b>A/P: So you guys are just playing Sydney this time around?</b><br />
<br />
<b>Chris: </b>Yeah. Dave [Balfour, Metal Evilution] had originally talked about us doing a tour to start with, but we wanted to do the festival, build it up and then come back to Australia for a full tour with our next album - which we are working on now.<br />
<b><br /></b>
<b>A/P: Has that got a date?</b><br />
<br />
<b>Chris:</b> Not really. We're going to hopefully have it finished early next year - after this show we are playing one more show for the year, maybe and then we are going to go and finish up the album.<br />
<br />
<b>A/P: So how did you guys get involved with Dave?</b><br />
<b><br /></b>
<b>Chris:</b> I knew Dave from talking online. Me and him just talked about bands and different stuff and he liked what we were doing and we said "Hey we'd love to play the fest" and he said "Yeah", 'cause we talked before the one last year, so he said "Next year, lets do this."<br />
<br />
I'm thrilled because even just hanging out here and seeing the whole metal scene here is cool. People have come from all over to see this.<br />
<b><br /></b>
<b>John:</b> Yeah, ya'll have got a good thing going on here, man.<br />
<b><br /></b>
<b>Chris:</b> Yeah, a lot of fucking cool metalheads - it makes it happy for me to see that on the other side of the globe.<br />
<br />
<b>A/P: You've been doing a few international shows - you played London recently?</b><br />
<br />
<b>Chris:</b> Yeah, we played with GRIM REAPER in London. That was incredible because I love them, we had the chance to open the show and I jumped on it. I'd never been to England before and it was a trip to be there because so many bands we love are from there, so to be able to play there and see GRIM REAPER was just incredible.<br />
<br />
<b>A/P: Have you guys been doing international shows for awhile?</b><br />
<br />
<b>Chris:</b> Yeah, last few years it started, we played Germany - Sword Brothers Festival. That was with a lot of cool bands, and that was how we hooked up with Pure Steel Records. From there toured Japan last year with SKULLFIST who are good friends, I love the band.<br />
<br />
Then after that we played Athens, Greece - Up The Hammers Festival. That was amazing, RAVEN headlined it and there were a lot of killer bands on that.<br />
<br />
We toured The States with a few different bands: SEVEN KINGDOMS and WHITE WIZZARD last year.<br />
<br />
<b>John:</b> And ICARUS WITCH.<br />
<br />
<b>Chris:</b> And we toured with CAULDRON from Canada, too. We've been talking about going to South America, so hopefully we will work that out at some point with the next album.<br />
<br />
When somebody says "We'd like for you to do this" we want to do it - but making it happen, there is so much to figure out. But we are so happy, everywhere we've played be it the US, Canada, Europe or Japan it has all been amazing and we are fucking grateful - really appreciative we have an opportunity to do this.<br />
<b><br /></b>
<b>A/P: You guys were a five-piece at one point and now you've gone down to a three-piece - how'd that come about?</b><br />
<br />
<b>John:</b> I was originally just the singer. Chris and I had played in a band called SORROW BEQUEST, and he started another band and I was just going to sing. The guitarist we had at the time, he was just so busy he couldn't make a bunch of shows, so I said "Screw it, I'll just play guitar." It got to a point he missed so many shows it just wasn't worth him being in the band anymore.<br />
<br />
<b>Chris:</b> We had a female singer for a little while.<br />
<br />
<b>John: </b>Our whole lyrical themes were horror movie stuff and we realised every good horror movie has the guy, the girl and the evil spirit, and so we wanted to try and capture that on our second album.<br />
<br />
<b>Chris:</b> It was an experiment. It was cool because we were all singing. That was our first album to be released internationally. Originally our first album <i>Midnight Strikes</i> was released just in America, but sort of shipped to other countries.<br />
<br />
<b>John: </b>We got it in Japan.<br />
<br />
<b>Chris:</b> And Europe, but people were ordering it from the States - so it was more expensive for them to get it because it was an import. When we did that album with her, we signed a deal in Europe with Cruz Del Sur, and Spiritual Beast in Japan.<br />
<br />
So we did this in Europe with her and it was well received, people were really into it. Before the album even came out we were having problems with her, so she was out of the band before the album was even released!<br />
<br />
<b>John:</b> That really held us back with getting gigs.<br />
<br />
<b>Chris:</b> We had this great momentum, and there was a lot of interest from Europe. Well, when you pull such a big element of the album out like that...it was kind of weird. Then we did <i>Nightlife</i> and that was our third album and without her. It felt like things were just down. The interest in us, all this momentum we had was almost just annihilated. But then all of a sudden, there was all this renewed interest in traditional metal around the globe.<br />
<br />
Suddenly, years after it was released people were into it. I went into a bookstore and grabbed an issue of Terrorizer - it had a section that said "The Ten Best Traditional Metal Bands of The Last Ten Years."<br />
<br />
<b>John: "</b>The Top Ten Albums of The Past Ten Years That Don't Sound Like They Came Out In The Last Ten Years"!<br />
<br />
<b>Chris:</b> I fucking laughed and said "This oughta be good, who are they going to put in here? What a joke!" and they had us in there. And I was really shocked so after that it renewed all this interest, we had this whole resurgence and from there, there was enough interest for our debut album, <i>Midnight Strikes,</i> to be reissued and then after that happened we were getting offers to go all over the place and that is what led to us being here in Australia right now.<br />
<br />
<b>A/P: So you transitioned from guitar to bass, John?</b><br />
<br />
<b>John:</b> Yeah, our original bass player decided he didn't want to do this anymore. He'd rather sit on a couch on Sunday and watch football than be on a bus with us all smelly and nasty and going to the next gig. That is understandable, it is a life choice you have to make. We tried some other people out and it was't working out.<br />
<br />
We had a whole bunch of gigs booked we didn't want to cancel, so I said "Fuck it, I'll play bass - lets just do it."<br />
<br />
<b>Chris: </b>We've been happy as a three-piece.<br />
<br />
<b>John: </b>It actually made us tighter. We always had that problem that most two guitar bands have where you can't hear the solos because the sound guy doesn't know what is going on. And we live two hours apart so we don't get to practice a lot anyway so we weren't the tightest of a two guitar bands to begin with. It really just locked it in. The drummer lives close to me so we practice regularly and get tight, and since he plays lead guitar, it doesn't matter he just comes in and does his thing and it'll work!<br />
<br />
<b>Chris: </b>The thing that has been really cool about this is I love Ozzy, Van Halen, a lot of stuff that is one guitar, so it has opened up a whole new thing.<b> </b>I think the band has been better received since we've gone that way. The sound is better.<br />
<br />
<b>John: </b>It also gives you more room to do what you want on guitar without it conflicting with another guitarist. If two guitarists are playing the harmony, you've gotta be locked in together. And if one guy wants to stray off and do a run, if he doesn't do it in just the right mode then it sounds fucked up. But now he can do whatever he wants and it works because I'm just playing bass, there are no clashing melodies.<br />
<br />
<b>A/P: So it has definitely changed the dynamics of you guys - song writing-wise has it influenced the songwriting?</b><br />
<br />
<b>Chris: </b>Yeah it has, man. Our new album was that we are going to be doing was written with us being a three-piece in mind. After we did <i>Lifesblood,</i> that was intended for us to be a four-piece, so there is a lot of duel guitar stuff, where now we don't have that as much.<br />
<br />
I'll put it to you like this: if you liked what we were doing...we aren't playing Jazz Fusion now, you know what I mean? Those songs as a whole were going in the direction we are at now anyways so those songs don't suffer in a live situation, but with the new songs it was totally built with the three-piece in mind.<br />
<br />
<b>John: </b>We'll be able to play more of them live.<br />
<br />
<b>Chris: </b>I think another advantage with the new songs is they will be able to reproduced even better than the <i>Lifesblood </i>songs because they were built around a three-piece. We've always written with the show in mind because playing heavy metal, the show is an important part of it!<br />
<br />
<b>John: </b>Playing live is such a big part of it.<br />
<br />
<b>Chris: </b>We don't want to do something like have saxophones and shit and then we don't have it live so it is important for us for it to be a reproduction of what you hear. Now, I do improvise a lot of solos and even what I play on the albums I pretty much just make up on the spot.<br />
<br />
The guys who influenced me like Randy Rhodes, that is what they did - when you saw somebody like that play, you got a different show every night and that makes it special but at the same time we want the actual song itself to come across as what people know, because that's fun!<br />
<br />
We love playing live, we just want to play anywhere and everywhere we can. People said to us "Man, you guys are flying all that way and you are playing one show!" and...we love it! We love metal and doing it so much that just to come over and hang-out with like minded people is fantastic, it is a huge honour, and very special for us.<br />
<br />
<b>A/P: Everyone here is really stoked to have you. I was talking to some dudes from Melbourne who came just to see you guys.</b><br />
<br />
<b>Chris: </b>That's amazing. It is amazing to us because this stuff is so special to us - not even just our songs and our band - but metal and just sharing that in general. You say stuff like that and I appreciate it, but it is hard to believe because I'm just a dude living in a small town in North Carolina. It's awesome, man.<br />
<br />
<b>A/P: Anything else to add?</b><br />
<br />
<b>Chris: </b>Thank you to everyone here in Australia and all over the world for supporting us.<br />
<br />
<b>John: </b>And thanks Dave for taking such good care of us! <br />
<br />
<i>Interview edited for length.</i>Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-77602111478745148842013-10-24T19:57:00.001+11:002013-10-29T13:12:28.757+11:00TABERAH Interview<div style="margin-bottom: 0cm;">
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<br />
Tasmanian rock n' rollers TABERAH have just released their second album, <i>Necromancer</i>, and
Absolute Power caught up with the boys before The Metal Evilution 10th Anniversary to discuss the
journey so far, what's ahead, and to celebrate Balfour's work.</div>
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<b>Absolute Power: With <i>Necromancer</i>, it has been a
fairly long journey with recording and distribution. What was that
experience like, how did it differ from the first record?</b><br />
<br />
<b>Jonathon: </b>Heaps! It was
completely different. With the first one we just recorded it, we did it as quickly as we
could – we thought that was what you had to do.As soon as it was finished we pressed it and released it,
we thought that you just get it out and you do shows to push it. We sold all of them in the end! We just did everything as quick as we could, we didn't know a lot about recording.<br />
<br />
The songs we did – we were kids when we wrote them. We were learning as we did it so it
didn't set the world on fire, but a few people really like it - they say it
is better than the second one, but that's what you get, isn't it?</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The first album got us connected with a few guys in the business like
Stu Marshall, so when it came time to do the second one he wanted to
master it. He heard it and really dug it so he hooked us up with Axel [of Rock N Growl], and that was months of sorting stuff out with him, then we signed a contract. Then it was finding a record label who wanted to do it –
and then it took months with Dust On The Tracks.<br />
<br />
It was frustrating
for us because we were just young and keen, we had a really cool album and wanted to get it out there, but luckily we had those
guys to tell us "Just take a step back and do this properly, give it promotion and hype and build it up."</div>
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<br /></div>
<div style="margin-bottom: 0cm;">
They pushed it to
corners of the Earth we had never even heard of - they've got the contacts to really do what we couldn't do and had no hope of doing. It has been a really professional learning curve for us doing the second one.<br />
<br />
It is out now, selling really well, there are near perfect reviews coming from everywhere and we are ready to do
the third one now, we'll probably get into the studio next weekend and start the
click tracks and pre-production...see you in three years for the next one!</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>Absolute Power: So it has got pretty wide distribution?</b></div>
<div style="margin-bottom: 0cm;">
<br />
<b>Jonathon: </b>Yeah, Dust on The
Tracks is guys who used to be with SPV Records. So it is a new label, but it is
old blood in it, so they know what they are doing. They've got worldwide distribution, it is all over
Europe through Sony.<br />
<br />
It's selling quite well I think. We haven't seen the figures yet, but I
don't really care until I get the phone call saying I don't need to
sell curtains anymore!</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>Absolute Power: One thing that is cool about this record is you've got <i>Dying Wish</i> on it, which is quite an old song...</b><br />
<br />
<b>Jonathon: </b>Yeah it is an old
song. And funnily enough we thought it wasn't good enough to go on the first one and kind of forgot about it until one day Myles said we should try playing it again and we practiced it and went "Wow, this is a really cool song!" so we brought it back and recorded it. It wasn't in the set originally for this tour but the reviews came back and <i>Burning in the Moonlight </i>and <i>Dying Wish</i> were people's favourite songs. So we'd been practicing this set for months and then we heard that these songs were popular so we had to change the set.<br />
<br />
We'd worked on it for so long and then we had to change it anyway!</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>Absolute Power: Has it changed much from the original?</b><br />
<br />
<b>Jonathon: </b>Not really, the structure is the same. A few words changed – when you are a kid you
just sort of revert to the basic of the lyrics that you've heard, but
as I've got older I like songs to get somewhere. The old one, the three verses basically said the same thing. Apart from that it is the same thing, same harmonies, same riffs.<br />
<br /></div>
<div style="margin-bottom: 0cm;">
<b>Absolute Power: The album title changed from <i>MMXII</i> to
<i>Necromancer</i>. Much of a story there?</b><br />
<b><br />Jonathon: </b>As I was saying before, the time just kept going on. The
plan was to release it on 21 December 2012, end of the world. We were going to market it like that was what the Mayans prophesied was us coming, it was going to be pretty cool - but then the Axel stuff was in the works and it got to June or something this year and Axel told us it was coming out in September.<br />
<br />
Tom and I were talking and we just wanted a cool T-shirt
design, something that people would just wear whether they liked the band or not, so I got my girlfriend Hannah to do us a
t-shirt design – she is a tattoo artist who does neo-traditional type, day of the
dead girls and I really dig that stuff, Tom's got them tattooed on his arm.<br />
<br />
I gave her the song
<i>Necromancer</i> and said "Can you read these lyrics and draw something?" and she came back with that and as soon as I saw the first draft I was like “Hey guys, this is
pretty cool, we should change the name of the album."<br />
<br />
That song stood out as one of the best songs on the album when it got done, then the artwork came back and we were thinking, "This is making the decision for us". You gotta let
your gut instinct take over, so we scrapped the <i>MMXII</i> idea and went with <i>Necromancer.</i><br />
<i><br /></i>
In our eyes, the album art looks sensational.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The original idea
was like Van Halen released <i>1984</i> in 1984, but it wasn't meant to be - <i>Necromancer</i> was meant to be!</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<br />
<div style="margin-bottom: 0cm;">
<b>Absolute Power: Tonight's the Metal Evilution 10th Anniversary. You guys were originally brought out by Metropolis to do the MOT<span dir="auto">Ö</span>RHEAD supports, but you guys have since then done a fair few Metal Evilution gigs. So, what do you think of Dave's set-up and the Metal Evilution thing?</b><br />
