Musician working out of NG1 UK, looking to add some music to projects here More info on me and my projects at: newnowmusic.blogspot.com Contact me at : newnowmusic AT yahoo.co.uk Or give my previous tracks a listen here: last.fm/music/New+Now
Game Review on Jul 26th, 2012
If you come to this game with expectations of modern AAA graphics and soaring set-pieces then this is not the game for you.
What American McGee (yes, that's his birthname) and team have done is taken the well known and loved story of Lewis Carroll's creation and given it a wholly unpleasant bent.
Gone are the Disney niceties, no gourdy colour and sing-a-long, this wonderland is the manifestation of a broken girl whose mind has closed from the world after the death of her parents in a housefire.
This is a wonderland of egos and ids, turmoil and personal tumult, a heady analogy of psychiatric repression and self-loathing.
Alice must find a way to restore wonderland to its former glory by facing and besting deamons, built in her mind, to house her guilt and remorse.
Gameplay is simple enough and graphics now look extremely dated but it is in the depth of narrative and re-imagination of a classic tale.
Characters you may have thought you knew are cast in a completely different light as the broken pieces of Alice's psyche attempting to lead her to success against the venomous 'Red Queen'.
Although clearly dated the visuals are lush and well crafted, giving each area of the beautifully rendered map a interesting and unique feel. AI ranges heavily as does the could-be-staid platform elements, all given life by the environments and setting created by McGee.
Beyond this something notable to look out for is the wonderfully macabre score. Chris Vrenna (formerly of Nine inch nails fame) has overlaid the world of AM's Alice with a bizarre and often intentionally jarring sheet of creepy music boxes and choirs worthy of a listen outside of the game.
As with the game itself everything you thought to be cute and nice as a child has been distorted to a nightmare-ish level in this new wonderland.
Play it for the story and the interpretation and remember a time when these things were important to gaming.
Game Review on Sep 6th, 2011 - 1 person agrees
Having grown to love open world games over the past few years as they infiltrate the gaming market, it was only a matter of time before I found the glorious dereliction that is fallout 3.
The sheer size of this game in its playable map and gaming hours is close to unsurpassed. Having never been a fan of RPG's, fallout combines the skill level, NPC interaction and attribute sorting elements of a solid role player with the first hand combat and interaction of an action-shooter, providing gamers with a myriad of ways to play.
You begin life (and I mean begin from birth) in Vault 101, an underground bunker designed to protect pockets of humanity from the dangers of the Washington DC wasteland left to rot since the last nuclear war 200 years ago.
When your father goes missing and leaves the safety of the vault it is up to you to scavenge the desolate landscape outside the vaults enclosure to find your father. This is done through a series of quests which constitute the main body of the game, while other random meetings with nuclear survivors provide a myriad of additional side missions in which you learn more about life in the Capital Wasteland and the people who are claiming the last vestiges of humanity out in the ruins.
As well as human survivors, there are dozens of other factions all vying for their grip on what's left to be had since the war. Hulking, Shelley inspired super mutants, Slavers, Raiders, The enclave and The brotherhood of steel all provide insight and danger in your exploration of the desolate landscape.
Aided by your pip-boy, a wrist based navigation computer you progress not just through plot but also as a character, learning various skills and traits which will lead you to not only survival but eventually to become a Legend of the wasteland.
Game Review on Jul 12th, 2011 - 1 person agrees 1 person doesn't
Quake II was for me the very pinnacle of a great FPS. Quake I had the slow medieval ambience and spooky nine inch nails provided soundscapes but the lost marine storyline of Quake II took the game leaps and bounds further.
From the very offset there is no let-up in action, you were sent to fight and even though the mission has now gone to hell, fight you must.
The landscape and wealth of visual treats the gaming environment provides never gives up and it is clear to see that most other FPS's (half-life) included looked to quake to as the basis for a thrilling and involved gaming landscape.
