Online I go by the alias of Shuuda. I am currently living North Yorkshire, England. In 2011 I graduated from the University of Hull with a first class degree in Design for Digital Media, where I studied both the creative and theoretical sides of the digital technology and the internet.
As someone who is passionate about about video games than the fantasy genre, I am highly interested in how stories can be told through interactive media. I concern myself with how the genre is portrayed within the medium and its implications. I give it both criticism and praise, but mostly criticism. Writing fiction has been my hobby for many years, and I feel that video games have influenced and inspired the content of my work in recent times.
Iím not a terribly huge fan of first person shooters, but every so often a special exception comes along that I simply have to indulge. The new Shadow Warrior, developed by Flying Wild Hog, is one such exception, and for many good reasons (but not as many as there are Wang jokes, which is reason number one).
Shadow Warrior plays out through seventeen chapters. The majority of them consist of Lo Wang slaughtering his way through hapless demons with his wise cracking pal, Hoji. His quest is to obtain a powerful sword called the Nobitsura Kage, but it is also sought out by shadow beings and megalomaniacs. It might not be contender for video game narrative of the year, but I thought the tale of Shadow Warrior had some cool moments. Overall, itís a ludicrous, sword swinging action game.
The trail of guts spills through a beautiful range of settings. These stretch from lush Japanese gardens, to graveyards, industrial shipyards, frost-bitten mountaintops, and alternate worlds. Just for a bit of fun, there are plenty of barrels, glass cases, and cars for you to destroy. Some of these are useful for damaging enemies in battle, so you should keep an eye out for them. The other stuff is just for fun.
There is the occasional boss battle to break up the game. These pit Lo Wang in a show down against giant suits of demonic armour. Theyíre an absolute blast, but theyíre also a bit repetitive. The method of defeating them is the same for each; you shoot bit of their armour and then shot the weak points underneath them. Other major confrontations are rather disappointing. They end only with a short cut-scene where an epic battle could have been fought. One example is late in the game where I was sure an awesome swordsman duel was about to ignite, but it was over in a single cut-scene where the game did the attacking for me.
Shadow Warrior offers a small selection of weaponry for when you want to mix things up. What the game lacks in numbers, it makes up for with variation. Each weapon is unique from the others, and you get the fun of totting them all around at the same time. Weapons can be upgraded using the money Lo Wang picks up during his shenanigans. The prices vary, and weapons you obtain later on usually cost more. Most upgrades are simple increases on stats, such as fire rate and damage. The most interesting upgrades are the secondary fire mode that each weapon can use by pressing the right mouse button. These range from duel wielding PDWs, to guided rockets, and sticky bombs.
The flaw of Shadow Warriorís weaponry is that until you obtain the right upgrades they tend to be quite boring. Compared to the katana, the other weapons just donít have the same blood-pumping sensation at first. With upgrades taking time to acquire, it may mean that some weapons will fall by the wayside.
The katana is the crown jewel of Shadow Warrior. The greatest source of pleasure the game provides is in slicing through hordes of demons. When ammo is low the sword can always be counted on. Lo Wangís trusty blade is capable of using area of effect and ranged attacks. Enemies fall into bloody pieces as they get hacked apart. Itís gratuitously violent and unrealistic, but itís so awesome that just watching the mess unfold each battle is half the fun of the game. The katana is the glue that holds the gameís intense combat together.
Aside from money, Shadow Warrior offers karma which is used to buy skills. The katana attacks are the most attractive skills to unlock early, but outside them thereís a wide range of handy supplements. There are also ki crystals which buy powers. These include the vital healing and the power to suspend enemies in mid-air. The powers are activated using fighting game style button presses. This can often mean youíll fail to pull off the move when demons are swarming you.