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Jonathon: </b>It is a thing, isn't it? I don’t know how to describe it. The bands that have been on it are all friends and everyone knows Balfour as just a genuine, cool dude. He is a promoter, but he isn't like any other promoter.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Myles:</b> His heart is in it.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Jonathon:</b> Yeah, his heart is definitely in it and it shows – his shows aren't the biggest, but they are the best, quality over quantity. And it is a shame he doesn't get bigger shows because he deserves it. I think if the masses saw the sort of shows he puts on, it could be completely different. His heart is in it and he is a genuine pleasure to work with and always has been. Metal Evilution is just this thing that everyone know is cool, bands want to play thee shows because they know it is going to be a tip-top night. We love it!</div>
<div class="MsoNormal">
<br />
He really helped us get up here, we had all the shows planned, but we had no idea what we were doing. Balfour came along after he heard about us and checked us out and helped us out just getting a start and not many people do that anymore, they want you to be established and come to them, but Balfour came looking for us when we needed it.<br />
<br />
<b>Absolute Power: Is there any international stuff in the mix?</b><br />
<br />
<b>Jonathon: </b>It is in the mix but we are just saving up now, trying to put the money together - play lots of shows, sell lots of merch, just pay! Axel can book us over there so the shows will be there when we need them, but it is just a cash thing - it is an expensive thing to travel with a band and tour the world. If there are big shows you have to buy on to play with the grand-daddy bands, which is an excellent way to do it but you aren't necessarily going to have the money when the time comes. All we are doing right now is working our arses off, so we'll have the money when the time comes to get to that next step.</div>
<br />
<i>*Interview edited for clarity and length.</i></div>
Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-3821721488812084942013-10-24T19:57:00.000+11:002013-10-29T13:13:02.735+11:00Metal Evilution 10th Anniversery: DARKER HALF, TABERAH, METAL,METREYA @ The Bald Faced Stag<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKnzeJiIkzxvSWVSUfu4PH47PjzpwTEKDQqHUicZvraQ8U28zHnboLuz6tZImVs_hvKrCjLGaL7KAHbH4zjTJdQAPak8WgywmA1YTGc5hXQB6IkHyAzlPK8yfvUkIdCu0g9nlgxctIV__6/s1600/photo+1+%25282%2529.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKnzeJiIkzxvSWVSUfu4PH47PjzpwTEKDQqHUicZvraQ8U28zHnboLuz6tZImVs_hvKrCjLGaL7KAHbH4zjTJdQAPak8WgywmA1YTGc5hXQB6IkHyAzlPK8yfvUkIdCu0g9nlgxctIV__6/s320/photo+1+%25282%2529.JPG" width="240" /></a></div>
The music industry is a pretty harsh beast. Whether you are on stage or behind it, selling arenas or playing keggers, you are going to be making a lot of sacrifices and putting in a lot of work.<br />
<br />
Every music scene and movement has a number of forces working to keep it going, and a history of Sydney's - and perhaps broadly Australia's - metal scene over the last decade would not be complete without recognising the hard work Dave Balfour of Metal Evilution has put in.<br />
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Make no mistake, Sydney is currently spoilt by a number of hard working promoters who all do their part to keep the local scene alive. However, tonight's accolades are to recognise one of the most metal dudes around, and 10 years of making melodic metal a hallmark of Australia.<br />
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Being first on a bill is a necessity that can really prove the worth of a band - it surely isn't an easy slot to play, given that much of the crowd won't have turned up yet, and those there need to be warmed up. So I always have a lot of respect for bands who can really kick the night of with a bang. In the case of METREYA that's an understatement. "Kicked the night off with a nuclear strike from orbit" might be a bit more apt.<br />
<br />
Commanding the stage with the presence of a military commander, singer Michael Demov lay down crushing vocals, and crafted imagery of impossible devastation and war over a mind-numbingly tight band.<br />
<br />
METREYA devoured the crowd as they stomped through their set of high-powered, super-charged thrash that rolled on like a war machine.<br />
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Following the quintet was the only band in Sydney who make false-slaying part of their mission statement. I've seen METAL a number of times, and the band gets better with every set. The leather-clad four piece bring the crowd and the steel together, showcasing some of the best tracks from their debut album, <i>Proving Our Mettle</i>. You can't fault a bunch of dudes who can write this many songs about metal.<br />
<br />
There's no pretension, pomp or weak attempts at satire here. This is just a straight-up and honest tribute to all things heavy - even metal-man Dave Balfour joined them on stage. From my understanding the band is getting some buzz overseas, which is greatly deserved. The band have stated they'll be relatively quiet for the next six months, and I'm already itching to see their return.<br />
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Tasmania's rock n' roll outlaws TABERAH returned to Sydney, where their brand of balls-out heavy metal is always welcome. Playing tracks from the new album such as <i>Burning In The Moonlight</i> and <i>Dying Wish </i>- a resurrected track from the old days - the boys do their thing and love every moment of it, and the crowd does, too.<br />
<br />
TABERAH's fan base in Sydney is hard to ignore, and the hardworking band managed to pull a great crowd of punters singing along to every word. Come back soon, please!<br />
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Headlining the evening was DARKER HALF - the first show I saw of these guys was at The Stag in 2008 (if my memory is still working correctly), and Balfour was there helping the young quartet of power/prog metal make their mark. One line-up change and two albums later, the band are playing at full force, pounding through a set of both old and new numbers.<br />
<br />
DARKER HALF's new tracks demonstrate a steadfast hold to the vision that helped propel them to becoming cult icons in the scene, while also illustrating their progression towards a stronger and tighter outfit. Galloping on (and occasionally off) the stage, the band manage to close the night in fine form.<br />
<br />
...But wait, there's more!<br />
<br />
DARKER HALF and TABERAH members return to the stage with Balfour to knock-out some JUDAS PRIEST and MOT<span style="font-weight: normal;"><span dir="auto">Ö</span></span>RHEAD covers, with a number of punters taking the stage, too (Yeah, sorry about that, guys...).<i> Killed by Death</i> sounded more ferocious than perhaps even Lemmy himself would be capable of.<br />
<br />
But it's more than just a bunch of fun metal covers - the unity of the bands and crowd shows exactly what Metal Evilution has been all about these last ten years, and that is creating a strong community of headbangers keen to go nuts and have a good time, with blisteringly loud, neck-snapping music.<br />
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The Metal Evilution journey is far from over, and I suspect the legacy of what Dave has helped create will resonate in the scene for years to come.<br />
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TABERAH have just released their second album, <i>Necromancer</i>, and Absolute Power caught up with the boys before the show to discuss the journey so far, what's ahead, and to celebrate Balfour's work.<br />
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<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Jonathon: </b>It is a thing, isn't it? I don’t
know how to describe it. The bands that have been on it are all friends and
everyone knows Balfour as just a genuine, cool dude. He is a promoter, but he isn't like any other promoter.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Myles:</b> His heart is in it.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Jonathon:</b> Yeah, his heart is definitely in it and it shows –
his shows aren't the biggest, but they are the best, quality over quantity. And
it is a shame he doesn't get bigger shows because he deserves it. I think if
the masses saw the sort of shows he puts on, it could be completely different. His heart is in it and he is a genuine pleasure to work
with and always has been. Metal Evilution is just this thing that everyone know
is cool, bands want to play thee shows because they know it is going to be a
tip-top night. We love it!</div>
<div class="MsoNormal">
<br />
He really helped us get up here, we had all the shows
planned, but we had no idea what we were doing. Balfour came along after he heard
about us and checked us out and helped us out just getting a start and not many
people do that anymore, they want you to be established and come to them, but
Balfour came looking for us when we needed it.</div>
<div class="MsoNormal">
<br />
<i>*Interview edited for clarity and length.</i><br />
<br /></div>
<div class="MsoNormal">
<b><a href="http://www.absolute-power.net/2013/10/tasmanian-rock-n-rollers-taberah-have.html">Read the full interview with Taberah here.</a></b> </div>
Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-23152760091520657972013-10-01T22:30:00.001+10:002013-10-01T23:23:12.300+10:00When should a band change their name?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVijAY79Q0Y5yON7HUWSj8NIvA0hmMlqDN4QMLi1flUhoX33tXzmEwGD4rergyBSjcA8llbSvi1M91y9oB40ZODWGDDvhvTeCLLi0uOFARQAGn7zdQVKLlmQNnSL7TqDnVhWwTpMnuVNFT/s1600/rockstar_banner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVijAY79Q0Y5yON7HUWSj8NIvA0hmMlqDN4QMLi1flUhoX33tXzmEwGD4rergyBSjcA8llbSvi1M91y9oB40ZODWGDDvhvTeCLLi0uOFARQAGn7zdQVKLlmQNnSL7TqDnVhWwTpMnuVNFT/s320/rockstar_banner.png" width="320" /></a></div>
<br />
Is it okay for a band to continue with few original members? What about none? When is it okay to keep going under the name, and when should a band start to re-think their moniker?<br />
<i></i><br />
<a name='more'></a><i><br /></i>
Recently, I've been rocking out to some of the tunes off <b>The Black Star Rider's</b> debut album, and to call it anything short of <b>Thin Lizzy</b>-worship would be a lie.<br />
<br />
The celtic-influenced, blues-metal approach is hardly a surprise, considering T<b>he Black Star Riders</b> were touring under the <b>Thin Lizzy</b> name, featuring one original member and a shifting line-up of previous members and new faces not too long ago.<br />
<br />
I saw the final incarnation of <b>Thin Lizzy</b> opening for <b>KISS</b> and <b>Motley Crue</b> on their recent Australian tour. I was pretty skeptical, to be honest: feet propped up and my arse half-way off the seat ready to bail if their set failed to impress me - but I stayed for the whole thing.<br />
<br />
I don't think I'm alone in saying it simply wasn't <b>Thin Lizzy</b>. An amazing, loving, well crafted tribute with some incredible musicians? Well yeah, definitely - but this is not the band Phil Lynott fronted, and that thought hung over me the whole time, saying to my mates a few times: "Ya know, if they were just using a different name..."<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfr9OQyIeQTZ6H3RMmk3C13PNCtQcYJ7ONDE2glyjlN4bL2HCHIqKxWawjF-9-j_WkjeQVGX7qnENAS8LDB5rzYtKbvmzhn4ZphAs3gV9dNk1d7RNiW53F5VkRsSL6JhiDFD_OTz76f7Je/s1600/blackstarriders_banner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfr9OQyIeQTZ6H3RMmk3C13PNCtQcYJ7ONDE2glyjlN4bL2HCHIqKxWawjF-9-j_WkjeQVGX7qnENAS8LDB5rzYtKbvmzhn4ZphAs3gV9dNk1d7RNiW53F5VkRsSL6JhiDFD_OTz76f7Je/s320/blackstarriders_banner.png" width="320" /></a></div>
But the members of <b>Thin Lizzy</b> were well aware of this, and were in fact planning on retiring the name at that point. The phenomenal musical legacy of Phil Lynott, Gary Moore and many other fantastic musicians who moved through the ranks of the band had been successfully carried for some time, but as the five-piece got closer and closer to releasing new music decided the right thing to do was to hang up the name and continue on as their own animal.<br />
<br />
It got me thinking, however, about how many bands exist with little - and in some cases no - original members, continuing to tour and record under the same banner. The reaction from fans varies wildly: sometimes one or two legacy members are considered fully within their rights to carry on the name they helped make famous, while other times people start throwing around names like "Hitler" to describe the new guys.<br />
<br />
So, when is it okay, and when is it just not on? I'm really not the one to say, but let's look at some examples...<br />
<br />
One that springs to mind immediately is <b>Napalm Death</b>. Formed in 1981, Napalm Death had completely extinguished all original members by 1987, with a slew of demos under their belt and a single full-length, the :eternally-influential, <i>Scum</i>.<br />
<br />
After that, the band continued for a short time with a fairly stable line-up, but as the 80s drew to a close, so did the grindcore-era of the band, and their time as a death metal band (with a different line-up) began.<br />
<br />
Now, the band is well known for featuring Barney Greenway on vocals, Mitch Harris on guitar, Danny Herrera on drums and Shane Embury on bass (who joined the band in '87 and is the longest standing member).<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8yuQEsylOKc0hZ4qTlSP65ENeBh2EsqRXNhAqBupmOoD_14ydy797SobDWKQFMWUJq1gGhnDjsY7Ll5IGvZ-UtVaCUjyz-j9l_nbYv6mQjdhikxoFws-oPe6Fmt_NtN5lgZCLtta9qKce/s1600/napalmdeath_banner.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8yuQEsylOKc0hZ4qTlSP65ENeBh2EsqRXNhAqBupmOoD_14ydy797SobDWKQFMWUJq1gGhnDjsY7Ll5IGvZ-UtVaCUjyz-j9l_nbYv6mQjdhikxoFws-oPe6Fmt_NtN5lgZCLtta9qKce/s320/napalmdeath_banner.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Embury might not be an original member, but he has been<br />
there for a bloody long time.</td></tr>
</tbody></table>
<br />
Because of the band being broken up into these phases, the group really means different things to different people. It would seem at this point odd for the band to feature any original members, as their noisy-legacy seems to thrive on the fact it is bigger than any single line-up.<br />
<br />
The band have certainly met criticism over claims becoming more metlalic was a move to sell more t-shirts, but they garner far less rage than some other bands with similarly volatile line-ups.<br />
<br />
This is perhaps because while <b>Napalm Death</b> having no original members is kinda their thing, there are other bands were the link to the band's spirit is really starting to fray. I'm referring to the NWBOHM bands <b>Tank </b>and <b>Handsome Beasts</b>.<br />
<br />
<b>Tank</b> are a damn good band. A big influence on <b>Metallica</b> and many other thrash bands, the group - lead by Algy Ward - combined punk, pub rock and metal to craft something that sounded vaguely like <b>Motorhead</b> and <b>Venom,</b> but with an air of melody neither really went for.<br />
<br />
Algy formed the band in 1980 and put out two pretty awesome records before Mick Tucker entered on guitar, followed by Chris Evans a year later. It'd be hard to deny that Tucker and Evans had a big impact on the sound of the band, and were arguably just as responsible for the ensuring albums as Algy himself was. When the band reformed in 1997, both rejoined Ward on stage.<br />
<br />
However, things started to take a turn for the worse when Ward began experiencing some pretty serious health problems that prevented him from taking to the stage or recording in the same capacity as he used to. This was where Evans and Tucker decided to continue under the <b>Tank</b> name without Ward...or his permission.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCnb3zIHuuq05GuB4OnUlAGFUHz74Su4BcFm_MiGpLjECnsGq39uRm8_ljq3Fk44UO35JzQmWvvPSHV49wVpLOqRjdRhLIj24Yny4mUQtz55AkBLxoQ974tbOCsFGXA_MVi64cFClnuO5U/s1600/tank_banner.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCnb3zIHuuq05GuB4OnUlAGFUHz74Su4BcFm_MiGpLjECnsGq39uRm8_ljq3Fk44UO35JzQmWvvPSHV49wVpLOqRjdRhLIj24Yny4mUQtz55AkBLxoQ974tbOCsFGXA_MVi64cFClnuO5U/s320/tank_banner.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Algy has expressed his intentions to continue the band he founded,<br />
but Evans & Tucker have their own incarnation of the band</td></tr>
</tbody></table>
<br />
What is commonly referred to as the <b>Evans/Tucker Tank</b> has put out two albums featuring new members, while Ward has expressed online his outrage at this and recorded his own music under the <b>Tank</b> banner. While Evans/Tucker have expanded on the more melodic side of things, Ward has taken his version of the band to a much darker place.<br />
<br />
Are Evans/Tucker truly justified in using the name? They believe so, due to their contribution to the sound. While we don't know what went on in terms of negotiation, it does seem that Ward isn't too happy with the band touring under the name of a group he founded.<br />
<br />
Okay, jumping in a few years after the band's formation and carrying on the name isn't exactly an insane prospect, and other bands have done it such as <b>In Flames</b>. It isn't like any of these bands are comprised entirely of members who had absolutely nothing to do with the band's legacy, right? Well, about that...<br />
<br />
The reality with a lot of the bands listed is that only the members really know how the groups functioned and who were the most important members. Some bands are a democracy through and through, whereas others are truly the vision of one or two members, and maybe that gets shifted during a career. Those involved will know the score, but from the outside looking in it is pretty hard to judge, and this is complicated further when considering a band like <b>The Handsome Beasts</b>.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGL_WunZMKxN2SjetrsH-dEAj0Qf73bZJg-R84hYTSrh7p4bmL2RM_pNpHfV2e8pBWis5LWD5a8mFEHJHeN3OawRH_AfdPDCNXGzK02UYdTLar6icDRvpFlwpeD11TPt4Mz4u_KftldQz1/s1600/handsomebeasts_banner.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGL_WunZMKxN2SjetrsH-dEAj0Qf73bZJg-R84hYTSrh7p4bmL2RM_pNpHfV2e8pBWis5LWD5a8mFEHJHeN3OawRH_AfdPDCNXGzK02UYdTLar6icDRvpFlwpeD11TPt4Mz4u_KftldQz1/s320/handsomebeasts_banner.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Despite no longer featuring any original members, Dalloway did<br />
