I wont bore anyone with a long and pointless bio so here is the quick version. I love to listen to music, I love to make music, I love to watch anime, I love to write and I am extremely passionate about my two projects ^_^.
"No More Room in Hell - Original Soundtrack Volume 1" by Garrett "ThoughT" Lindquist presents over 45 minutes of music from the Source mod "No More Room in Hell." Each track has been remastered for this release by Andrew Glassford. This steam release comes with both MP3 320k and FLAC for the audiophiles out there.
Our music is one of the most beloved parts of the game, and this OST is no exception. It makes a perfect score for your commute to work or school, for studying, or smashing the undead hordes!
We hope that you will continue to support us and pick up this amazing album; if you like the music in the game you will love this!
It would seem that ultimately to fix piracy of any kind, you have to either fix morality or fix the encomony. One of the two is an impossible task but these days it's hard to tell which one. What I can say is that if people always had more disposable income than they were used to, more games would be purchased and not "permanently borrowed." Past that though, there is a deeper core reason why it should be imperative for anyone who values video games as anything from a quick past time to a serious hobby to not pirate Indie games. In today's gaming industry, and sadly the economy, stagnant genres are becoming more and more common. Take Activision's Call of Duty franchise for example. The franchise saw it's first release on October 29th, 2003 and completely wow'ed the PC gaming community with it's insanely intense war scenes and lightly scripted events where you were able to feel like you were really part of a squad living out important events in a real war. There was always a light story, which people rarely cared much about, and you as the player were there to whoop some enemy ass. Sometimes you flew in a plane, sometimes you drove a tank, sometimes manning a turret or even driving a jeep: All in the name shooting guns and making explosions for victory. Now, take a trip forward in the future to November 8, 2011 at the release of Call of Duty: Modern Warefare 3 and explain the game play to me. If you figured it out, then the underlying answer is: Yes, at the core, the franchise's concept has barely changed. The reason for this is simply because, it sells. It's that game that the company can rely on bringing in cash by the war boat full, and when following the mold and template they've created, it's something that's now streamlined for quick releases. With development, this may be a good thing, for video games however, this is bad. Yes it may joy the masses who ritually buy the new Call of Duties for the advancement in graphics, new levels, and new multi-player modes and more, but what they don't know is they are throwing gallons of fuel on the flame of mediocrity. Slowly but surely, the ritual of being loyal to a game franchise and following the hype to drive their purchase, is no different than the action of killing the hope for change yourself. As of the last release of Call of Duty, people are starting to notice these trends, but what they don't see is that the very mediocrity they are becoming tired of is the fruit grown from something seeded years prior to this (and about 4 Call of Duty releases). The company invests a lot of money into making a Call of Duty game, but has the assurance that they will make at least several times that back in profits. The blueprint is working, and as they say, "Don't fix it if it ain't broke." What chance do you think there is for Activision to just turn around and experiment with truly unique ideas and take new uncharted risks in the next Call of Duty game, especially when this latest one broke pre-order records? Probably zero, and that ladies and gentlemen is the makings of a STALE GENRE.
Why did I just explain/rant all that and what does it have to do with the subject of piracy concerning indie games you ask? Here is why. Indie games are generally made by small groups of people, or even just a single person. They have no budget, no $100 million dollar backing like the large companies do, instead they just have an idea. These could be fathers, mothers, professionals, absolute beginners, employed the unemployed, but what they have in common is that they all take time out of their personal lives to take an idea and make it into a form of entertainment and visual expression. Their hard work, done on their own time and often sold for scant amounts of cash and change, are a rare escape from the same old crap we are constantly subjected to on our local game store's shelf. Not that I condone piracy, but I can see why someone would want to play past a demo made by a large gaming company, which usually is the most exciting game play, in order to really see if their $60 investment will actually be worth it. Indie games however, are a fraction of the price. Even if they may not be up to par with the latest triple A titles out there, at least you supported the idea for change, and someone who is willing to attempt it. Who knows, the first game may not be that great, but maybe he or she can use that cash earned to make the second game outstanding. The point here people, is whether someone pirates a game to stick it to the 'fat cats' at a big company, or because you can't shell out $60 for a new title every 2 weeks, Indie games are there to give you sweet release from corporate clutches. Pirating from indie developers not only hurts the chance of talented new comers getting their chance to get into the game development scene, but it also says that it's okay to be spoon fed crap for the price of a full course lobster dinner.