Shadow Warrior offers a menagerie of monsters for Lo Wang to slice his way through. At first they come in simple melee and missile varieties, but the difficulty increases as new demons with special abilities Ė like shields and cloaking Ė start to appear. Battles will require different tactics depending on what kind of demons fill the horde. They certainly provide more of a gripping fight than gangs of funny talking non-Americans. Enemies have weak points which you can attack in order to put them down swiftly. While for early demons this involves trusty head shots, other enemy arenít so obvious. Some demons know to take a beating, and you can find yourself wasting a lot of ammo. This means youíll be falling back on the katana a lot.
Shadow Warrior scores you out of five for each battle. To get the higher scores you must slay the demons with a variety of combos. Getting good scores give you karma bonus which can go to purchasing new skills.
Unless you discover every secret, or get five stars from every fight, the likelihood is that you will not be able to unlock every upgrade. I actually donít mind this one bit. It makes picking upgrades feel like a real choice. I spent plenty of time in the menu genuinely asking myself whether I would get any use out of a certain power. Perfectionists however might find it irritating.
Shadow Warrior is a mostly linear game, but it does offer little detours to discover secrets. The sweetest thing of all is that beside the secrets that give money and karma there are little nods to unveil. It encourages players to search every blood-stained corner of the level in the hopes of finding something awesome.
Shadow Warrior is a bit of a rough blade though. There are a couple of frustrations to deal with. My biggest gripe is with the fall damage, which I felt was ridiculously overblown. There were times when Lo Wang would dash down a small incline and flat out die upon hitting the ground. Thatís with full health, mind you. For a game which feels old school in so many ways it does lack some vertical game-play, which would have added to the thrilling action. Instead however, I avoided jumping out of the fear Lo Wang might stumble and take damage, or worse.
Leading from this is the issue of the death pits. When itís obvious what will kill you, like chasms, thatís acceptable, but when jumping into innocent looking pools of water slaughters Lo Wang in an instant it becomes hard to forgive. With so many secrets in Shadow Warrior itís unfair to kill people for taking a peek in a place that to their eyes looked perfectly safe.
At the end of the day, these are minor niggles in Shadow Warriorís parade of carnage. Itís an action packed thrill ride from start to finish. Even though Shadow Warrior is unrefined around the edges its combat is sharp. If enjoying bloody destruction is immature, then I donít care much for growing up. If youíre interested in picking up this title you can buy it from the official website for $39.00, or from gog.com and steam for similar prices. If thereís one FPS you play this year, it should be this.
Note: this post may contain spoilers for Golden Sun and Golden Sun, the Lost Age.
This week instead of anything coherent I will grant you a lecture of personal history. Something close to my heart. Among one of my favourite games of all time. One thatís defined my views and tastes (whatever shallow tastes I have that is). Perhaps not a single day goes by where I do not devote at least one thought to this game ever since first playing it. Thereís hardly a thing I donít adore about it. Itís simply Golden Sun.
Recently I looked back on a birthday whose year has since been forgotten. Perhaps it was 2002, 2003, that time. Specifics are trifling. It was a pleasant spring day. After getting caught up in a massive traffic queue we turned back and were unable to visit the attraction that we had planned to see. I ended up throwing up in a shopping centre car park.
Iím sure that sounds all rather miserable and depressing to you. But nay, for was the birthday I remember most fondly, and a day that begin to define me and my interests in various way. Firstly, since then Iíve not paid so much as a fig for birthdays. Second Ė and more importantly Ė I was given something on this day. It was the greatest console ever made.
I speak of course of the Game Boy Advance. Among this treasure of pleasure were three games, only one of which I want to discuss. That was of course Golden Sun, one of the GBAís shiniest gems.
Retrospectively I wonder why I liked Golden Sun so much. On the surface the game is utterly clichť. Itís the sort of the game that The Last of Us scene kids snort at. So many of itís parts are tried and tested fantasy tropes that only a blindly nostalgic nerd could love. Itís battle system was nothing special and the mechanics were full of some of the old timey JRPG cogs that were perhaps best left behind.