indicate he wanted the band to continue after his death.</td></tr>
</tbody></table>
To be fair, these guys weren't exactly prolific in their original incarnation, although that kind of makes things a bit more odd.<br />
<br />
<b>The Handsome Beasts</b> put out a few demos and one full length in their original incarnation. Reformed in 1990 by their singer Garry Dalloway with an all new line-up, the band put out one album before cycling most of the line-up again for album number three.<br />
<br />
Dalloway passed away in 2006, and one might think the name of the band would be retired with him.<br />
<br />
However, the members of the band continued on and have had a number of line-up changes since then - which, to be fair, does appear to be the desire of Dalloway, who, according to the band's <a href="http://www.thehandsomebeasts.co.uk/about.html">website</a>, hinted that the band should find a new singer after his death.<br />
<br />
The band really is in a pretty constant state of flux, and don't at all resemble the original group. You'd be hard-pressed, however, to really fault their actions - playing in <b>The Handsome Beasts</b> hardly seems like a profitable venture, and the band are upfront about their legacy and desire to continue in tribute to Dalloway. I'm not going to deny, however, that it does feel odd seeing bands like this tour under the name of a band formed long before their time.<br />
<br />
At the end of the day, it really is a peculiar thing to continue on with a band when it doesn't resemble that which came before it, but I can certainly see the logic. In the same way organisations exist long after their founders move on, some bands seem to do the same. At the same time,a band is much more closely aligned to its members, with authorship a very important part of music.<br />
<br />
Plastering the name of a band you didn't build behind you on stage as you play songs you were never around for really is quite an odd thing to think about, and perhaps that is where the majority of the backlash comes from.<br />
<br />
I'm not saying these bands shouldn't be doing what their doing - no one knows what goes on in the inner-workings of a band but the musicians themselves, and perhaps the line-ups continuing now are nothing short of where the band should be, but if a founding member is coming out about how the whole thing is a rip-off, you have to wonder... <br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/zVPD9HHwyhE?feature=player_embedded' frameborder='0'></iframe></div>
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<br />Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-36294434204819639542013-09-19T21:21:00.000+10:002013-09-19T21:34:37.660+10:00MGSV: People are upset about costumes, but not child soldiers?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg32PiHq-pNNYZqLp9Bte4Tz51kXGlPQjbuKO1TJWkuyuLHBjLKfJb452NEI1Cig_f_ToflWRKzPghqdejt6qNHzTnGRtT9ER1PqmgzvFKwdITIY8Ts3j_kDDDy6qYdm9iXOx_kCbO_f8z/s1600/quiet_banner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg32PiHq-pNNYZqLp9Bte4Tz51kXGlPQjbuKO1TJWkuyuLHBjLKfJb452NEI1Cig_f_ToflWRKzPghqdejt6qNHzTnGRtT9ER1PqmgzvFKwdITIY8Ts3j_kDDDy6qYdm9iXOx_kCbO_f8z/s400/quiet_banner.png" width="400" /></a></div>
Let me start this off by saying I'm not at all oblivious to the over-sexualisation of female characters in a lot of video games, films and comics. There is a lot of valid criticism surrounding the outfits of <i>Soul Calibur's</i> Ivy and DC Comics' Power Girl.<br />
<br />
I don't really feel in that great a position to comment on when it wanders into ridiculous territory, but I'm fairly certain something like <i>Dead or Alive Beach Vollyball</i> qualifies. I'm not here to enter the debate about the recently released full render of <i>Metal Gear Solid V's </i>character, Quiet, but I'm a bit perplexed by the discourse surrounding it.<br />
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For those not aware, recently Kojima Productions released some making-of type material for the new MGS title, centering around the mute female sniper, Quiet. This included this video:<br />
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And this image:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWccp-QPRntEyftyWdM2mxlSApmM4dD_G_DBc0VG2KLMA2OnLwakv9oZ12GnUT_wFDANQZ9z1LyXhQQMJQ79bGMxMrBEh_FoHQspa5YsGO88WuWyup6KlvQHsJ-sQSlBfwBdoGcTc38zgT/s1600/vfjn1bQ.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWccp-QPRntEyftyWdM2mxlSApmM4dD_G_DBc0VG2KLMA2OnLwakv9oZ12GnUT_wFDANQZ9z1LyXhQQMJQ79bGMxMrBEh_FoHQspa5YsGO88WuWyup6KlvQHsJ-sQSlBfwBdoGcTc38zgT/s320/vfjn1bQ.jpg" width="213" /></a></div>
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Okay, I can see where people are coming from - she isn't really wearing much at all, and this doesn't look too practical for warfare in Afghanistan. I'm with you all there, and given video game culture's unfortunate track-record with some of this stuff, I can see why this would frustrate a lot of female fans.<br />
<br />
What I want to talk about more so is how interesting I find it that - while Quiet's outfit may be something valid to criticize - there isn't nearly as much attention being drawn to some of the other elements of the game we have been presented with.<br />
<br />
You know, like choking out kids, ripping bombs out of people, torture, and child soldiers.<br />
<br />
Yeah, MGSV is going to be a pretty dark game. Not that the Metal Gear series hasn't dealt with heavy themes - especially surrounding child soldiers - before: Grey Fox and Raiden's backstories both emphasise their time spent as child soldiers, and The Boss having a C-section on the battlefield is a thing that happened.<br />
<br />
However, for the most part, this stuff has been dealt with in exposition. The harrowing and traumatic events that shaped most of the series' protagonists and antagonists are detailed in codec conversations and before-death monologues.<br />
<br />
An exception to this, however, came early on in the series history, and is often over-looked by many writing about the topic. Metal Gear 2: Solid Snake allowed the player to kill war orphans.<br />
<br />
Zanzibar Land - the setting for MG2, and the home to Big Boss' rebooted (and kinda successful) Outer Heaven - was a military state which started recruiting young, drafting in war orphans to be trained up to go into battle. They were scattered around the map and were pretty cool, offering Snake some hints (and actually seemed to like Big Boss...) here and there. However, unlike children in most games now days, they weren't invulenrable and if the player wished to, they could kill them - costing themselves a little bit of health as a penalty.<br />
<br />
When you think about it, this is pretty heavy. To top it off, the game closes with Big Boss detailing to Snake his plan for these children: train them up and send them back into war to create a perpetual cycle of warfare.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDS86OsRSroXKSb-u2PLd-zrjbAt3-hStHkXct7O5cUpJebvxzlOLqHi324nqDKmnmB6ItfV6KUkUZTnsI2fgAngbZjbaFqCa8RPK38zqWgnW2GE4s-vNURMW4Fwpb7JvWi3oIQBfvk7r2/s1600/bigboss_speech.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDS86OsRSroXKSb-u2PLd-zrjbAt3-hStHkXct7O5cUpJebvxzlOLqHi324nqDKmnmB6ItfV6KUkUZTnsI2fgAngbZjbaFqCa8RPK38zqWgnW2GE4s-vNURMW4Fwpb7JvWi3oIQBfvk7r2/s320/bigboss_speech.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You're messed up, Jack.</td></tr>
</tbody></table>
The thing about having a story arc like that in <i>Metal Gear</i> is that eventually the Big Boss games (<i>Snake Eater, Portable Ops </i>and <i>Peace Walker</i>) are going to meet up with the Solid Snake games. While <i>Portable Ops</i> still presented a pretty idealistic Snake, <i>Peace Walker</i> definitely gave us inklings of his grimmer change, if only subtly (he recruited Chico, remember?), and with the game taking a bit of a more tragic turn closer to the end.<br />
<br />
Fact of the matter is, though, that MGSV is veering <b>very </b>close to the Outer Heaven uprising, and so Big Boss has to start getting mean. He needs to transition from the loveable box-wearer to the insane warlord, and judging by the trailer? This is where it happens. Let's go over some of the things that happen in the trailers we've seen so far:<br />
<br />
-Torture:<br />
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</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXQWXil3UEu2xur8JFKj__22vl7ZLqd3RXz6iLEsm1f-VP37VZ9iIdwikad5Q3OMBjVOTHbl917nzVuJI2FrX-m6gzrQtqG4LaUDJUMGB9uEQpV8Hq9PvRqDOSDqvtC8tN4r40pA2VAA9Y/s1600/quiet_torture.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="105" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXQWXil3UEu2xur8JFKj__22vl7ZLqd3RXz6iLEsm1f-VP37VZ9iIdwikad5Q3OMBjVOTHbl917nzVuJI2FrX-m6gzrQtqG4LaUDJUMGB9uEQpV8Hq9PvRqDOSDqvtC8tN4r40pA2VAA9Y/s200/quiet_torture.png" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">No, this isn't the shot of Quiet <br />
everyone is upset about...</td></tr>
</tbody></table>
<br />
<br />
<br />
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<br />
<br />
<br />
<br />
<br />
<br />
-Ripping a bomb out of a stomach:<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSPo0WfOzAl5jpqXNakY_npOZOkQmDZxHUEVIRtKWyafalaBKj1dXLyIgawpQeq1SOq9HpRaBgwn4rKOqwgxI_eVoD09CmmhTOob5BSWgs0IM_yPLJjPxKPWoMjn0RubgiW96wvNulWjFZ/s1600/moretortureMGSV.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="108" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSPo0WfOzAl5jpqXNakY_npOZOkQmDZxHUEVIRtKWyafalaBKj1dXLyIgawpQeq1SOq9HpRaBgwn4rKOqwgxI_eVoD09CmmhTOob5BSWgs0IM_yPLJjPxKPWoMjn0RubgiW96wvNulWjFZ/s200/moretortureMGSV.png" width="200" /></a><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
-Torture:<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOr-CEf14ZwaJkeMIk7tjC_ljws1QSlfgJIvL5CTrR7iE98imRiLq5RJDSTGw6nNHaXTRCD5hxuP1cgmaN9piMTPK20IxM9o-Qu8z6q2tAlE1DJf4Dl4v1zbKGDCBscCIoWsGOgmhGq39_/s1600/more_torture.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOr-CEf14ZwaJkeMIk7tjC_ljws1QSlfgJIvL5CTrR7iE98imRiLq5RJDSTGw6nNHaXTRCD5hxuP1cgmaN9piMTPK20IxM9o-Qu8z6q2tAlE1DJf4Dl4v1zbKGDCBscCIoWsGOgmhGq39_/s200/more_torture.png" width="200" /></a><br />
<br />
<br />
<br />
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<br />
-Child soldiers:<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR4iR5WNyURF02dGrLZ1h1ceADAZs7KiXyoIiVzYCaCkAbROadbEM0F2fjwymGMTw8MFzVEv_Bz6zLBC02ULjiafz_bkYLR9DBj32kUjlS-Ke6cjyr4UUPywqbybNf6vvr-vv5T3CIoT6a/s1600/childsoldier_MGSV.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR4iR5WNyURF02dGrLZ1h1ceADAZs7KiXyoIiVzYCaCkAbROadbEM0F2fjwymGMTw8MFzVEv_Bz6zLBC02ULjiafz_bkYLR9DBj32kUjlS-Ke6cjyr4UUPywqbybNf6vvr-vv5T3CIoT6a/s200/childsoldier_MGSV.png" width="200" /></a><br />
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<br />
<br />
<br />
<br />
<br />
<br />
-There is also some torture:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFxqe9g9IILUPuhxJ6PeSFyJzWC0M3JrgQLiWDRI6ITuy2DP88xx68yBweYpN2jk-eGf3hjjNN62S5Tl41ZIZROecwGGqQcr8oUhT-z1fBHen6UOuIc09Q2YxpFioHic6s7uf-tCbPv7jF/s1600/torture_MGSV.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFxqe9g9IILUPuhxJ6PeSFyJzWC0M3JrgQLiWDRI6ITuy2DP88xx68yBweYpN2jk-eGf3hjjNN62S5Tl41ZIZROecwGGqQcr8oUhT-z1fBHen6UOuIc09Q2YxpFioHic6s7uf-tCbPv7jF/s200/torture_MGSV.png" width="200" /></a></div>
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<br />
<br />
<br />
<br />
<br />
<br />
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So, those don't warrant the same degree of rancor and boycotting that Quiet's costume (which as far as we know may be <i>one</i> of her outfits) do? Is it truly worse than the other things featured?<br />
<br />
Of course, I'm not saying the elements I've mentioned above shouldn't be included in a video game, and they shouldn't be surprising. In addition to the back-stories and child soldiers mentioned before, many Metal Gear games have featured torture sequences, which usually involve the male character stripped down to...varying degrees.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMsZ895EpsI_SbvnWOZEkxaU-USVPJLqqpB_6fPp3bhqN8-I2WGJyhDWCjmvanNE2Tf1eM9tAIxjKX7vqBZhITAGny76UTPzBBv5GSWl__6W2lbdV96eTh9FhScc-Z3_AzlAiOfjYvUxtM/s1600/raiden.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMsZ895EpsI_SbvnWOZEkxaU-USVPJLqqpB_6fPp3bhqN8-I2WGJyhDWCjmvanNE2Tf1eM9tAIxjKX7vqBZhITAGny76UTPzBBv5GSWl__6W2lbdV96eTh9FhScc-Z3_AzlAiOfjYvUxtM/s400/raiden.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">12-year-old me had trouble with this part...</td></tr>
</tbody></table>
<br />
It is entirely possible Quiet's outfit is simply another thread to this. It does appear she is being tortured in the trailer, could this simply be her outfit following that? It is entirely possible. Sure, I might be wrong, but why jump to <i>any </i>conclusions based on the fraction of the game we have seen so far?<br />
<br />
I'm less interested right now about what Quiet's outfit says about Hideo Kojima, and more interested in what the reaction says about those following all of this. Kids are being taught to point guns and your problem is Quiet's outfit? Don't you think just perhaps it is yet another element in the commentary on the atrocities of war?<br />
<br />
The discourse of the conversation surrounding this whole thing is what is really troubling me.<br />
<br />
Now, without further entering the debate, here are Kojima's tweets on the matter:<br />
<br />
<blockquote class="twitter-tweet">
I know there's people concerning about "Quiet" but don't worry. I created her character as an antithesis to the women characters (cont)<br />
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) <a href="https://twitter.com/HIDEO_KOJIMA_EN/statuses/376424191664222208">September 7, 2013</a></blockquote>
<script async="" charset="utf-8" src="//platform.twitter.com/widgets.js"></script>
<br />
<blockquote class="twitter-tweet">
appeared in the past fighting game who are excessively exposed. "Quiet" who doesn't have a word will be teased in the story as well. (Cont)<br />
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) <a href="https://twitter.com/HIDEO_KOJIMA_EN/statuses/376424308077109248">September 7, 2013</a></blockquote>
<script async="" charset="utf-8" src="//platform.twitter.com/widgets.js"></script>
<br />
<blockquote class="twitter-tweet">
(Cont) But once you recognize the secret reason for her exposure, you will feel ashamed of your words & deeds.<br />
— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) <a href="https://twitter.com/HIDEO_KOJIMA_EN/statuses/376424398023962624">September 7, 2013</a></blockquote>
Speaking of Twitter, 343 Industries' David Ellis tweeted:<br />
<br />
<blockquote class="twitter-tweet">
Don't care if this gets me in trouble. This character design is disgusting. Our industry should be better than this. <a href="http://t.co/4CCaF1qNEP">http://t.co/4CCaF1qNEP</a><br />
— David Ellis (@DavidEllis) <a href="https://twitter.com/DavidEllis/statuses/375883420171128832">September 6, 2013</a></blockquote>
<br />
Because if there is one character that is breaking down over sexualisation in video games, it is <i>Halo</i>'s Cortana, right?<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcpDRZQXScYiOiRvtPjyxPdNp5wbgoz5YoYyMWpUitowjbBhPdyhrzNl5e1r7V03ynnD0eUOTvKKd-_WYaab4f7IDGDl0MdHHRGQ-TntrpwIDy2HFBzRnyyvskq_xOUVbHPDcpEvu0D-Fa/s1600/halo-4-trailer-2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcpDRZQXScYiOiRvtPjyxPdNp5wbgoz5YoYyMWpUitowjbBhPdyhrzNl5e1r7V03ynnD0eUOTvKKd-_WYaab4f7IDGDl0MdHHRGQ-TntrpwIDy2HFBzRnyyvskq_xOUVbHPDcpEvu0D-Fa/s320/halo-4-trailer-2.jpg" width="277" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oops.</td></tr>
</tbody></table>
<br />Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com1tag:blogger.com,1999:blog-7913626804917267723.post-16408251857987052032013-09-14T10:19:00.004+10:002013-09-14T10:21:29.460+10:00That's not a dildo bat, this is a dildo bat: The Australian Cut of Saints Row IV<div class="MsoNoSpacing">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPMkd6BvJzI5pkxLTSJAtP3Rd240AANWLv_tYSNcgrNpyN-avAVCAlKpneeSFe01_zzFfGVntZl-mhFwVW0FflHNkC2blSChOdq2Qh0OvzCEFnXYzYVCAMv63ILYSf7Ht9cKeZ79tFtNc/s1600/SaintsRow42.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPMkd6BvJzI5pkxLTSJAtP3Rd240AANWLv_tYSNcgrNpyN-avAVCAlKpneeSFe01_zzFfGVntZl-mhFwVW0FflHNkC2blSChOdq2Qh0OvzCEFnXYzYVCAMv63ILYSf7Ht9cKeZ79tFtNc/s1600/SaintsRow42.jpg" /></a></div>
<br />
<br />
After announcing its introduction of an R18+ rating to
gaming, many Australian gamers thought that this would herald a new age in the
vice-like censorship that had a healthy grip on our countries’ marble pouch. Finally
there was a light at the end of the tunnel. </div>
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However, as most of you know, <i>Saints Row IV </i>came under the crosshairs
of the Australian Classification Board due to its touching on topics such as
sexual assault, drugs and general butt-stuff. It was refused classification,
and Australian gamers sighed and sagged back into their seats. We weren’t even
angry, we were just disappointed. </div>
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The rehashing of the Australian classification system was
the equivalent of you parents telling you you’re going out for ice-cream, only
to pull up to the hauntingly familiar white-slabbed brick of the dentist’s
office. In a quick, shattering move the classifications board yelled “psych!”