I for one, tip my hat to those who try to make their ideas a reality, and applaud the color one creative mind can bring to a grey market. Thank you Indie developers everywhere for your hard work.
- Garrett Lindquist
Just finished a new song in time to submit it to my weekly podcast addiction RPGCast which can be found here
This was my first true attempt at a Club type song. It had a house feel to me so I decided to call it "Club House." Extremely creative huh? No? Okay Fine. Anyhow, with any luck from my DJ friend Edgar, this will be rocking out in clubs and bars around Kenosha, Racine and Milwaukee (in Wisconsin). That was really my main reason for making it, but secretly a huge driving force was that I recently got back into playing Counter-Strike Source and I remember I would only listen to that kind of music while playing both Source and the Original. Good times. Those two games were like a gateway drug for my addiction to that whole side of music! All of the fun of an addiction, none of the crusty nose blood! Dark humor aside; feedback on the song would be greatly appreciated. I was thinking about making a more intense sub pounding beat at the end, but i'm conflicted.
Make sure to tune into my new song here and get yourself acquainted with what I feel is the best Podcast on the net from a website that I have being addicted to since I was in 7th grade.
Purchased a new computer! Until now I have been restricted by 2 gigs of ram when making my songs but now I have 8 to work with! I'm excited! So now I wonder what I can make without any of my previous restrictions?
Time to play with East West's Wordbuilder ^_^ (has a 3gb ram minimum restriction that I don't have to worry about anymore)
Now time to load 200gig of plugins.....
I must really hate myself because I just added another personal project to my plate. I am a self proclaimed #1 fan of Unreal Tournament and give it a lot of credit for getting me into music in the first place (that and SNES RPGs). One song I loved above all in Unreal Tournament (minus Forgone Destruction) is Enigma, which was added with the large expansion Unreal Tournament had midway through it's popularity. I also jumped on the game Tactical Ops when it came out, which original had Unreal Tournament's soundtrack in the background of it's levels. It was very similar to Counter-Strike but one of the differences which I viewed at the time as a plus was the choice of a soundtrack in the background while playing. The level was called Scope, which is like it's version of CS's Dust, which featured Enigma in the background. I loved this song so much.......and the choice of removing the UT soundtrack when the game went retail killed it for me. Never the less, I recently discovered how to convert the .UMX files from Unreal Tournament to midi files (old news for most) and I am determined to make what I would consider....a HD version of Enigma. I'm not looking to make some Techno remix which may sound cool, but do the song no justice...no....I want to make the song sound the same, but with 2010 quality digital composing compared to the 1999 treatment it started with. Hopefully it will work out, because I would love the product of the goal I have in my head haha.
WISH ME LUCK!
First blog! Thought I would give it a shot. So I just finished my new song which is up in the Video's link and I am trying to finish the Revamp of "At Peace" which should be done soon. I have been trying to work on my two stories which includes the Novelization of Dire and another one I do on the side for a breath of fresh air which will remain unnamed right now. The wife is due with our little girl in about two weeks and having a toddler in his terrible two stage (dear god that's an understatement) makes anything from composing, writing, or having a pulse difficult.
I am still trying to get together a group for an RPG soundtrack, but with my offer on a new house closing April 1st, I believe I may have to take things a bit slow and easy lately. That said, I am still looking for members for Dire. New content is being worked on right now, but we still need someone who can be a hardcore and dedicated modeler/skinner/animator. If that's you, I need your help!
-Thats all for now!