Golden Sun also never made much of an effort to hide its puzzles with anything clever. Iíd call rather self aware and accepting of its natural as a game. Youíd walk into a room full of fallen logs and it was immediately obvious what the name of the game was. You had rolling to do. It was almost as much a puzzle game than it was a straight up JRPG. Few of its dungeons Ė if any Ė were just walk your way from A to B. All of them were stuffed with challenges, some of which could lead to optional secrets.
For itís time and platform Golden Sun was dead drop gorgeous. Itís visuals were colourful, detailed beyond belief, and seemed so advanced for a hand-held console. Best of all were the battle animations, those marvellous psynergy effects and summon sequences. The character designs tickled me in just the right places. Theyíre full of details, but not to the ridiculous heights of Final Fantasy. They fit into the pure fantasy world perfectly, and while others might see that as dull and generic I find them cosy and familiar in a pleasant way.
Speaking of the characters Iím very fond of how they were presented, despite the fact that the gameís story is told through what can be described as the most tedious slog through the bog of tiny text ever spawned. They had the frame work for me to understand their personalities and motivations, but the game didnít insist on throwing them into my face in a desperate attempt to convince me that the game was deep.
That trend of characterisation is one Iíve come to enjoy more than any other. It fuels the imagination and encourages me to reach my own conclusions about the characters.
It means I could interact with Golden Sun even after putting it down. These meta interactions are quickly becoming my key criteria in how much I enjoy a game. Without this element I doubt the game would have had any kind of enduring legacy in my mind. Some might sneer at the idea of fan-fiction or fan-speculation, but Iíll admit that I do get some enjoyment out of reading different interpretations of different characters. Itís fascinating to see someone put a spin on a character that I had never considered.
If you scratch the surface of Golden Sun and itís sequel, The Lost Age, you do find something more thought provoking that itís typical setting might lead one to believe. This is where I start having to put in some spoilers of course.
The setting of Golden Sun, Weyard, is caught up in a giant catch 22 in regards to alchemy. It was sealed away because itís abuse would lead to the destruction of the world, but unbeknownst to those who sealed it without alchemy the world will decay away anyway. This isnít caused by a villain, but rather itís just the state of the setting. Thereís little resolution for it either. The decision of the heroes seems to ďrelease alchemy and hope for the bestĒ. At the end when alchemy is freed thereís already someone waiting to gain itís full power for themselves.
The first game had itís share of hardships as well. The villains were always one step ahead of Isaac and even in the end they failed to stop them from lighting two of the elemental lighthouses even after beating them. Not the mention the fact the heroes get forced into a pact with the rather questionable Babi, whose only motive is to retain his longevity.
Those are grim things to consider, but the game never seems to dwell on it for too long. Golden Sunís tone is by no stretch grim-dark. Itís full serious optimism and moments of peace and joy. Despite the lingering troubles left over at the end Golden Sun concludes on a very happy note. It found a fine balance between leaving me something to think about yet making feel satisfied at the same time. Itís an attitude that I think would look rather refreshing today alongside the tide of brown misery, teenager style misanthropy and cynicism.
Golden Sun and its sequel is very subtle in how it presents the world. In the first part you play as Isaac, who is tasked with prevent the unleashing of alchemy. During his travels across the continent Angara you see a world that is peaceful without alchemy. Civilised towns with cultured people. We also see the problems caused by alchemy as a result of the psynergy crystals rained down from the Mt Aleph, such as how turns innocent animals into the raging beasts they encounter.
But in Golden Sun: the Lost Age you play as Felix, whose goal is to free alchemy. The world is presently rather differently as we see more than just Angara. We see a world full of long lost civilisations that have fallen into ruin. Felix visits various settlements that are sparsely populated and less advanced than those in Angara. Itís a world full of stagnation without alchemy. The contrast between the two games helps define the viewpoint of the two protagonists and the importance of their quest, even though theyíre opposites.