and reaffirmed their outdated thinking. It became clear that the new
R18+ rating was just a remarketing of the old MA15+ rating, and that a
plausible R18+ rating would be available in the year “go fuck yourself”. </div>
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<div class="MsoNoSpacing">
The Australian cut of <i>Saints
Row IV</i> came out yesterday, and I knew I had to get my hands on it. Surely,
as soon as I hopped into the world I’d feel the debauchery oozing out of my
computer, telling me to do awful things to the undeserving masses. Having never
played any of the games in the <i>Saints Row</i>
franchise, I was expecting a clear cut understanding of why such a game was
causing so much controversy.</div>
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After two hours into the game, I had no idea how such a
realisation was met; the game is so isolated from any sense of reality that it’s
almost as if you’re watching a cartoon. A really messed up cartoon. The game is
so fantastical and surreal that it’s almost impossible to create any strong
association between the virtual world and reality – it overtly reminds you that
you are playing a videogame at all times.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9kLyr5u9SqiU613NW9jMs61gNS73srVLsShPtfJG-WlX6AX2dIxmoSQFOSULVxwbUlTDEpjfUPHAV-1ZhYsxUDfwrevgQ93okgf5zXbRXDxgr6UQ-uwau8kEHs8ake3zs9GhKERARrxE/s1600/SaintsrowIV2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9kLyr5u9SqiU613NW9jMs61gNS73srVLsShPtfJG-WlX6AX2dIxmoSQFOSULVxwbUlTDEpjfUPHAV-1ZhYsxUDfwrevgQ93okgf5zXbRXDxgr6UQ-uwau8kEHs8ake3zs9GhKERARrxE/s1600/SaintsrowIV2.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Soak in the sweet, sweet realism.</td></tr>
</tbody></table>
</div>
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The whole point of a classifications board is to help the
<i>people</i> from intrusive and possibly
harmful material. But at what point does the act of censorship itself become the
thing that is harming that countries’ people? In the name of stopping social degradation
the board is limiting any sense of freedom of expression. Some of the most
defining moments in human history were brought about by our instinctive desire
to say “fuck you” and tear down what were largely considered to be social
norms. The world adapts to these changes – this isn’t to say we should go
around beating each other with big rubber dicks, but to be afraid of the <i>idea </i>of it is the truly terrifying
thing. What you’re doing then is limiting imagination and our basic desire to
create.</div>
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<br /></div>
<div class="MsoNoSpacing">
But I should move on – I’m here to deliver my thoughts on
the game, not some social commentary on Australian affairs. So, without any
further ado, I present to you a completely unabashed, raunchy review of the
Australian cut of <i>Saints Row IV</i>! </div>
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<o:p><br /></o:p></div>
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(<i>Approved by the <b>Australian Classification Board</b></i>)</div>
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<br /></div>
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<o:p><br /></o:p></div>
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<i>Saints Row IV</i> kicks down the door, pulls down your pants and <span style="background-color: black;"> </span> in a
hotdog suit. A mangle of <span style="background-color: black;"> </span> and obviously fake <span style="background-color: black;"> </span>, this righteously smug
game whips out its <span style="background-color: black;"> </span> and <span style="background-color: black;"> </span> in four <span style="background-color: black;"> </span>. Though
sometimes glitchy, the game is a monument to <span style="background-color: black;"> </span> everywhere and can be best summed
up in three words:</div>
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<br /></div>
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<span style="background-color: black;"> </span> <span style="background-color: black;"> </span> <span style="background-color: black;"> </span> </div>
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<br /></div>
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And that’s with a capital <span style="background-color: black;"> </span>. With a variety of <span style="background-color: black;"> </span> dispensing weapons to choose from you’ll be causing delighted mayhem in no
time. With a quick click of you trigger you can <span style="background-color: black;"> </span>and
a half <span style="background-color: black;"> </span> in her <span style="background-color: black;"> </span> all on company expenses. </div>
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<br /></div>
<br />
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So this summer, don’t spend you days sitting idly by
waiting for excitement to come looking for you, go out and make it yourself
with <i>Saints Row IV</i>.</div>
Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-45163828848451768612013-08-28T16:20:00.000+10:002013-08-28T16:20:32.458+10:00The Greatest Bands That Never Were<div style="text-align: -webkit-auto;">
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<span style="color: black; margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEzGM43vBzuN0rJUH1338wyEiT8F-ZUwqyfZ9CkotGX2RZ6xMIKcokJ2_VTvjPcYEPYbj18ZvwSPx-Kg0EZM5F2TdByqtX7SIn6IXArjldSzbhWIiOn32XNuUkBejZ_xFv4XT1S-VhB1YM/s320/megadeth.png" width="320" /></span></div>
The music industry is a harsh place. Although it is easier now than ever to release music, just giving people the tools necessary won't make it happen. Being in a band takes a lot of commitment - writing, practicing, putting up with band members you might not like that much, and getting gigs can be very time consuming, soul-crushing experiences that will probably cost you a fair bit, too.</div>
<br />
Even then, someone has to actually like what you've done.<br />
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<a name='more'></a><br />
While the sting of rejection, the shift in style or projects with buddies never coming together might be commonplace for most struggling musicians, it happens to the rockstars, too - perhaps more often than you'd think. Plenty of supergroups, experimental albums, and ventures that for whatever reason can't manifest have afflicted some of the biggest names in rock n' roll.<br />
<br />
Rockstars are people like you and me, too - they all puts their pants on one leg at time, all like their coffee a certain way, and all talk a lot of shit about that free jazz Bathory tribute band that they're never going to get off the ground.<br />
<br />
Some of these bands did have releases. Hell, some of them had careers that were just very different, and some of them are rumours. In whatever form they take, here's my top pick of some of the greatest bands that never were.<br />
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<a href="http://www.blogger.com/null" name="more"></a><br />
<h2>
<b>Tipton, Powell and Entwistle</b></h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiizcM9Lo13jNjutfGXSpq1eAWi-euXJYm_ltp8tPr9734exCjsr0KwPcrhnEqO3tqEOm-Q6bneshCC6oZ-bGsnvvNpMthZfoOIgrJwrTQiSlmjETsUdL6QJC0Z7OVj4cYcY_xnZgSNYify/s1600/tipton.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiizcM9Lo13jNjutfGXSpq1eAWi-euXJYm_ltp8tPr9734exCjsr0KwPcrhnEqO3tqEOm-Q6bneshCC6oZ-bGsnvvNpMthZfoOIgrJwrTQiSlmjETsUdL6QJC0Z7OVj4cYcY_xnZgSNYify/s320/tipton.png" width="320" /></a></div>
<b><br /></b>In a way, we did get this band...eventually. During his down-time from Judas Priest in the 90s, professional face-melter and all around badarse Glen Tipton decided to, just casually, work with two of the most renowned guys in rock n' roll.<br />
<br />
For those unaware, Cozy Powell was a drummer who played with a number of groups including Whitesnake, Black Sabbath and Rainbow. To say this guy had a good resume would be the understatement of the century.<br />
<br />
John Entwistle, of course, needs no introduction - as bottom-end keeper for The Who, he demonstrated to a lot of rock n' rollers that bass players were more than just beat-carriers, and could make up a large portion of the music.<br />
<br />
The album, once completed, was shelved. To be fair, it did have a very old school sound that wasn't trendy enough to be particular marketable, so Tipton put together the still awesome <i>Baptizm of Fire</i> with much younger musicians. The real tragedy doesn't lie in how long it took for this record to be put out, but that both Powell and Entwistle passed away before this magnificent slab of metal saw the light of day.<br />
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<h2>
<b>Power Metal Pantera</b></h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdF54UIGqzBDdLaa_EL1jBOOJKUjnOe3YLKRP2T6zOwCv4PeNM9rZ9o-1iDo221TvlbIP4zR-XWALmXBCevBc-CJBJZ79z2DzYtTv0WuGjLVutwLnvktVZwnw2yaKZPqFZto_hcQHUJb4e/s1600/powermetal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdF54UIGqzBDdLaa_EL1jBOOJKUjnOe3YLKRP2T6zOwCv4PeNM9rZ9o-1iDo221TvlbIP4zR-XWALmXBCevBc-CJBJZ79z2DzYtTv0WuGjLVutwLnvktVZwnw2yaKZPqFZto_hcQHUJb4e/s320/powermetal.png" width="320" /></a></div>
<br />
Okay, this one is a bit of an odd addition to the list. Yeah, Pantera did release an album called <i>Power Metal, </i>and it wasn't shelved or anything, nor did the line-up change at all between this record and the end of the band, but this is a different band to the guys who brought you <i>Cowboys From Hell.</i><br />
<br />
This was the first album Phil Anselmo sung on for the band, following their glam metal and AOR period with Terry Glaze. And ya know what? Those albums rocked, too - but Pantera grew passed that kind of music.<br />
<br />
The record oozes speed metal indulgences. Dimebag's groovy playing is certainly there, but sped up and with the kind of razor-sharp guitar tone you'd expect from a band like Agent Steel. Anselmo is at the top of his game, jumping back and forth between his haunting Louisiana drawl and the best Rob Halford impression ever.<br />
<b></b><br />
Unfortunately, Pantera's reinvention as a southern-rockin', Sabbath-worshiping groove metal outfit (which wasn't a bad thing in the slightest) saw <i>Cowboys From Hell</i> marked as their "first" record in the eyes of many. I'm honestly not sure what the guys think of this album - for my money, it is a fantastic record up there with their groove records. Hell, even Kerry King thought it was cool enough to jam on these tracks live!<br />
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<br />
<h2>
<b>Megadeth with Slash</b></h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEzGM43vBzuN0rJUH1338wyEiT8F-ZUwqyfZ9CkotGX2RZ6xMIKcokJ2_VTvjPcYEPYbj18ZvwSPx-Kg0EZM5F2TdByqtX7SIn6IXArjldSzbhWIiOn32XNuUkBejZ_xFv4XT1S-VhB1YM/s1600/megadeth.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEzGM43vBzuN0rJUH1338wyEiT8F-ZUwqyfZ9CkotGX2RZ6xMIKcokJ2_VTvjPcYEPYbj18ZvwSPx-Kg0EZM5F2TdByqtX7SIn6IXArjldSzbhWIiOn32XNuUkBejZ_xFv4XT1S-VhB1YM/s320/megadeth.png" width="320" /></a></div>
<br />
Megadeth has had a number of axe-men in their fold, many with some pretty illustrious careers: Kerry King played guitar in the early days, Marty Freedman went on to become a Japanese megastar, and Chris Broderick's time in Nevermore and Jag Panzer shouldn't be forgotten.<br />
<br />
While rumours float around that at one point Dimebag was going to join the band, Slash mentions in his biography that it was looking for awhile that he was going to step into the position.<br />
<br />
Really, Slash was the "metal guy" in Guns N' Roses - sure, his tastes were a lot more eclectic than that, but the man was a damn dirty, doomy headbanger at heart. In his book, Slash mentions sitting around with Dave Mustaine and writing really dark riffs and jamming together. However, his commitment with Guns N' Roses meant one of the most orgasmic unholy unions never came about.<br />
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All we can do is watch this video and imagine...<br />
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<br />
...Wait, why the fuck isn't this band on the list?<br />
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<br />
<br />
<h2>
<b>Jason Newsted's projects</b></h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQgOUtOSRoWGCDwz5rdia84qW9h4GJhpNMidQkTl3ZzuvBPxQt1iB-2jzFkqwc64VgENQrDQUkE7DELYfXAcyUE_r5Zn2TsMzebWMuHb3wPzfrgKHv4rfPZLgL-Nx_4HF6lFLzTUwNuRUh/s1600/newsted.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQgOUtOSRoWGCDwz5rdia84qW9h4GJhpNMidQkTl3ZzuvBPxQt1iB-2jzFkqwc64VgENQrDQUkE7DELYfXAcyUE_r5Zn2TsMzebWMuHb3wPzfrgKHv4rfPZLgL-Nx_4HF6lFLzTUwNuRUh/s320/newsted.png" width="320" /></a></div>
<br />
Those who know me know that, while I might not be the biggest Metallica fan around, I have a lot of admiration for Jason Newsted as a songwriter, player, and all around awesome dude. While Echobrain and Rockstar Supernova felt like supreme lapses of judgement, the comeback after some truly amazing set backs with Newsted, as well as his stint in Voivod has cemented the fact that Jason was, is and always will be a headbanging badarse.<br />
<br />
The earliest signs of Newsted's brilliance lies in the first Flotsam & Jetsam album, which is an absolutely ferocious thrashterpiece.<br />
<br />
In addition, we have the lesser-known projects Newsted pursued during his time in Metallica. IR8 saw Newsted team up with Devin Townsend of Strapping Young Lad (and his mind-fucking solo projects) and Exodus' Tom Hunting, taking on both bass and vocal duties for some amazingly groovy, knucle-dragging death metal.<br />
<br />
IR8's demo was later bundled on a split with Sexoturica, which also featured Newsted and Hunting - the band taking its name from the fact it had members from Sepultura, Exodus and Metallica. If that isn't enough to peak your interest, I don't know what to tell you.<br />
<br />
Hopefully Newsted's new eponymous project will be a hit (and it is looking that way), and get the word out about his incredibly under-rated legacy. I often wonder what Metallica's mid-period would have sounded like if they let Newsted actually have some real input into the albums, but I digress...<br />
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<br />
<br />
<br />
<h2>
<b>Rob Halford & Ihsahn</b></h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt8kMxlQQ_uAXZwVyO1FQlS176fCb-Qdi-SIfbXOZ6vgVmIFP9FVQKBQzP4TycWuyue1GNcoBfvJAYZQ6ijm-CwrI9raJH-g9MSFC7k7wabDyfyYnjQ2IfKTbG4axRUhzz3qmei-CrfxPo/s1600/halford.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="134" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt8kMxlQQ_uAXZwVyO1FQlS176fCb-Qdi-SIfbXOZ6vgVmIFP9FVQKBQzP4TycWuyue1GNcoBfvJAYZQ6ijm-CwrI9raJH-g9MSFC7k7wabDyfyYnjQ2IfKTbG4axRUhzz3qmei-CrfxPo/s320/halford.png" width="320" /></a></div>
