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Mega-Music: A Review of History Repeating: Red

History Repeating: Red (Image courtesy of The Megas)
History Repeating: Red (Image courtesy of The Megas)

Popular performers have inspired countless cover/tribute bands, so why not classic video game music? What was once an underground movement with names like “Nintendocore” has grown into a subgenre within indie music.

One of the most popular of these bands is The Megas, a California-based quintet who make music about Capcom’s classic MegaMan games. The band has been around for nearly a decade and produced three EPs and four albums. Each is a concept album—a practice rarely done in mainstream music outside bands like Coheed & Cambria—pertaining to a particular MegaMan game. However, the band’s re-imaginings of the games’ simple stories expand on their themes and characterizations. The results range from tongue-in-cheek humor to Isaac Asimov-esque seriousness. The Megas have been slowly going through the entire MegaMan game series since their first EP. With their latest release, History Repeating: Red, they’ve completed an epic five-year project that retells MegaMan 3.

This is the conclusion of a two-part album, another rarely used convention. Part one was their previous album, 2012’s History Repeating: Blue. This makes Red somewhat difficult to review. Should it be evaluated as a stand-alone album or as part of the larger story? I’ve decided to do the former.

The subtitles are references to MegaMan and his “older brother,” ProtoMan. The previous album focused on MegaMan and what others thought of his crusade, but with Red, the focus has shifted to ProtoMan, who was mostly silent in Blue. The Megas present ProtoMan as a cynical and misguided hero, and his voice propels the second half of the story.

The album begins with a new version of “Fly on a Dog,” a song previously released on an EP. It’s both a cover and expansion of MM3’s stage select music. This version is similar to the EP version except it has more synth and re-recorded vocals. It’s a fitting start since MegaMan, who has been questioning the morality of his actions, is steeling himself for the coming battles thanks to his robot dog Rush joining him.

The subsequent four tracks are examples of one of The Megas’ trademarks: covers of each Robot Master’s stage theme that infuses each character with quirky personalities. “Harder Than Steel,” paints Hard Man as an old boxer making a comeback. It oozes ‘80s nostalgia and sounds like it belongs in a Rocky movie’s training montage. This idea came to The Megas because they thought Hard Man’s weapon looked like iron-clad boxing gloves (I just figured he fired his fists at MegaMan, personally). Interestingly, it seems to present Hard Man as the hero.

“GeminEye” begins in an almost Pink Floyd-like manner with the sounds of a coin drop and a rotary phone being dialed. It quickly shifts into a quasi-jazz piece that presents Gemini Man as a private detective hired to track down a client’s would-be killer. Or, more likely, Gemini Man is talking to one of his doubles.

The reason that causes prostate congestion mainly has the cialis generika following several points: First, massage too heavy. So we should follow the implementation of the proper remedy before our unintended cholesterol rise creates a levitra generika conditional disability of sudden cardiac arrest. Don’t store them in the levitra buy generic restroom. But, excessive intake of alcohol is extreme harmful viagra rx of health. The next two songs are variations on the same theme. “The Haystack Principle” says Needle Man is a character programmed to do evil against his will. So, unlike the others, he is a tragic villain. The song climaxes with a dialogue between Needle Man and MegaMan, wherein the hero refuses to believe the Robot Master’s innocence. It borders on vilifying MegaMan, but suits the story. In the rock-heavy “Afraid of the Dark,” Shadow Man is aware of his slow moral corruption, but embracing it. He’s pitiable but despicable. And, unsurprisingly, he’s a ninja.

“The Red Song” is another Megas trademark. It’s a short transitional piece that leads into the next track. It’s more accurate to call it a sound mix than a song, but it does include ProtoMan’s whistle. This leads into “I’m Not the Breakman,” the album’s first single, a cover of MM3’s “Weapon Get” music. Here ProtoMan enters. The lyrics are a gut-wrenching monologue by the rogue robot as he laments MegaMan’s actions. This stems from feelings of abandonment with their creator, Dr. Light.

“Make Your Choice” is difficult to peg musically. It might be a cover of the final Dr. Wily stage music, but if it is, it’s so different the song borders on being original. The synth-heavy piece is another monologue by ProtoMan, but this time he’s addressing MegaMan, telling him to choose between reality or delusional ideals.