And so we come to the end of this ridiculous post which I wasted time writing and you wasted time reading. Itís rather relaxing to simply gush about a game sometimes. Golden Sun is far from perfect, but this emotion you humans call love is rather irrational. The Game Boy Advance was the first console I really owned in my own right and Golden Sun was the first game I ever own in my right. I think itís one of the games thatís had the most impact on my gaming sensibilities, for both better and worse. If nothing else it cemented my love for old school fantasy RPGs.
Sorry, but thereíll be no game post this week. No particular excuse this time, but I do have something else up my sleeve. Again, itís a musical themed entry. I donít know why since I donít know anything about music, nor do I have any sort of talent with any kind of instrument or singing, or even good taste for that matter. However, some recent thoughts Iíve been having inspired to write this up. Today, I want to talk about final boss battles.
Call me a traditionalist Ė just not the Daily Mail reading type Ė but as far as Iím concerned a game doesnít really feel like a game unless itís got a final boss. Itís the climax of the game and everything before it should be there to pump you up for it. I feel the final boss vital part of game narrative that weíre slowly seeing less of as cinematic games and art games come more and more to the forefront. And of course, a final boss isnít a final boss without the right piece of music. These have helped provide some of the most memorable experiences in games that Iíve ever had.
With that in mind I proudly present my five favourite final boss tracks.
Thereís going to be a few ground rules, the first of which is that theyíre all from games that Iíve completed through the end, otherwise making a list would simply be too hard. Secondly, at the risk of sounding redundant, only final bosses count, not any other boss or ending sequence. Most importantly of course this is a subjective list and therefore mileage may vary.
And thus we move ontoÖ
Number Five: Ultimate Koopa Game: Super Mario 64 Boss: Bowser
When I had a right proper think about what theme stuck with me this was one that emerged for some reason. Part of me canít really be surprised. I was a whelp when I got this game so of course it was bound to make an impression. And of course there is something right about Marioís first 3D game setting a fine standard. On the other hand itís ridiculously bombastic given the context. Itís a Mario game after all, not exactly high art, and even the fight itself is just a rehash of the previous two.
The song has a sweet build up, and it just sounds utterly evil. More evil than Bowser will ever be. I suppose at the end of the day Mario is as traditional as you can get. If it seems like Iím a tad miffed to be putting this here, then the answer is a resounding ďI donít knowĒ.
Number Four: Doom Dragon Game: Golden Sun, The Lost Age Boss: Doom Dragon
Doom Dragon was a pretty random for final boss, but it was an epic climax nonetheless. It was the end of the long journey in what stands as one of my favourite series of all time. Once the three-headed dragon is introduced little time is wasted Ė which is weird for Golden Sun Ė in getting into battle. It starts on a tense high and never really dies down again.
Iíll admit that itís not a particularly brilliant song, but given how I struggled with this battle the first time around this tune felt like it was blasting me down the whole time and making me want see that little dissolving effective on the boss happen just that bit more.
Number Three: Shoutoku Legend ~ True Administrator Game: Touhou, Ten Desires Boss: Toyosatomimi no Miko
Amusingly I suspect those familiar with the series might have sniffed out the reasons I limited this list to games Iíve beaten.
A final boss theme should be a lot of things. Tense, powerful, excitingÖ fabulous. At least thatís the way of this colourful bullet hell game. The bullets here in particular are majestic and the music reflects that perfectly. Itís by no means the hardest boss Iíve faced down, contrary to the reputation of this genre, but the visuals, the music, the constant need to keep focusing had such a beautiful impact. The regal feel of the song suits the character wonderfully. Much like the next entry for this list the song doesnít give the impression of danger, but instead it raises pure awe for me.
Naturally, for Touhou, a remixed version is a must, so here.