<br />
I'm not silly - I realise that this is only the second music article on the site. Chances are, you came here to read about video games and for whatever reason checked out the music articles as well, so let me break this one down just in case: A Rob Halford/Ihsahn album is the metal equivalent of <i>Half Life 3</i>.<br />
<br />
Emperor were probably one of the most interesting of the Norwegian Black Metal scene, putting out albums that were equal parts majesty and darkness, written (primarily) by Ihsahn. It is no surprise that his work since Emperor disbanded was also impeccable dives into the more experimental realms of metal.<br />
<br />
Halford, on the other hand, is THE metal god. Judas Priest brought the attitude and spikes-and-leather imagery to metal, and Halford's savage vocals still cut like a knife. Musically, Halford has had a few projects that don't resonate too well, but for a career that spans back to the 60s, he hasn't got too shabby a track record.<br />
<br />
Halford mentioned knowing Ihsahn a few years back, and expressed that the two might be working on something together. To this day, no further information has really surfaced. While many pondered it would sound something like a King Diamond record, I think that is looking at it too short-sighted. Halford's voice and taste in music is fairly diverse, as is Ihsahn's. I'm sure whatever the two would have come up with would have transcended the speed and black metal genres the two are known for. And hey, there's still hope this could happen someday, especially as Priest announced they won't be doing any massive tours anymore.<br />
<br />
This is the only one without a video to go with it. So here's a really rad Ihsahn song. Until next time!<br />
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<b><i>Don't agree with my list? Someone I missed? Let us know in the comments!</i></b><br />
<br />Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-11145752438364538572013-08-21T21:12:00.001+10:002013-08-21T21:15:39.493+10:00Mirror's Edge: An Abandoned Game Worth Rescuing<div class="MsoNoSpacing">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikdynEKyGlKrDlqrn0rHhkpgD-cesLKW7stjfS7YFqAla4J71ALeuxkDm7EfFGDX59JVK1H4zyQgFoqOCxQudEKZV1lL6YdBVZ0BbXI1AICHmI9LEI01uPihRbBjlocTc-aRONbUIZwaw/s1600/me-wallpaper1-1280x8002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikdynEKyGlKrDlqrn0rHhkpgD-cesLKW7stjfS7YFqAla4J71ALeuxkDm7EfFGDX59JVK1H4zyQgFoqOCxQudEKZV1lL6YdBVZ0BbXI1AICHmI9LEI01uPihRbBjlocTc-aRONbUIZwaw/s1600/me-wallpaper1-1280x8002.jpg" /></a></div>
<br />
Like a lot of others I partook in the recent <i>Humble Origin Bundle</i>, a ramshackle of
games bundled together by <b>EA </b>and their
digital distributor <b>Origin</b> to us,
the penniless gamers. As a healthy stock of games and a great way to help out
charity, I was eager to fork over my hard-earned dosh to a fine cause. Stowed
away amongst the eight games was a game that’s constantly discussed and showcased as the saving grace of the often mundane first-person shooter genre: <i>Mirror’s Edge</i>.</div>
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<a name='more'></a></div>
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I’d heard about it of course, gamers had been ranting and
raving over the game for years now, yet it had always been an “I’ll play it one day” game. Sadly, that was how a lot of the world
viewed it: a game that was a renowned success, but never really hooked the audience
it deserved. To me, it was a game that just did not stand out – the colours
were simplistic, I thought it would lack any sort of character, and it looked like a rudimentary puzzle game with a slight twist.</div>
<div class="MsoNoSpacing">
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<div class="MsoNoSpacing">
Boy, was I wrong.<br />
<br />
Never in my life have I had such a visceral
reaction to a game. It may look like a lot of running, sliding and hopping, but
the experience is so much more. <i>Mirror’s
Edge</i> makes it apparent that you aren’t running an obstacle course - you’re
running for your life. Within the first few hours of gameplay I had to stop,
not because I wasn’t enjoying myself, but because I thought I was going to have
a heart attack. My heart was pounding in my chest, my hands were clammy with
sweat and I was leaning so far forward in my chair I could have whispered sweet
nothings to my computer.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvsBrNOvp55NSn7nO7rUh6qE6RC8xMVCC20srX8rR2y3hfnxw_hLV4-YH4vs0mJ6X6CrqyA8CnmjBnvujaahd7p7Kaw9HMGonHX6Bd_aS5RjAkR22rjBmr_XZPRsUpaj2iNvL9Y4dwloI/s1600/mirrors-edge_004196842.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvsBrNOvp55NSn7nO7rUh6qE6RC8xMVCC20srX8rR2y3hfnxw_hLV4-YH4vs0mJ6X6CrqyA8CnmjBnvujaahd7p7Kaw9HMGonHX6Bd_aS5RjAkR22rjBmr_XZPRsUpaj2iNvL9Y4dwloI/s1600/mirrors-edge_004196842.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The level design may seem sterile at first, but slowly you'll start to see the importance of colour.</td></tr>
</tbody></table>
</div>
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The first time I fell of a building I had to stand up,
walk away from my desk and let my feet know that, thankfully, they were still
firmly nestled against the ground. After a while you find yourself becoming
claustrophobic in the game, being inside buildings grips you with a steady
unease and you find yourself sprinting through hallways just so you can get to
the safe sanctuary of the fresh air and open skies. The same can be said for height: the higher up you are, the safer you feel. You’re like Icarus, trying so hard
to stay close to the sun, doing anything you can to stop from meeting the
harsh, cold touch of the ground.</div>
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<br /></div>
<div class="MsoNoSpacing">
The game is full of these deep motifs – you feel like
freedom only reigns above; free thought, free speech, that you’re not one of
the mindless drones below, walking nowhere<span style="color: red;">.</span> The colour scheme of the game
heightens this notion of a world constricted by mindless corporations and
oppressive governments. Each major corporate establishment is divided by a single
colour scheme that is used so blatantly that it’s overwhelming. It sucks all
emotion from the levels and makes you feel like you are truly nothing more than
a lonely individual in a world where conformity is key.</div>
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<br /></div>
<div class="MsoNoSpacing">
<i>Mirror’s Edge</i>
is a game you might overlook, it might be a game that you’ll say “I’ll play
that one day”. Well, days have come and days have gone and <i>Mirror’s Edge</i> is still a game that people talk about. Come and join
the discussion.</div>
Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-36250633068315870382013-08-16T20:53:00.000+10:002013-08-20T13:07:21.839+10:00Smoke & Mirrors: Video game advertising in 2013<br />
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Last week, I wrote about my feelings on video game cutscenes - where they work, where they don't work, and why I feel game designers should be exploring other story telling methods.<br />
<br />
Today I'm taking a similar position on one of the marketing avenues heavily utilised by game designers: trailers.<br />
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Marketing is an all important and powerful tool for getting a product - any product - out there. From "leaked" concept art to AMAs on Reddit, they all make up part of the ever broaden sphere of ways (some more costly than others, some more noble, and some more effective) individuals can connect with consumers.<br />
<br />
More than likely, I'm a bit nostalgic for the days of picking up a copy of <i>PSM</i>, flicking through the articles on the way home, and then popping in the disc to play a couple of levels of <i>Primeval, </i>then save up to buy the game. Alternatively, I'd spend a few dollars and rent a game from Video Ezy for the night to see if I wanted to buy it.<br />
<br />
Demos are distributed much more easily now online (definitely a plus), and as for rentals? Well, I'm pretty sure my nieces and nephews are going to lump renting DVDs in with silent films.<br />
<br />
But even as the marketing world changes and adapts (sometimes not too well) to the new avenues of content distribution, video game trailers are consistently part of the make-up, perhaps more so now.<br />
<br />
And hey, why wouldn't they be? They are easier to access now, resolution is better, and it is often the quickest way to get a substantial amount of information out to a consumer - you don't need to create any new content (more on that later) necessarily, and gamers can get a pretty good look at what to expect if they pick up the game.<br />
<br />
If only they were all like that.<br />
<br />
Video game advertising has really blown up recently. As AAA titles become the new blockbusters, advertising budgets are getting bigger, and marketing schemes are casting a wider net.<br />
<br />
But what I probably find most interesting about video game advertising is its emphasis on cutscenes. To write off all video game trailers as such would be wrong - a lot of trailers do incorporate some degree of gameplay, or are even entirely gameplay. Conferences and panels often act as the primary form of advertising the gameplay aspects of a title, and argueably this is probably the best way to do it.<br />
<br />
But the ability to form hype around trailers - and trailers often making up the crux of video game advertising, at least the more obvious forms - is quite astounding to me.<br />
<br />
Take for instance Skyrim's initial trailer. The trailer showed NO gameplay, it didn't even show any elements of the world. It just had some cave carvings giving us a rough idea of the imagery and a voice over. All we actually learnt from the trailer was that the game was set in Skyrim and it had dragons. Okay, both those things are pretty awesome - especially since The Elder Scrolls players have been wanting dragons for a very long time.<br />
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The power of advertising through trailers with no gameplay when it comes to video games is just so fascinating to me because it so effective. Really, the game could be terrible: stale, repetitive crap with an awful story. But people buy into it because of a cool cinematic - most likely not appearing in the game - has been released.<br />
<br />
Really, I'm not arguing for or against anything. Often these trailers act as teasers, and I see their part in the advertising world - it makes sense to use cinematics to demonstrate the general idea of a game to the audience to get them excited. I just think it is interesting how vested a lot of gamers become based on these things, when most people I know approach movie trailers - which are 99% of the time made up of shots from the actual film - with a much more skeptical view. Maybe it says something about gamers' interest in the concept and idea above the implementation, or maybe it speaks more to our brand loyalty and faith in developers.<br />
<br />
Either way, advertising is a powerful and growing tool in the video game world. Just like with all products before it, it has the capacity to win us over quickly - when really all we can see are smoke and mirrors.<br />
<br />
<br />Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-50029043103062018582013-08-14T20:24:00.000+10:002013-08-20T13:07:52.893+10:00Quest Not Found: Videogame Addiction<div class="MsoNoSpacing">
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<br />
Hi, my name is Nick and I’m a former MMO addict. I haven’t
played <i>World of Warcraft </i>for five years
now. It feels good to be able to say that; to stand up here and admit to my
fellow men and women that I have overcome my problem. Long gone are the days of
staying up late to participate in raids, spending hours upon hours skimming
through character builds and prospective loot. I no longer look forward to the
daily grind after my daily grind while my girlfriend complains that we hardly ever
daily grind anymore. It feels good.</div>
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To be honest with you, I had a problem and I wasn’t
willing to admit it. It feels strange to pinpoint a video game as the source of
an addiction, but that’s truly what it was to me. I began playing <i>World of Warcraft </i>at the age of 17, and
as my high school years progressed so did my character and my addiction. It started off as fun; I had friends who
played it an introduced me to it, at school we discussed the game and how we
were all finding it; we’d brag over loot, commiserate over lag and laugh over
in-game social interactions. Though after a while it stopped being fun, it
stopped being about the camaraderie and started becoming more about the
character.</div>
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The character stopped acting as an avatar that reflected
ourselves and soon became a trophy. We’d
adorn them with shiny gear to profess our prowess and fight each other as a
showcase of our superiority. The bragging was replaced with a slow, sullen envy
and the laughter quickly flickered into derisive, humourless snickers. We
became enamoured with a selfish competitive desire to outdo each other and the
fun we were once having quickly turned to bitterness. </div>
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Slowly they stopped playing until it was only me. Alone,
and racked by selfish guilt.</div>
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I should have stopped then. I should have realised that
the game was no longer entertaining, but a burden. I should have stopped then,
but I didn't. Around this time I began to dislike school; friends were leaving or
losing contact and I had no desire to be somewhere that was pushing me to
better myself. This caused the addiction to slide deeper and consume more of my
life until it became the only thing I thought about. I would still talk about
it with friends, but it fell from excitement to a shallow, factual drone.</div>
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My grades slipped and my misery continued to climb. At
the end of my high school days I left with nothing but regret and a feeling that
I had failed myself, that I should have tried harder. That’s when I knew I had
to change. What was I going to do? Support myself with my thousands of bags of
gold? Raise a family in the stone huts of Orgrimmar? I made the decision to
stop playing and never, ever look back. That was one of the
best decisions I have ever made.</div>
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Videogame addiction is plain and present; it might seem
like a silly prospect, but it’s reasonable once you sit and think about it.