The ubiquitous arsenal of weapons is never really better kitted out than any other game and, as always, the shotgun (or rather super shotgun in this iteration of the quake universe) should be the discerning strogg-smashers choice of weapon.
But let us not forget the amazing force of the now reverential 'rail-gun', this thing turns your enemies to goo at the simple click of a mouse, pure gory brilliance! Past this should you find it there is fun-yet-mostly-useless BFG (That's big effin' gun to you and I) which packs more punch than Mike Tyson's home-made chilli sauce but is about as palatable.
The enemies are varied, strong and often difficult and their AI is surprisingly advanced for a game of this age.
In essence this is (you'll notice I'm attempting to ignore the Doom franchise) the quinticential godfather of FPS, great visuals, good story, awesome arsenal. What more could you want?
Game Review on Jul 1st, 2011 - 1 person agrees
With Mirror's edge DICE have come up with a unique and interesting new way to play out the standard platform medium.
This is a FPP (First Person Platformer), seen through the eyes of Faith a runner this game takes on the growing popularity of parkour and free-running and gives it an inventive and insightful plot.
The visual style is an element to itself in Mirror's edge, all though we are told the city is rotten and corrupt it gleams and sparkles with all the false pretence we have come to understand from corporate take over. Almost every surface shines and flares which is a visual treat even at high speed.
The first person view is one we normally equate with shooters and is used to give an empathetic and visceral view of the game world we are presented with. This works brilliantly with the premise of Mirror's edge, the key here is to fight as little as possible but to run as hard as you can. In some places the lack of personal perspective can be off-putting, in the real world you could feel when your feet reach the edge of a thirty storey drop as opposed to having to look down which you need to do fairly consistently throughout the game.
The red highlighted trail means that the game pushes you to always be thinking one step ahead, one foot in front of your pursuers; and once in a free flowing run the game feels seamless and fluid in all the right ways.
The attention to detail in physicality is also superb, vertigo and blurred vision occur from looking down or catching the edge of a long jump really do add to the feel of being in control of Faith's physical prowess.
The story is engaging if a little short, taking you through betrayal, solidarity and revelation.
All in all Mirror's edge provides a new view on a common and loved gaming tradition in which you should suspend your disbelief and revel in the experience and glorious landscape of the runner.
on Jul 1st, 2011
- 1 person agrees
This review may contain spoilers
There has been a lot of venom spat at Bioshock 2 in response to taking up the mantle of its predecessor. Bioshock was original and new, a revelation in plot based FSP's, may questioned if we needed to dive back into the underwater dystopia of Rapture.
I, personally, had nothing but praise for the original (as my review will show) but after a play through I see nothing lacking in the sequel whatsoever. The plot is just as immersive, if not more so with Sofia Lamb offering not only a fictional but thematic equal to that of Andrew Ryan.
There is not the iconic confrontational scene, the revelatory plot twist but the idea of good and bad, the dichotomy of choice within the games original is played out much further as you take on the role of vengeful Big Daddy subject Delta.
Your relationship with the little sisters is the true differing factor, the ability to adopt puts you in very different big metal shoes.
For me the story and characters were far more in depth, giving players the ability to find out about the true downfall of Rapture and its various characters, gave a complete picture of the ailing city. The twist from independent industrialism (which failed under the reign on Andrew Ryan) to the crutch of psychological socialism is an amazing plot to watch play out, even vicariously and after the fact.
Rapture itself is still as gloriously strewn down the river of decay as it was in the previous game, I would have liked to revisit some of the previously seen areas of the city but the use of the Atlantic Expressway and the underwater 'spacewalks' were an intriguing method of transporting the player across the vast city environment.
With the addition of bigger, badder, better splicers and the frightening Big Sisters the combat landscape is a useable battleground for defending your newly adopted little sisters and poses more than enough challenge to hardened games.
All in all Bioshock 2 gives us a greater sense of the world of Rapture, which is never a bad thing.