Number Two: Champion Battle Game: Pokemon Gold/Silver/Crystal Boss: Lance/Red
In all honesty Iíve never felt much for the champion themes in Pokemon, since most of them felt rather generic. This one however is the only tune that really captures the right mood for a champion battle. That goes for both fights it plays in. A good Pokemon game should always feel like a long journey, having started out with just a level 5 companion, and this song symbolises the nearing conclusion better than any of the others. In fact, it manages to do it twice. It also fits both battles so perfectly, having a calm sense of power and wisdom. Itís not a fight for oneís life against a villain, but a showdown between heroes.
Number One: Dancing Mad Game: Final Fantasy VI Boss: Kefka
Yeah, itís the hipsterís favourite Final Fantasy final boss theme, but since Iíve never finished VII this is going to have to take the spot. Firstly, itís a very long piece, if you include every part of it. The first three sections are haunting, dramatic, and orchestral, the top three requirements for pretentious video game music. Itís pompus like Ultimate Koopa, but more varied and much longer. It was also different from previous Final Fantasy final boss themes, which tended to be more adrenaline inducing. There are calm moments where I can take in the disturbing look of the hellish boss.
Then you move onto the final part the music takes a wacky turn. Itís awesome and radiates gloriously every insane fibre of Kefkaís being, which even gets topped off by getting to hear his iconic laughter. Itís absolutely twisted, but also catchy and just plain funky.
And there you have it. In reality I doubt it was a good idea to list them with numbers, because ultimately I felt it was rather arbitrary to order them. Also, Iím feeling rather lacking in satisfaction for this. Perhaps itís because there were too many candidates for me to choose from, but I couldnít be arsed to make a top ten.
And so Ė to redeem this nonsense Ė I turn to you, the humble internet dwelling folk for help. Simply put, whatíre your favourite final boss pieces?
Give in to your futile delusions and post in the comments!
Prison Architect is a prison management game in development by Introversion Software. This is another game that does what it says on the tin and has you become the architect behind the prison. It's vital to note that this game is still in it's alpha stage, and is therefore incomplete. However, I had heard a good deal of buzz surrounding them so I decided to pick it up and give it a spin.
The goal of Prison Architect is simply to construct a working prison and maintain the lives of the criminal scum who come to dwell within. This results is a fascinating distinction against other god games. Instead of the people you're building for being innocent peasants you want to look after they could be called the enemy in Prison Architect. Give them an inch and they'll take a mile, through a tunnel and away to freedom.
Even if you just stick to the low risk prisoners you'll find them constantly trying to escape whenever they see a chance. They will dig tunnels during the night from their cells and smuggle contraband items. You can go days without any incidents, but the moment you drop your guard is the moment one of them tries their luck. You'll be left with a black mark on your prison's valuation for each dastardly villain who makes his getaway.
Managing your money can also be a tricky affair in Prison Architect. Once you've used up your grant money you have to balance your expenses with your income. Having more prisoners will increase your income, but you need to build cells to house them and hire more cooks to feed them. And you can't just take prisoners one at a time. If you choose to accept them they come in group of at least eight when you start out, and this can increase each day. This balance is complicated further by the fact that prisoners will eventually leave, whether they serve their time in full or make a risky escape. This ends up cutting a part of your funding.
Prison Architect does offer other methods to raise extra funds, which mostly includes sending your inmates to the workshop to produce license plates, but this requires you to balance your daily routine to make enough time for them to work. Of course, if you cut too much into their free time or dinner then they'll become very unhappy and start causing you more trouble.
The bureaucracy system allows you to research new technology and recruit new types of staff. It's not exactly the most complex tree seen in this kind of game, but recruiting certain staff requires you to meet a set of needs, such as most of them needing an office. The advancement won't really last long however, and a few days you'll have pretty much everything you need staff wise.
Once you've built the walls and doors you can use the rooms option to mark out the different areas of your prison. Each area has certain requirements which are listed in the tool-tips. If you mark out a room and it doesn't meet the checklist then a notice will appear in the middle, handily listing which requires it doesn't meet in red.