Videogames give us an escape, they give us a place to be when we don’t want to
deal with the real world. In Azeroth I was a hero, I was someone important who
wore his armour like badges of honour and valour, but in the real world I was a
cruddy teenager who got upset by cruddy teenage things.</div>
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Addiction is hard to break; it is a chain around your
feet that doesn’t just make it hard to move forward, but pulls you back with
every third step. Videogame addiction isn’t a substance addiction; it is an
addiction to self-isolation. It alters your reality, it pushes away a world with
difficult social constructs and a world in which you have to confront your own
failures. </div>
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It is the very definition of a "first world problem", but one that affects many. As far as addiction goes, it’s fairly placid and non-destructive, but
that does not mean it isn’t unhealthy. There is a point when leisure becomes
greed, when procrastination becomes obligation and when real life becomes a hindrance.
That is the point of no return, and that is the point that you need to stop,
look in the mirror and ask yourself: "Do I have a problem?"</div>
Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-65334828706636970482013-08-07T19:31:00.001+10:002013-08-20T13:08:04.126+10:00Ignoring the fourth wall: The problem with video game cutscenes<div class="separator" style="clear: both; text-align: center;">
<span style="color: white; margin-left: 1em; margin-right: 1em;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzIokoQ-rn2NLgE3KrwUeeX7_C5SF7ApwFN-JIGMt72jSsV4Nb_Hm4GPN0OuuFmjXytk_Ve-jwHNl7skFGylXHsk7rPV3H3Vioq2Q9iKYYnm4U_bgfXW8UKLGMAIpSGieKwwk6Ie5lP1Hv/s1600/metalgearsolid4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzIokoQ-rn2NLgE3KrwUeeX7_C5SF7ApwFN-JIGMt72jSsV4Nb_Hm4GPN0OuuFmjXytk_Ve-jwHNl7skFGylXHsk7rPV3H3Vioq2Q9iKYYnm4U_bgfXW8UKLGMAIpSGieKwwk6Ie5lP1Hv/s400/metalgearsolid4.png" width="400" /></a></span></div>
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<span style="color: white;">I'm gonna go out on a limb here and say almost all gamers regard gameplay over story. Sure, story is important - I've put down games because the plot has been so woefully executed I couldn't bring myself to go on, and I've struggled through mediocre gamplay because I've been invested in the story.</span></div>
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<span style="color: white;"><br /></span></div>
<div>
<span style="color: white;">However, if I could only have one thing in a video game - good gameplay or a good story - I'd definitely lean towards the former.</span><br />
<span style="color: white;"></span><br />
<a name='more'></a><span style="color: white;">It is a good thing, too, because the scripts of many (not all) video games still need a lot of work. The bar is set much lower than it is in film in a lot of cases, and so appalling dialogue and devices can often be gotten away with. Also, if I play another game with a character named "McGuffin", I swear to God...</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">Just as it took some time for television to mature in terms of storytelling, so it has taken video games. I say "has", because I honestly feel that we are at the cusp of the medium becoming much more meaningful as the industry opens up towards more artistic projects.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">Of course, you could come back at me and ask me how I can say such a thing when plots like that of Duke Nukem Forever exist, and I'd say this just proves my analogy - for every Jersey Shore, there is a Breaking Bad.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">So, if we are sitting so close to the edge - and perhaps have passed it before - what is holding a bulk of the industry back? It is an obsession with being "cinematic".</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">Cutscenes can be a great tool when used right. Sometimes, this is the best way to advance the story: giving the player a brief reprieve from action to sit back and watch something unfold in front of them. The familiarity with cinema makes it easy to digest, and overall it is a rather straight-forward, tried-and-true method of storytelling.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">However, video games can offer a lot more. The interactive element (ya know, playing the game) isn't found in film or literature. So, why aren't more developers focusing on meaning-making and storytelling through gameplay?</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">That isn't to say there aren't games that are. The Elder Scolls series relies on the player exploring, reading documents and finding hidden areas to develop the game's rich backstory, and Metal Gear - while a very cutscene heavy series - hit the nail on the head with the codec system, allowing players the option of how much more of the story and characters they wanted. Hell, you can play Metal Gear Solid without saying a word to Nastasha Romanenko, and I've spoken to a number of people who never found out about a certain character's family history in Metal Gear Solid 3: Snake Eater because they didn't pursue the radio conversations.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">But even Kojima dropped the ball. While Metal Gear Solid 1,2 and 3 featured a lot of cutscenes, I don't think anyone was prepared for MGS4's assault. On my last count, there is about 9 hours of cutscenes all up - generally poorly made, with boring shots, a plot-line that confuses itself more than a few times, and some pretty heinous dialogue.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">Bottom line? If the player is putting down the controller for an hour and a half to watch cutscenes that move at the pace of a paralysed snail, that's bad game design. (I still love you Kojima).</span><br />
<span style="color: white;"><br /></span>
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<br />
<span style="color: white;">The problem is, even a lot of fantastic games that are out currently are taking control away from the player in favour of more cinematic actions. As much as I loved Uncharted and The Last of Us, I couldn't help but sometimes feel control was taken away from me when I engaged in melee combat. Seeing a more detailed take-down is cool, but I don't feel like I'm doing it. The same goes for Deus Ex: Human Revolution's melee combat system which, to be honest, baffled me.</span></div>
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<div>
<span style="color: white;"><br /></span>
<span style="color: white;">At the end of the day, it would be difficult and unnecessary, to completely escape the use of cutscenes or cinematic storytelling in video games, and I'm not saying designers should. Often times, I find the most rewarding experiences are those that tie in with the cinematic experience. I'm not talking about Quick time events (which should die a slow and painful death), but malleable conversations such as those in Mass Effect, where the player's actions here have real effects on the game's story and outcome. The series still makes great use of cutscenes and cinematic framing, but the player feels a lot more in control of Commander Shephard than one may Dante.</span><br />
<span style="color: white;"><br /></span>
<span style="color: white;">It's not really about spurring the influence of cinema or literature - I'd be a hypocrite for saying that, considering my favourite titles usually wear said influences on their sleeves - but video games offer a new dimension to the storytelling paradigm. As a game designer and storyteller, why wouldn't you want to explore it?</span></div>
Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-3376781181839225622013-08-05T19:58:00.000+10:002013-08-05T19:59:29.675+10:00Oculus Riff: Discussing the Oculus Rift<div style="margin-bottom: 0cm;">
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<br />
After the exciting long weekend that was the very first <b>PAX Australia</b>, Cameron and I sat down to discuss one of the standout pieces of technology to grace the expo hall: the Oculus Rift, what we liked and what we didn't like.</div>
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<a name='more'></a><b></b><br />
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<b>NICK</b><br />
What did you think the Oculus Rift was going to be before you had a hands-on experience with it?<br />
<b><br /></b>
<b>CAMERON</b><br />
Before I tried out the Oculus Rift, I pretty much thought you put it on your head and you are "in" the game visually, with head-turning corresponding to you looking around. I was worried about nausea and eye damage. I also wondered about the weight of it.<br />
<b><br /></b>
<b>NICK</b><br />
Yeah, I was worried that the Rift would be this huge thing that would just weigh the front of my head down, I was surprised at how light it was once we tried it on. So what did you think once you had it on?<br />
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<b></b>
<b>CAMERON</b><br />
I think the hype got to me to be honest, but I did feel "in the game". I really wanted to actually try out moving around, but the demo I played didn't really have that. I also noticed everything was a fair bit blurry.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
I was completely the opposite. Once I strapped it on I just remember laughing and saying "What the fuck?" I was blown away by it, the fact that I could feel the depth of things was astounding to me. I got to have a move around in the demo I played, and it really makes a difference.<br />
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<b></b>
<b>CAMERON</b><br />
Did you feel disoriented at all?<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
At one point when I was moving around I could feel my body starting to sway back and forth. It was terrifying, I thought I was going to fall on my face, I had to take a second to kind of ground myself. One thing that really took me out of the game was the resolution though. Seriously, I could count the pixels in front of my eyes, it felt like I was looking through a fly-screen.<br />
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Oh, PC gamer over here with his pixel counting! But yeah, the resolution isn't really at that level yet where we can be so close and have it look convincing.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
Hey man, I live in a world where everything is beautiful, maybe one day you'll understand.<br />
This is the end of civilization though. I mean, once they get this all figured out, people are just gonna start staying at home all day in their virtual world.<br />
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Yep. I do wonder about the practical use. Honestly, I really don’t want to see the end of social gaming - and by that, I mean "shared screen", sitting on a coach, hanging out with mates playing games.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
That's always been a dying breed, though. Nintendo is trying to keep the dream alive, but it's not gonna last.<br />
People are just gonna confine themselves to their rooms naked, playing virtual games with their friends who live just down the block. It's going to kill social interaction.<br />
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<b></b>
<b>CAMERON</b><br />
I don’t like it.<br />
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<b></b>
<b>NICK</b><br />
You'll like it when you can spend your nights fighting villains, slaying dragons and doing virtual drugs!<br />
<b><br /></b>
<b>CAMERON</b><br />
But if you take real drugs, hookers and bandits become like dragons and villains!<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
I've said it before, and I'll say it again. <i>The Matrix</i> had it right, but instead of waking up with a pod, covered in Vaseline and tubes clamped to our backs, it'll be on our couches, surrounded with pizza boxes to find that our wives and kids have left.<br />
<b><br /></b>
<b>CAMERON</b><br />
I'm just waiting for the first porno.<br />
<b><br /></b>
<b>NICK</b><br />
It's going to be terrible. It'll be set up like a chatroom. You and 300 other guys, naked, waiting for a girl to log on. Basically the premise of the movie <i>300</i>.<br />
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Seriously though, I'd be interested to see how 3rd person games would utilize it, or if they would at all. Like, the main thing it gives you there is 3D immersion, but you'd probably want to be using a joystick to move the camera.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
I dunno, man, do you thing they would use it? It would be cool for the added 3D effect, but couldn't you get that some other way?<br />
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Well that's really my point - its usefulness is limited to 1st person gaming. I know that is a big, big thing at the moment and probably will continue to be, but there are some games that just work better 3rd person.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
I think they'll do it. I mean, what do they have to lose? Either way I think the Oculus would help enhance the immersion of the game.<br />
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Yeah, I'd really be interested to see the uptake. I mean, I can't really fault it in the same way I can the Kinect or the Wiimote, those things have very limited functionality, but the Oculus Rift doesn't. It is light enough that it doesn't worry me to wear it. That being said, I don't think it’s something I would use all the time, personally. I'd use it for sure, but blocking everything around me out whenever I play I wouldn't be too keen to do.<br />
<b></b><br />
<b></b>
<b>NICK</b><br />
Apparently they're updating the head-wear so that when you move your head forward and backward, it does so in the game. I think that'd a great step, being able to peek around corners in first person shooters will really add to that level of tense suspense.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX3sAkrz7QVT78Vst2-zYI4W441NjyNwVW4EYv6a8dXb-PPPqqmZyMCZB89AFzaItqfi6fkm6ze1y-Uq27_ioUa7ub0C48YZ0-amjJyDjUzeEfaordcTb4XP7Ew15edizLTlSIJnzSokDh/s1600/photo+%25282%2529.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX3sAkrz7QVT78Vst2-zYI4W441NjyNwVW4EYv6a8dXb-PPPqqmZyMCZB89AFzaItqfi6fkm6ze1y-Uq27_ioUa7ub0C48YZ0-amjJyDjUzeEfaordcTb4XP7Ew15edizLTlSIJnzSokDh/s320/photo+%25282%2529.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Nick taking the Oculus Rift for a spin</td></tr>
</tbody></table>
<b></b><br />
<b></b>
<b>CAMERON</b><br />
Absolutely. It would make games like <i>Dishonored</i> a lot better. I mean, I approach everything with skepticism - but the main problem stealth games have it seems is what to do with the camera. So many wrestle with being a shooter, and a 3rd person shooter camera doesn't really work.<br />
<br />
However, sometimes you are constricted in how much you can move - both physically and just comfort-wise. For example - if I have to spin around, I don't want to really spin around. I just don't. I'm sitting down, man.<br />
<b><br /></b>
<b>NICK</b><br />
Yeah, I get you. It definitely has limitations. Another thing I was wondering about; when I was playing that demo, something went wrong, my body didn't align properly and the guy instructing me had to play with a few things before everything was back to normal. I'm sure it will be better in the future, once the technology is more refined, but is it going to be easy to use for every day gamers if they encounter an error or problem?<br />
<b><br /></b>
<b>CAMERON</b><br />
Good question. I'm neither a hardware or software expert, but I imagine it brings up a lot more logistics. And as you say, it needs to be easy for the consumer to fix.<br />
<b><br /></b>
<b>NICK</b><br />
I don't wanna become the arsehole who calls up the IT guys every two days because I can't plant a peach in my <i>Animal Crossing</i> house.<br />
<b><br /></b>
<b>CAMERON</b><br />
That, and I don't like making phone calls while on the toilet. Holy cow, <i>The Sims</i>. <i>The Sims</i> will be on this shit. Which is, to be honest, terrifyingly depressing.<br />
<b><br /></b>
<b>NICK</b><br />
So, so depressing.<br />
<b><br /></b>
<b>CAMERON</b><br />
Just imagine, woman comes home from work. Her partner is already on the lounge, the Oculus Rift on. In the game, he is writing a novel.<br />
<br />
Or so she thinks. He sits down next to her, puts her Rift on and enters the game. She goes to find him in the study, but instead finds him screwing the nanny, right there on the desk.<br />
<br />
She freaks out, they argue, they fight. They break up, she leaves. She finds another man. He deletes the ladder in the swimming pool and watches himself drown to death.<br />
<br />
Then they take off their rifts and they go to bed, which involves boring, kissless sex.<br />
<b><br /></b>
<b>NICK</b><br />
You're a terrifying individual.<br />
<br />
You know what the Oculus Rift would be good for? As an educational tool. To help people not grow up into you.<br />
<b><br /></b>
<b>CAMERON</b><br />
Yeah, it would. I can see it being great for universities too, like as a simulator for surgeons and shit. I think the best thing was seeing that woman in the wheelchair use it.<br />
<b><br /></b>
<b>NICK</b><br />
I did not see that. Man, that would be a trip though.<br />
<b><br /></b>
<b>CAMERON</b><br />
Yeah, she was playing Wander, same one as you.<br />
<b><br /></b>
<b>NICK</b><br />
That's intense. Not to be an arsehole, but I wonder if that's a good or a bad thing From the point of view of someone who can't walk, do you think it would be uplifting or a dreading reminder once you're out of the game? Would it make them more likely to spend time in the fantasy world?<br />
<b><br /></b>
<b>CAMERON</b><br />
I read an interesting article about how <i>LOST</i> offended a lot of people because there was a dude in a wheelchair and he stayed on the island because he could walk there. People were saying that abandoning your family isn't worth it to be able to walk, walking isn't as important as everything they've accomplished as wheelchair bound.<br />
<b><br /></b>
<b>NICK</b><br />
That's awesome - I'd be interested to see their take on the Oculus Rift. So, final thoughts?<br />
<b><br /></b>
<b>CAMERON</b><br />
The Oculus Rift is hard to fault. I'm not going to get one on launch, I’m gonna wait to see how it affects people's eyes. I can see it going beyond being just a gimmick, but it won't dominate the industry - I can see plenty of people not up taking it, and we have to remember as well that developers have to be interested enough to integrate it.<br />
<b><br /></b>
<b>NICK</b><br />
I loved it - once the resolution is bumped up I think that with a good pair of headphones you can create a totally immersing experience and I can see it being a whole new way of playing games. But, I agree, I want to see how it affects people in regards to motion sickness, that whole moving while you're not actually moving, it's like reading while in a car. I guess all we can do is wait and hope for the best.Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-69335326870973238782013-07-12T21:43:00.000+10:002013-08-20T13:08:23.096+10:00Back to the food chain: The Last of Us beheads the zombie genre<div style="margin-bottom: 0cm;">
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<span style="font-family: inherit;">Maybe
I'm alone here, but I'm kinda over zombies. As a lover of comic
books, metal and video games, I realise zombies are</span><span style="font-family: inherit;"> pretty hard for
me to avoid, and honestly I'm okay with that. I don't want to see
zombies disappear.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">But
I am a bit sick of seeing them all the time.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"></span><br />
<a name='more'></a><span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">"Infected",
"Walkers", “Weepers”, and whatever other buzz-word you
want to throw at them might help differentiate the undead-kind from
the virus-kind, but the basic premise is the same: people go crazy,
bleed a lot, and eat others once they've been bitten.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">The
moaning and groaning flesh-eaters are an easy way to introduce canon
fodder into any medium, because they are pretty malleable. Their
actions don't require a lot of thought, and they can be scary as
hell, or hilarious, depending on your take.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">However,
despite being around for a long time, a certain zombie craze
definitely took hold of pop culture awhile back, and its splintered
nails are still digging in.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">With
zombies infiltrating everything from <i>Red Dead Redemption</i> to the <i>Call of Duty </i>series, I think it is time we
thought about giving them a rest for awhile. You know, like lens
flares!</span></div>
<div style="margin-bottom: 0cm;">
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<tr><td class="tr-caption" style="text-align: center;"><i>Cinematographers must have nightmares about this sort of thing. (Image: Gameinformer)</i></td></tr>
</tbody></table>
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">So,
it was with disillusionment that I discovered "infected"
(zombies that can run!) are a big part of T<i>he Last of Us</i>. I
was a little irked, but the game looked fantastic despite this.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">In
playing the game, however, I realised there is life in the undead
yet, as long as we move them away from the spotlight.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><i>The
Last of Us </i>isn't about the infected. Really, it isn't even about
the disease and it certainly isn't about what caused it. Instead, the
game carries the theme that is skirted by almost all zombie stories,
and focused on by a few.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">The
game begs the classic question of speculative fiction: "What
would we do?"</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">What
would we do if the world fell apart tomorrow? If there was an actual
threat of a zombie-like virus and it ravaged the world, how would
humanity cope? Not in the immediate, but 20 years later? That is the
question <i>The Last of Us</i> poses.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">I
sometimes hear people mention that the "science" in science
fiction is incidental, and that the genre is really all about the
people. That is half right, but I think that what good science
fiction is really about is how the "science" affects the
people. The way the robots in Isaac Asimov's stories work isn't
important – what is important is that humanity created laws, and
how both robots and people react to them.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">This
is much like how <i>The Last of Us</i> has approached the idea of the
infected.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">The
irritating element for me in a lot of speculative fiction is the
presence of an absolute evil. Behind every alien invasion or plague
is a big baddie, rubbing their hands together and laughing manically.
