I make it a point to try new music frequently. It is important to me to not get stuck in my ways with only comforting classics from my teenage years. Though many albums come and go, every once in a while an album will come along that becomes an immediate obsession. My current obsession is the Gazelle Twin album, Unflesh. I heard about it in a youtube video about albums with disturbing content and the background given in the video along with the cover art caught my attention. Gazelle Twin is the pseudonym of English songwriter and producer Elizabeth Bernholz, who created Unflesh, her second album, in her home. The album was released in 2014.
Wow, has it been two and a half years since the last Gaming Apologist article? http://(http://www.rfgene...logist-Volume-1-3841.php) Ah well, it only takes two to be a series, right? If the title or previous article was tl:dr, the idea is simple; here are a few titles that don't have the greatest reviews, and I'd readily admit have faults, but I have found well worth my time and I fully enjoy.
Sewer Shark is one of the first games by Digital Pictures, creators of Night Trap and Double Switch. Like most of these games, it tends to be looked on with a little derision. However, I played it and found out, it's actually good! It combines hammy FMV acting and story with some rail shooting and pattern following that's actually quite engaging. Shoot the tubes, dogmeat!
In this month's episode of the PlayCast, Rich (singlebanana) and Shawn (GrayGhost81) turn hepcats as they discuss Super Giant's indie darling, Transistor, and create a list of recommended jazz albums in this month's ConcertCast segment. Shawn is admittedly not a big fan of SG's first title, Bastion, so how will returning to play another game by this developer fair? The guys breakdown all of the ins and outs of the game, including gameplay mechanics, graphics, and the game's lush soundtrack. Is Transistor a crumbling utopian, sci-fi adventure that you should add to your collection or download queue? Stay tuned and fine out!
As always, we are happy to hear your thoughts on the games we play on our discussion page (linked below). We will respond to your comments and are always happy to discuss the games in detail. Please be sure to rate and write a review of the show on iTunes and/or Podbean to help us increase our listenership. Thanks for the listen, we hope you enjoy the show!
A couple of months ago, some fellow VGM cover artists and I formed a group called 8-Bit Battleground where we each cover the same track and listeners vote for their favorite. This track from Ori and the Blind Forest was chosen for our second monthly cover, and while it was an intimidating piece to work on initially, I'm really proud of the end result and think it's one of my best covers yet! I hope you all enjoy it!
Long known as one of the top companies in the PC world, Microsoft began its foray into console gaming in late 2001 with the release of the XBox. The system would directly compete with Sony's PlayStation 2 and Nintendo's GameCube, even though its third-party support saw several crossover titles with the PS2.
We interrupt your regularly scheduled program to bring you the June 2021 edition of RF Generation's Site News! In this issue, we announce our July Community Playthrough title, reveal next month's shoot 'em up club game, and of course, thank those members who sent in submissions to our site and registered approvals last month. Thanks for keeping it on Channel 3 and please continue to keep you and your loved ones SAFE!
REMEMBER: If you have any news about upcoming events or topics that you think the site needs to hear about, please PM singlebanana and put "RFG Site News" in the subject line. Who knows, maybe your news will make our front page!
[img width=616 height=353]https://cdn.cloudflare.steamstatic.com/steam/apps/589500/capsule_616x353.jpg[/img] Ah, Shovel Knight. The poster child and gold standard for a successful Kickstarter. Also an excellent game!
In decades past, development studios would plot out a game concept, determine its viability, assign a team, and dedicate funds and resources to make the game concept a reality. Sometimes the funds would come from an outside publisher or other interested party, and other times the development studio was part of a publisher, so it would be funded internally. If a game was fully developed, it would "go gold" and be submitted for approval by the company whose platform on which the game was to appear. Once approval was given, it would go into a queue for manufacturing, and the advertising hype cycle could begin.
That model still exists, of course, and is still used by many companies. But over the last decade, a new paradigm has gone from a novelty to a norm. With the rise of indie gaming, many smaller studios have sought other means of funding their creations. Couple that with developers from the old guard who want to continue to make retro-styled games or smaller adventures that don't warrant big budgets, and the larger publishing houses often see those projects as loss leaders, and they get very little attention next to the big franchises. The new paradigm for self-contained experiences is crowdfunding.
Posted on Jun 5th 2021 at 12:00:00 PM by (russlyman) Posted under diy, tmnt
I love making over masks. I have done a few Jason masks in the past, but this time I got my hands on NECA's Casey Jones mask from the Teenage Mutant Ninja Turtles movie, but this thing is too fresh and clean. I need to scuff it up some and add some dirt to it to make it more movie realistic.
I recently received my copy of Scott Pilgrim vs The World: The Game from Limited Run Games and gave it a go for the first time in several years. I was quickly reminded not just how much I love the game, but how much of a love letter it is to games of its kind from the NES and SNES. In those days, I played pretty much every game I could get my hands on, but as much as I loved racing games, shooters, and the occasional RPG, the vast majority of my game time was spent with platformers and beat-em-ups (aka. brawlers).
In Episode 034, Addicted and MetalFRO wade into the Japanese doujin scene again, to look at a game that wears its influences on its proverbial sleeve, but still carves out an identity of its own, and manages to impress. Have a listen, as we talk all about Vritra Complete Edition!
Cyber Shadow is a game that I was anxiously awaiting leading up to its release and day-one availability on Game Pass, and it certainly didn't disappoint. But as much as I enjoyed the gameplay and the challenge it offers, I think the incredible soundtrack may be my favorite part of the game. I knew I was going to cover some of the music eventually, and this track from the game's third stage 'Mekacity Ruins' seemed like a good place to start due to its relative simplicity. There are several more tracks from the game I'd like to get around to eventually, but in the meantime, I hope you'll enjoy this one!
We interrupt your regularly scheduled program to bring you the May 2021 edition of RF Generation's Site News! In this issue, we announce our June Community Playthrough title, reveal next month's shoot 'em up club game, and of course, thank those members who sent in submissions to our site and registered approvals last month. Thanks for keeping it on Channel 3 and please continue to keep you and your loved ones SAFE!
REMEMBER: If you have any news about upcoming events or topics that you think the site needs to hear about, please PM singlebanana and put "RFG Site News" in the subject line. Who knows, maybe your news will make our front page!
The first Breath of Fire game was considered a nice success for Capcom, enough to not only warrant a sequel but to also localize and release that sequel internationally once again. This time, they would do it themselves instead of contracting Squaresoft. They probably should have, as the game is notorious for having a bad translation. Breath of Fire II would release in Japan in 1994, with a very late 1995 release in North America. This time, a small, obscure, and seemingly German publisher named Laguna Video Games would also publish and release the Super Nintendo game in Europe in 1996. The Game Boy Advance port of Breath of Fire II also followed in 2001 in Japan, with a 2002 release in North America. Ubisoft also handled the European release of the Game Boy Advance port and also released it in 2002.