However, not all tool-tips provided by Prison Architect are as useful. This is particularly the case for the objects. There are many objects you can place which you might suspect will have a benefit but the game won't tell you right off the bat. While some of them are obvious to figure out, like beds and showers, others will leave you wondering how much you might actually need it or where it needs to be placed in the prison. When this cost money and time to install it can sometime feel like a wasted effort.
The introduction to Prison Architect is a powerful tutorial which puts you face to face with the worrying realities that running a prison will present while at the same time teaching you the very basics of how to play. I won't spoil exactly what it is because I think it's as important as any plot twist, even if is just in the first few minutes of the game. It's perhaps the most memorable tutorial I've played in a very long time. Certainly, it's one of those things I'll remember as being one of gaming's genuinely more mature moments.
Unfortunately, beyond that there are no missions yet and no other tutorials to teach you what everything else in the game does or how to take care of your prisoners. Naturally, this can only be blamed on the game being in alpha state, but that doesn't change the fact that you will find yourself tripping up and restarting a lot as you fiddle with things in game and slowly discover how to manage everything. If you're not into this style of trial and error learning then I would recommend holding off on this game until a later stage of development.
Despite Prison Architect's somewhat grim premise it does try to inject some humour here and there. This is mostly done through some of the profiles of the prison inmates you collect. If you pay a certain amount when buying Prison Architect you are given the chance to add your name in the game with a bio. I personally find it to be rather hit and miss at best. I can't say any of the ones I've seen so far struck me as particularly well written or amusing. While the idea of having prisoners named after real people is nice, I don't like the fact that almost all of them come with some ridiculous nickname. Having a sense of humour is a good thing for a game like this, but I just don't think it's pulling off just yet.
Despite still being a foetus of a game, Prison Architect has some awesome potential. The alpha gives the impression of a very strong title. However, unless you're seriously interested in picking up this unique management game I'm not going to recommend it out of hand. If you are serious about playing this game then you can pick it up from the official website for a base price of $30, which is not what I would call cheap for an alpha product. You can also buy on Steam. You can purchase special packs for more if you want to support the developers of Prison Architect even further.
Race is the Sun is the recently released high speed score attack game by developers Flippfly. On the surface Race the Sun is a very simple game, featuring minimalistic controls and rules. Thanks to its procedurally generated tracks and potential for play made content however, this game has been stretched out into something a whole lot more than first meets the eye.
The goal of Race the Sun is to keep your ship running for as long as possible, trying to keep the sun over the horizon. The ship is solar powered, so if the sun goes down or you get caught up in the shadows for too long you power down and thus ends your run. The game has a cool downward spiral effect to it. If you bump into something you slow down and the sun goes down slightly. When that happens the shadows stretch further outwards and become a greater problem for you to consider.
Along the way you can increase your score by collecting as many of the blue pyramids, known as tris, as possible. You can also collect vital power ups on track. These include a speed booster which help keep the sun high in the sky, and a jump which you can of course use to give obstacles the slip and get tris which are floating in mid-air.
The main track in Race the Sun changes everyday and is shared across all players with an internet connection, meaning you can compare yourself to everyone else on the leader board once you've crashed on it.
The tracks are divided into numbered regions, each getting progressively harder. The first region will be full of static objects that are easy to avoid. The next region will usually bring in towers that case longer shadows, and the regions after that will bring in moving hazards and more.
One noticeable thing about the courses in Race the Sun is not just that they are long, but they also have a lot of breadth. You're free to move as far left or right as you want, and doing so can lead you to discovering a nice little path through the course whether it be full of power ups, or provide a safe way around an obstacle that was proving troublesome. This means that tracks can offer some variation every now and then if you choose to pursue it.
The biggest problem that sticks out about the courses in Race the Sun is the repetition. You'll end up seeing the same set up over and over on different tracks. This is to be expected I guess, given the nature and length of the courses, but when I see the same set-up of mountains with the same collectables lined in the same order it does feel rather bothersome. Perhaps one positive of this is that the patterns do make good for those looking to get high on the leader board. A good player can familiarise himself with the different set-ups and blitz the courses.