Misguided? No. Survivalist? No. Just “evil”.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"> Without
giving too much away, this – at least to me – isn't really an
element the game is concerned with. Sure, there are bad guys and
girls in the game. One of them is being set on fire by a Molotov
cocktail, and another is the player throwing it.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">Antagonists
and protagonists exist within the game, but to call any of the forces
at play "evil" and any of them "good" is a bit of
a generalisation, and does a disservice to the intricacy of the
game's plot, and the meaning behind it.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">Instead,
Naughty Dog has mused on how people from all walks of life and
backgrounds would act in this situation. How would society rebuild
itself? How would hierarchies come into place, and what would be
necessary to survive?</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">The
human enemies might be out to do some despicable things to Joel, but
they aren't faceless goons, and there were definitely some characters
in the game who I despised. But like the player, they are out for
survival. Both sides will shoot, blow up, stab or strangle the other
for the preservation of their kind, as is evident as soon as the
player stops and listens to their enemies chat with one another.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">What
really struck me was how human the enemies were. As I lurked in the
shadows, waiting to catch an enemy alone and stab him in the throat,
I listened to their conversations. The enemies would chat about how
hard life is, how they look out for one another, and sometimes just
about watching movies. If one went off to investigate a noise,
another would go find him if he'd gone quiet.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">These
are people thrown into an ungodly situation, and trying to find their
way. Sometimes, that path is building up cabins and finding food.
Sometimes that is putting a bullet between someone else's eyes in
order to stop them from doing the same to your friend. People react
in extreme ways to extreme situations. Some do good things and some
do very, very bad things.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;">The
Last of Us is a fantastic zombie/infected game, because it goes
beyond that. Like <i>The Walking Dead </i>and a number of other
films, comics, games and whatever-else featuring the lurching
brain-eaters, it is moving beyond placing the focus on them.</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><br />
</span></div>
<div style="margin-bottom: 0cm;">
<span style="font-family: inherit;"><i>The
Last of Us</i> demonstrates one of
the more promising directions the genre can go by utilising zombies
as a device, not a crutch. I didn't learn a lot about flesh-eaters
when I played this game, but I learnt a lot about people.</span></div>
Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-82597737694026380582013-07-10T21:32:00.002+10:002013-08-20T13:08:10.392+10:00Grand Theft Auto V: True Augmented Reality<div class="MsoNoSpacing">
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<br />
<br />
I’m not delusional, I know I’m not the most productive
member of society and that my existence is limited to sleeping, eating and,
occasionally walking. But earlier today I decided to change my life – I decided
that I would finally take those first steps into the big outside world, I would
finally pick up those hobbies I had been too afraid to: bike riding, scuba
diving and even exploring the wilderness.<br />
<br />
Though I’d do it all from the comfort
of my safe, dark home.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
As I said, I’m not delusional. I know that the leading
cause of death in people within my age group is going outside. There are awful
things out there: people with an assortment of sharpened objects, animals with
more than two legs and breathable air. </div>
<div class="MsoNoSpacing">
<br />
<a name='more'></a></div>
<div class="MsoNoSpacing">
No thank you.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
I’ll stick with my cheap plastic desk, my vitamin D
deficiency and my crippling fear of social interaction. Now that I’ve seen the
gameplay video trailer for <i>Grand Theft
Auto V</i>, I know that I’ll never have to leave my house ever again. From my
own, nurturing shelter I can experience all of the things I’m too lazy to in
life. I’ll ride a bike along beautiful scenic landscapes, I’ll swim great
depths of exotic oceans – every day will be a new adventure I never really went
on.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
I’ve never even seen a deer in real life, but hell, I’ll
shoot one in the face. I fucking <i>love</i>
nature. With new realistic graphics it will be like I’m right there in the
thick of the forest, cleaning the blood off my hands and wondering where my
life went so wrong. It’s going to be great.</div>
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<br />
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<br />
<br /></div>
<div class="MsoNoSpacing">
<i>Grand Theft Auto V</i>
is really immersing itself in the idea of an ‘open world’ game, by making the world
itself much more realistic and interactive, and I can respect that. If they can
take mundane everyday routines and make them
exciting then they’re definitely going to enhance that sense of immersion. A
lot of open world games lack those simple, small cases of interactivity –
sports is a good example of this; something we often see in games, but can’t
interact with. </div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
I just hope it doesn’t suffer from what I like to call
the Comparative Sim Complex. I first came across it when playing <i>The Sims</i>; as I watched my once sad
little Sim grow into a competent, functioning member of his tiny town, I
started to realise that he was starting to outgrow <i>me</i>. His progression bar seemed to climb higher and higher as he trained
both his body and mind, and it made me wonder at what speed my own
progression bar was crawling. This simulated bastard was lapping me.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
I don’t want <i>Grand
Theft Auto V</i> to come out looking like <i>The
Sims</i> and end with me regretting the time and effort I put into it. I want
to be able to look at these mundane exercises as a game and not feel like I’ve
wasted my time once I’ve finished them. This is what I’m hoping <b>Rockstar Games </b>will achieve – they’ll come
barrelling once again into the open world genre with fists swinging, breaking
new ground and keeping the <i>Grand Theft
Auto</i> name as strong as ever before.<br />
<br />
<br />
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Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-69497458092733043352013-07-03T19:57:00.002+10:002013-08-20T13:08:26.813+10:00R18+: Why are we running in place?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKlwUNxhIp8z5x1YqdmEvApYM-a9Zry7Tq6Ha7UGWK7ighinnaniEUqveM3jCkGpMI61ZHAbU3-TWBybBzcLDutFfgFNUPRpW9Mepk4kxWjEQ3OL2mggRvwhb1TLgBNaoEy9vmin1mNOm2/s590/classificationbanner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKlwUNxhIp8z5x1YqdmEvApYM-a9Zry7Tq6Ha7UGWK7ighinnaniEUqveM3jCkGpMI61ZHAbU3-TWBybBzcLDutFfgFNUPRpW9Mepk4kxWjEQ3OL2mggRvwhb1TLgBNaoEy9vmin1mNOm2/s400/classificationbanner.png" width="400" /></a></div>
<div style="margin-bottom: 0cm;">
For a long time,
it looked like us Aussies were just going to have to deal with it.
<i>Reservoir Dogs</i>, <i>Left For Dead 2</i>, <i>Blitz: The League
</i>and a slew of other games have all been refused classification or censored in Australia for reasons ranging from violence, drug use, and sexual themes.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The most likely explination – and where I think most of us disgruntled young
adults pointed the finger – was the lack of an R18+ rating on video
games. A hangover from the view of video games being toys for kids that resonated through our culture.</div>
<div style="margin-bottom: 0cm;">
</div>
<a name='more'></a><br />
<div style="margin-bottom: 0cm;">
Now, trying to
stop Under 18s from getting their hands on certain games certainly
isn't something I'm against. Classification systems are a great way
for parents to make informed decisions about what their kids are exposed to – no one is arguing about that. If anything, classification is a much more desirable alternative to censorship, not an enforcer of it.<br />
<br /></div>
<div style="margin-bottom: 0cm;">
So, back when I heard
the news of an R18+ rating becoming effective in Australia, myself and many other gamers across the country were damn well pleased. At the time, the comment about
the new classification not altering what would and would not
be censored didn't hit me as hard as it should have – I knew it
would have some effect, but perhaps naively thought of it as more of an insurance policy against letting the more... morally liberal... titles through, and that for the
vast majority of games, it wouldn't apply.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
But as news hit
last week of both <i>Saints Row IV</i> – a game which looks to be a
slightly more coherent episode of <i>Itchy & Scratchy</i> – and <i>State
of</i> <i>Decay</i> being banned, even under the R18+ rating, made me
wonder if we've really gained any ground at all.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The reasons given
are much the same as before: drug use and violence. Now, to claim
that video games and films are the same discredits both mediums, but surely some
carry over in terms of what constitutes what sort of rating
(or refusal) should carry over, right?
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Nope, because
while Australian fifteen year-olds can happily watch Heath Ledger and
Abbie Cornish fill their veins up with heroin in the superb <i>Candy</i>,
(Originally rated R, but re-rated MA), fully-fledged adults can't
play games where they take prescription medications.</div>
<div style="margin-bottom: 0cm;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy65oMz8L8j0rIul_BWlobd6VAWFtykAeYomADSbrlIvm_ubtqRUCV3WUXE7nffk5n-kl49bI7T5w9ag-UupSbqLyGari1XLiAGE9grgMOONQca0YVRWtGE_2TxiTFTecRAV8JrTgHm18W/s590/decay.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy65oMz8L8j0rIul_BWlobd6VAWFtykAeYomADSbrlIvm_ubtqRUCV3WUXE7nffk5n-kl49bI7T5w9ag-UupSbqLyGari1XLiAGE9grgMOONQca0YVRWtGE_2TxiTFTecRAV8JrTgHm18W/s400/decay.png" width="400" /></span></a></div>
<br /></div>
<div style="margin-bottom: 0cm;">
It isn't lost on
me that, as I write this, <i>The Last of Us</i> is sitting snugly in
my PS3's disc-drive, a game that includes stabbing people in the neck
as they plead with you, and which accomplishes leveling up through taking un-named
pills. There is a lot of setting people on fire, too.<br />
<br />
So, why was one
title let through while two others were banned? It comes down to what
is being viewed as “art”.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
A big problem is that video games still remain ambiguous as to whether or
not they are “art” in the eyes of many. The “is it or isn't it
art?” debate is one that I really don't care to entertain, but I
think my position on the subject is quite clear – like films,
literature, graphic novels, music, and any other medium you can
think of, video games are a creative outlet. Joy, sorrow, humour and
horror are but a fraction of what creators release into their chosen mediums.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Binaries on
whether a game's approach of these subjects is artistic or not is a practice that, if applied to
other mediums, may have seen some of the greatest works of our time
censored and buried.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I'm not about to
throw my hands up and say that <i>Saints Row IV</i> is as poignant as
<i>Inferno</i>, and you
shouldn't either, but to rank these pieces on arbitrary merit like
that misses the point completely, and maybe that is part of the
problem, too. While <i>Metal Gear Solid 2</i> taught me about the
horrors of war, censorship (go figure...) and displayed brilliant
meta-commentary on video game sequels, <i>Timesplitters</i> let me
sit back and laugh; both responses as valid as the other.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The bottom line is
that until Australia treats video games as a medium for art and
entertainment and not a complex toy, we are
still going to be treated like we can't make our own choices
about what we expose ourselves to, and that we are "wrong" for wanting to experience these fictional words.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I'm mad about
that, and I'm sure anyone reading this is, too. But it isn't just
that. It isn't just that Australia is getting watered-down, edited
versions of some of these games, or that some aren't making it here at all.<br />
<br />
What is really making me mad is that
R18+ is essentially a relabeling of the more extreme MA15+ titles. What is really
making me mad is that we aren't moving forward.</div>
Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-89200304996414711562013-07-02T21:38:00.000+10:002013-08-20T13:08:31.666+10:00Bioshock Infinite Makes Me Learn<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdp4o5PiF5n0ryeSEOs6_vyEBM4yP_Qh4QyM1GdP3ZBdlOG88-y-ecKFig-XAGdwn6SMLgVuFoDfONRb0f_GdFmYeWeXSt5jWk3lfx48BnMM-7SV9l1UkrWTu_zXV2j6Wef9aCc25IT44/s590/BioShock-Infinite-1823.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdp4o5PiF5n0ryeSEOs6_vyEBM4yP_Qh4QyM1GdP3ZBdlOG88-y-ecKFig-XAGdwn6SMLgVuFoDfONRb0f_GdFmYeWeXSt5jWk3lfx48BnMM-7SV9l1UkrWTu_zXV2j6Wef9aCc25IT44/s1600/BioShock-Infinite-1823.jpg" /></a></div>
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<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
As I made my way through interactive historical marvels, walked
along marble floors listening to voxophones and stopped occasionally at the
nearest kinetoscope to delve into the rich history of Columbia, I realised that
<i>Bioshock Infinite</i> is the best museum
experience I have ever had. I was learning, and it was fun – something was
horribly wrong with me.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
I’ve been to museums before, but this was something
completely different. There were no droning lectures - no gentle, defeated
murmurs coming from the hungover employees; there wasn't even a single
stegosaurus in sight. I was being led through the long halls of a fictional,
historical knowledge and was surprised at how much I was enjoying myself.</div>
<div class="MsoNoSpacing">
<br />
<a name='more'></a></div>
<div class="MsoNoSpacing">
I found myself stopping at every building, display and carnival
game with a puppy-like eagerness. I’d unabashedly run into the middle of
people’s conversations in order to hear what they had to say; their cued
dialogue was like pressing the start button on an informative animatronic
display. Everything was a new piece of information about this new and exciting
place – I had discovered a new world and tried to cram my brain with as much
knowledge as possible.</div>
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</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
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<br /></div>
<div class="MsoNoSpacing">
Damnit, my teachers were right, I <i>did</i> enjoy the excitement of learning. When I came to the Hall of
Heroes, the comparison was starting to become a little too literal. Now I <i>was</i> inside a museum, and it was made
explicitly aware that I was learning. I thought this would detract from my
knowledge-lust, but as I made my way through the museum’s red, white, blue and
slightly racist hallways, I found my interest still hung like a lead weight
around my neck, dragging me down to every plaque and poster I stumbled across.</div>
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<br /></div>
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</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuB69JfHIXJzKjo2YRLt2ASdoIbtjS3NLo8-PRkZ5SF6uV8xcA7OYkK7oDkoIHs0QYYGsAxtJ3d5nEjzUUWyrns4AaukGOk6HlsS1yOGsHy_hoGWEyIS6Ukq59XMpB5zygGoikY9u5PMo/s590/Ff_bioshock5_ss23.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuB69JfHIXJzKjo2YRLt2ASdoIbtjS3NLo8-PRkZ5SF6uV8xcA7OYkK7oDkoIHs0QYYGsAxtJ3d5nEjzUUWyrns4AaukGOk6HlsS1yOGsHy_hoGWEyIS6Ukq59XMpB5zygGoikY9u5PMo/s1600/Ff_bioshock5_ss23.jpg" /></a></div>
<div class="MsoNoSpacing">
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<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
Voxophones were like my headset guide, revealing tiny
nuggets of revelation that were tucked away in my ore of knowledge. They
grounded the fantastical Columbia into the dark, harsh reality of everyday
life; with comparisons to slavery, xenophobia and class warfare the voxophones
tore away the fluffy clouds and replaced them with dark, ominous thunderclouds.
My fascinations began to grow deeper and darker as this farcical history
juxtaposed our own morbid reality.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
The kinetoscopes achieved the very opposite, they fanned
the sails of Columbia and its people, promoting the peace, placidity and
pompous segregation that built this wondrous city. It was like reading two
differing accounts, by two different authors on the same historical event, you
couldn't discount one until you had read the full recount of the other. I was
becoming confused, something I was used to when my brain tried to reject new
knowledge coming in. Not because it was confronting, or difficult to grasp,
just because it doesn't particularly like going to the effort.</div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
Thankfully the gift store was<span style="color: red;"> </span>close by – in fact, it was all
around me. Desks, drawers and bedside cabinets were full of a veritable cartload
of goodies. Salts, eagles, apples and oranges spilled from casks, barrels and
boxes and straight into my grubby little fingers. I was content to scrounge - each history lesson broken up by a sneaky glance in a forgotten purse or a
misplaced wallet.</div>
<div class="MsoNoSpacing">
<br /></div>
<br />
<div class="MsoNoSpacing">
<i>Bioshock Infinite </i>brings
the tedium of monotonous lectures into the open arms of its players by creating
an interactive mix of museum and house of horrors that encourages learning. Now,
if we could get <b>Irrational Games</b>
into the schooling board... </div>
Anonymoushttp://www.blogger.com/profile/14940993806478573071noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-48837681140197765122013-06-24T18:00:00.000+10:002013-07-02T23:26:57.875+10:00BATTLE BEAST - s/t (2013)<div style="margin-bottom: 0cm;">
<div class="separator" style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTSENwLfKP4-MDTLfJwh5NFQ8o_FHtQwQbDaOFTJDNZiSE88SpfLEXyeqGeTnFw7wdhlP4yHv5Aiuv4tgZW2sNyVft5MyfWXZxOQ3wusOusbw3QytSs3KMUaoyXccNkpsiBRILVCKLNaE8/s1600/album_cover_battle_beast.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTSENwLfKP4-MDTLfJwh5NFQ8o_FHtQwQbDaOFTJDNZiSE88SpfLEXyeqGeTnFw7wdhlP4yHv5Aiuv4tgZW2sNyVft5MyfWXZxOQ3wusOusbw3QytSs3KMUaoyXccNkpsiBRILVCKLNaE8/s320/album_cover_battle_beast.jpg" width="320" /></a></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<span style="line-height: 150%;"><b>Battle Beast</b> exploded onto the international metal scene in 2011 with </span><i style="line-height: 150%;">Steel</i><span style="line-height: 150%;">,</span><span style="line-height: 150%;">
a high-energy slab of speed metal that told the story of a
machine-driven apocalypse. The record was over-the-top, loud as hell,
and completely refreshing.</span></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
The second
offering from the Finish quintet is as you may expect: the
cyber-themed madness of the first album has been cranked up, and the song-writing has greater scope.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br />
<a name='more'></a></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<i>Steel</i>
was a fantastic record. and you wouldn't be blamed for wondering if the band could top it, or if they would just be re-treading old ground. However, the first record wasn't without hic-ups, and it seems <b>Battle Beast</b> have set out to correct them this time around.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
With new vocalist
Noora Louhimo at the helm, the band have brought synths to the
forefront without loosing the guitar virtuosity and gravel-gargling
vocals of Anton Kabanen.
</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
Louhimo and Kabanen
trade off in a few songs, with Louhimo singing the more melodic
passages and Kabanen taking on bits and pieces here, primarily in
choruses. However, Louhimo's vocal range is boundless, and she seems
right at home ripping out some Udo-inspired, visceral snarls.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
How much of a role
Kabanen plays vocally on the record I'm not 100% sure,
although the moments when both voices can be distinctly heard are
some of the best, with “Into the Heart of Danger”
dripping with super-charged excess.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
The band have come
further lyrically, as well. Whether consciously or not (I have a
habit of reading too much into these things...) the album seems to
follow the journey of a space traveller arriving back on a planet to
find it has been taken over by machines. Honestly, if that isn't an
awesome theme for a metal record, I don't know what is.</div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<span style="line-height: 150%;">I find a lot of
concept albums will sacrifice decent song writing for sub-par
storytelling, but <b>Battle Beast</b> do no such thing. Each track is a
stand alone, cyber metal anthem, working great as a whole but not
relying on the listener to be playing the album in full, either.</span></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
The record does have
a few low-points, with “Golden Age” running a bit too long for
such a melodic interlude, but the band redeem themselves as the
pan-flutes give way to the powerhouse track “Kingdom”.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
Although often
lumped in with 80s revival bands, <b>Battle Beast</b> are anything but. The
synth sensibilities and penchant for big riffs might come from an
obvious 80s influence, but their sound is all their own. The crisp,
cold production and hair-raising vocals put <b>Battle Beast</b> a step-above
their peers.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
To my knowledge,
<b>Battle Beast</b> haven't actually commented on whether this is a concept
album or not. Either way, the record continues on from where <i>Steel
</i>left off but with a more
expansive and progressive attitude.</div>
<div style="line-height: 150%; margin-bottom: 0cm;">
<br /></div>
<div style="line-height: 150%; margin-bottom: 0cm;">
Now we just have to
wait for part three...</div>
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Cameron Cooperhttp://www.blogger.com/profile/06280927763748908166noreply@blogger.com0tag:blogger.com,1999:blog-7913626804917267723.post-35132585812345073732013-01-01T15:44:00.000+11:002013-10-29T13:13:11.431+11:00The Overlord Speaks: Dealing with the anti-hero in your team<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit2ydxaMcnbkfOwsxT-GhXcL1O9A4gWhVfnIzCPkik_1w1e467ryLvIbm7AWMycvwVwSr5M8PTWnlav9DRJ0JGGTNjUY5FBf9JI-Hd9xv4e8U1eEfz54BRbUNJNBnu5snFtXhIOsqiV1iF/s1600/theoverlordbanner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit2ydxaMcnbkfOwsxT-GhXcL1O9A4gWhVfnIzCPkik_1w1e467ryLvIbm7AWMycvwVwSr5M8PTWnlav9DRJ0JGGTNjUY5FBf9JI-Hd9xv4e8U1eEfz54BRbUNJNBnu5snFtXhIOsqiV1iF/s320/theoverlordbanner.png" width="320" /></a></div>
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<i>The Overlord is currently based out of Lobotomy Fortress - an underground
base where he is plotting his conquest of the universe. With extensive years in
corporate management and world domination strategy, he has decided to share his
insights with the mere mortals who read rags such as this.</i><br />
<i><br />
</i>There is a lot of waiting when you are taking over the world. Aggressive
negotiations, hostile mergers, vigilante assassinations...a lot of the
day-to-day stuff simply isn't ground for the future ruler of the world, as I'm
sure you can imagine. Well, you probably can't, because you're slime compared
to my grandeur.<br />
<br />
<a name='more'></a><br /><br />
While my minions and thugs are off taking care of business, I find
myself with a lot of time on my bone-crushing hands. As The Overlord, I have
efficiency down to a fine art - so what better way to ease you all into your
impending doom than to spread some of my wisdom? Hey, some of you might be
aspiring super villains, and with a bit of luck (and me not trying to kill you)
maybe my highly trained death squad and I might be patching you over (or killing
you anyway) sometime soon! But you are probably weak and plastic, so I wouldn’t
get your hopes up (don’t get them up anyway, hope is for heroes, maggot).<br />
<br />
Now that your puny, blog-reading mind has wrapped itself around what I am
doing here we can get on with today's lesson: Dealing with anti-heroes.<br />
<br />
Now, when recruiting your minions, you are going to have a few different
classes: there are the low level guys, who often go with your gimmick and are
basically a way to distract any meddling heroes while the higher-ups do the
real work, you've got the mini-bosses - who are a bit tougher than the thugs,
but never amounted to much, and finally you’ve got what I call the generals.<br />
<br />
These guys are generally more entrepreneurial: they've got their own
passions and their own bend – probably their own outfits, too - but for
whatever reason they would rather follow your plan of domination and
destruction than cut their own. Why? Parents probably didn't beat them enough
or something.<br />
<br />
Most of the guys and girls you find in this area are psychotic murderers,
but every now and then you'll stumble upon someone a bit more...idealistic.
They are probably the half-brother of a superhero, or maybe they made a deal
with the devil, or their dog died or something. Either way, these guys are ones
you really need to watch out for.<br />
<br />
As every super villain worth their salt (so not you, worm) knows, an
aspiring, passionate worker can be good in the short term: they are more likely
to take that extra bullet to the shoulder for you, mess with the hostages a bit
more - they might even off any other survivors at the end of a mission to
increase their earnings (and your bottom-line!). These guys love what they do,
and that's great.<br />
<br />
What isn't so great is what we in the super villain business call the
'spin-off'.<br />
<br />
See, the anti-hero is doing what they are doing for a reason other than lust
of power or psychosis. They have a vendetta, and while they may be on your side
for now, sooner or later they’ll probably figure out they can get what they
want without all the killing and marauding. And when that happens? Well, do you
really want the latest Venom, Deadpool, Spawn or Glenn Danzig to have insider
knowledge on how you operate? Let me tell you from experience, you definitely
don't want that last one happening...<br />
<br />
So, what is the best way of dealing with the brooding, husky-voiced,
introspective soul in your outfit? Well, look, to be real - you probably should
just avoid them. But goddamn, their gimmicks are often so much better, their
powers are cooler, and as I said before - they are really passionate about
their work!<br />
<br />
So, really the best thing to do is keep them away from a few key triggers
that are likely to turn them into heroes. In my experience as The Overlord,
I've whittled it down to three primary drivers:<br />
<br />
<b>The bigger evils<br />
</b>Luckily for me, there are no bigger evils than The Overlord. I reign
supreme in terms of horrendous, soul-crushing deeds. If you are working for me,
it stands to reason you aren’t likely to meet someone who really pushes your
moral boundaries.<br />
<br />
However, I understand that you readers are most likely more small-time than
a Wedding band, and probably about as evil as Aunt May's wheat cakes. Any
potential anti-heroes in your team are likely to someday come across something
that makes them (and you) look tame. Alien invasion, cyber-zombie-torture-cult,
infomercial producers...there's a lot of pretty evil stuff that goes on out
there.<br />
<br />
This is generally a turning point for an anti-hero, because they realise
things are bigger than them and their end-goals. Taking on a bigger evil force
might give them a taste for justice, and a realisation they can do good in the
world. Which is terrible!<br />
<br />
This one can be a hard one to handle, but the best thing to do is only send
them out to take on good guys - save your psychopaths for killing rival
villains and other carnage-causers. Not only will this limit their chances to
revolt, but hopefully with all the good-guy-killing they'll feel guilty, which
will decrease motivation and ramp up self-loathing. Everyone wins. And by
everyone, I mean The Overlord. (I always win).<br />
<br />
<b>No pep talks with heroes<br />
</b>Here's another big one. The problem is, despite methods, these guys have a
lot more in common with heroes than your average super villain.<br />
<br />
Hell, the origin stories are generally the same: someone died (or everyone
died), they led an average life before a nuclear reactor exploded...that kind
of stuff. If you let your anti-heroes fight the good guys enough, they are
likely to get chatting. Then the hero gets all pragmatic and turns into a youth
group leader, preaching about turning your life around, fighting for justice and
all that rubbish.<br />
<br />
If your guy says yes? No problem! Chances are they are going to go
undercover: they’ll tag along with the superhero, bust some crooks and then
tear out their spine over the post-heist kebab. Sometimes your staff will
surprise you, after all.<br />
<br />
What you have to watch out for is if your anti-hero says something along the
lines of "No...that is not the path for me," and disappears into the
shadows. Why? Cause that's their MO! That means they are thinking about
it. I bet they did something similar when you recruited them, huh? Anti-heroes
are conflicted guys and girls, so it makes sense for them to act like this
(with weakness).<br />
<br />
More importantly, keep family out of the picture. Anti-heroes are prone to
have some annoying twin brother or childhood friend running around doing good
deeds. If you absolutely must have them go up against each other, just be sure
to remind your anti-hero about all the bad things their estranged relative did back
in the day - toy breaking, getting better superpowers, not helping them kill
their parents, that kind of stuff.<br />
<br />
<b>NO PRAISE EVER<br />
</b>As any super villain (or middle manager) worth their salt knows,
motivation kills productivity. You really think your staff should be given a ‘Go
team!’ talk before they go out and blow up a nursing home? Of course not! That
will only give them ideas of grandeur, and that goes for all rank-and-file
henchmen. Enough motivation and even your more psychotic troops might start thinking
they aren't so bad.<br />
<br />
Summed up, the last thing you want any of your troops to think is that there
is even a shred of decency in them.<br />
<br />
Be sure to reinforce the three "S"s every chance you get:
Self-loathing, self-doubt and self-destruction and you’ll keep your anti-heroes
where they belong – beneath you.<br />
<br />
<i>Got a question for The Overlord? Of course you do, maggot. Send your queries
about world domination to the plebs who run this pathetic waste of bandwidth at
absolutepoweraus@gmail.com and I'll share with you some of my wisdom (or
destroy you, one or the other).</i> <br />
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