Another thorny issue that might effect one's enjoyment of Race the Sun is the unlock system. When you start the game you have virtually nothing, and all the power ups, modifications, and extras have to be unlocked by accomplishing various feats within the track and level up. Some are obviously fine by me, like completing three regions without any collisions. This makes sense since it's offering the upgrades as a reward for playing the game well. At first it has the feeling of being a nice little tutorial, giving you tips on how to use the items and upgrades.
However, other goals seem rather arbitrary and counter-intuitive, such as the goal of having eight collisions, or only moving right for one region. I don't like having to go out of my way to play the game badly or in some nonsensical manner just to unlock the upgrades and power ups which I feel are essential to being successful in Race the Sun. At later stages it stops feeling like a little tutorial and more like it's there just to drag out the game for as long as possible.
I find this irritating because Race the Sun is the sort of game that is perhaps best enjoyed in small bursts rather than long play sessions. You go in and give the daily course a few runs and then come back the next day for a bit. The unlock system means that instead you have to devote yourself to pointless tasks in order to progress.
The aesthetics of Race the Sun are very clean cut and simple, if not slightly bland at times. Everything has a grey, steel appearance, watched over by the changing colours of the sky. While they're not exactly exciting or mind blowing they do a good job of making everything clear when you're racing across the track. Player made maps are allowed to experiment with a bit more various, adding colour to some of the obstacles and even adding some more surreal touches to the skyline.
As well as the default modes and daily tracks you can also play a selection of player made maps. These can offer up some strange situations, like racing through a forest of cubist bunnies. Race the Sun comes packaged with the Simplex World Creator which they claim can allow you to create exciting new game modes or modify existing ones.
Finally, Race the Sun features an asynchronous co-op system which allows you to play relay races with your friends or just people online. Once your run as ended, you are given the option to share it online via a link. Someone can take that link and use it to start off again from where you ended. This can be done to a maximum of four times, at which point a combined score to be listed on a scoreboard. I think it's an simple and non-intrusive way of adding a social element to the game.
Race the Sun is definitely a fun title, especially for anyone who enjoys challenging themselves to keep doing better. Once you get through some of its obtuse objects and unlock the things that matter you'll find yourself shot with the need for perfection. The game isn't exactly offering the world, but at the low price of $10.00 it's a cheap deal for something with the potential of much more content in the future with its openness to player creativity. If this peaks your enthusasim you can check out their official website where you can purchase the game for $10.00.
Sad to say there will be no game impressions or review from me this week. It was a case of depressed Monday, busy Tuesday, exhausted Wednesday, couldnít be arsed Thursday, write this up desperately Friday. Hopefully next week Iíll be back on track. In the meantime there is one little thing I want to promote related to Goldeneye which might interest nostalgia addled buffoons like myself.
Iím certain many here will be familiar with the Nintendo 64′s Goldeneye. Well now thereís a rather nice orchestral cover album produced by Rich Douglas, a composer who is currently working on games like Lifeless Planet and Shadowgate 25th Anniversary. Itís pay what you want with a minimum price of $10.00. For that you get fifteen tracks remastered from Goldeneye with a duration of just over forty minutes.
Staying true the originals the album retains the cold, industrial feel of the soundtrack, with the old exciting Bond theme mixed in for good measure. It features some of my personal favourites, including the Runway and Depot themes as well as some tracks I get the feel other remixes perhaps leave by the wayside.
Perhaps my only criticism of this is that there was some tracks that I would have wanted to see which were absent, such as the Cradle mission. At the end of the day thatís just a nitpick of whatís a fine album. What has been included is simply magificent.
You can pick up this cover album from Loudr.fm here. Iíll remind you that itís pay as you want for a minimum price of $10.00. All of itís worth your time. Heck, if not for the soundtrack of the recently released Touhou 14 this cover album would have been the only music I listened to this week.