MegaMan answers in “I Refuse (to Believe),” a cover of MM3’s boss fight music. This is where everything comes to a head. MegaMan addresses Dr. Light and then ProtoMan and proclaims, “I refuse to believe/I’m nothing more than a machine,” and forges ahead to take down Dr. Wiley. (What’s funny is another line in the chorus, “I will not kill!” has inspired a meme-like joke among Megas fans because it was misheard as, “I will not kale!”)

Finally, after all this intensity, comes the two-part album’s denouement, “Melody from the Past,” a poetic and touching ballad based on MM3’s closing theme. In a final monologue, ProtoMan finds inner peace as he observes the aftermath of MegaMan’s victory. He admits he was wrong and forgives Dr. Light. The song is thematically and emotionally rich. It wraps everything up, but leaves room for future albums.

The Megas are notorious for taking forever to produce new music, but like Blizzard Entertainment, when they do release a new product, it’s beyond good. These young men are gifted musicians who just happen to make music about their favorite video-game hero. They’ve learned much from their first album, Get Equipped, and it shows. While History Repeating: Red starts a bit slow, it builds to an epic crescendo. Their musical styling remains diverse and their lyrics have only gotten better.

When will there be a MegaMan 4 album?

Final Grade: A

Titanfall: What’s All the Fuss About?

Titanfall, the beloved Xbox One title that took the FPS market by storm, has been out for a while now. So much hype and excitement, but what’s it all about? Why should you play this blockbuster over all of the others? Keep scrolling as we break down some differences and showstoppers that make this game so easy to pick up and even harder to put down.

“You’re Titan will be ready in 60 seconds.”

TitanIn Titanfall, the obvious main attraction is getting a giant mechanical Titan to play in. Initially, you earn a Titan in two minutes, starting at the beginning of the match. Once you receive your Titan, you can use it until it’s destroyed by the enemy team. The time it takes to get a new Titan will decrease with each kill and point you get in the game, so seconds get shaved off at a time. It doesn’t take long to get good enough at the game to be able to play in a Titan throughout the match, if that’s what you prefer. As you will see, there will be multiple Titans on the map at a time through the entirety of each game. This serves to give maps an incredibly dynamic feel. You’re small, Titans are huge, and buildings are even more massive.

Simplicity

Titanfall is simple, which may not come off as a positive attribute at first. As you choose each of your loadouts, you’ll notice that there are a handful of each type of gun or mechanic, and that’s it. So, while Call of Duty: Ghosts may have 10 different assault rifles to choose from, Titanfall has two. In fact, Titanfall  has only 10 primary weapons total, which may shock some people. However, this leads to a much simpler class setup, which in turn makes it more accessible to new players. The simplicity doesn’t stop there. Everything from attachments to perks are cut down to a minimum, and the game lacks camo for weapons  and killstreaks altogether.

Double Jumps and Wall Runs

Wall Run

We’ve already mentioned the size and dynamics of the maps in Titanfall as a pro. A huge part of this is due to double jumps and wall runs. A double jump is pretty self-explanatory: you jump once, then jump again while in the air to get an extra height or distance boost. Pilots have a jetpack attached to their backs at all times, which allows for the double jumping maneuver within the game. Wall runs are even more fun. Running up to a wall at an angle makes your pilot automatically run along the wall for a set distance; however, you are able to jump back and forth between walls or surfaces to perform a much longer wall run. These two maneuvers allow players to scale large buildings and Titans very quickly, creating a fast-paced environment that will constantly keep your adrenaline pumping.
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Pilots vs Grunts vs Spectres

Pilots are human players within the game. In modes such as Pilot-Hunter, only Pilot-kills count toward your team’s score. There are two other types of enemies in every game, both of which are computer-controlled AI characters. Grunts, which are the least skilled enemy you’ll ever face in a game, are usually easy to pick off and get some quick points. Occasionally, one will sneak up and kill you from behind, but that’s quite rare. Grunts have very low amounts of health, and generally go after Pilots. Spectres on the other hand are just about the opposite. They hunt down Titans with heavy artillery, and have several times the health level of a Grunt. Both of these enemies are AI and allow new players to feel accomplished, even if they’re not getting 20 Pilot kills each match.

This Ain’t My First Rodeo

Run

The first four perks here help Titanfall to be more accessible to new players, though this last one is my absolute favorite. When you come across a Titan in a match, you have three options: run, use your Anti-Titan weapon, or “rodeo” the Titan. To perform a rodeo, you just run up to a Titan (careful, they can smash you easily by walking over you) and jump high enough to reach the top. From there you simply press “X” at the prompt and you will plop down onto the top of it. Within a few seconds, you will rip off a piece of the Titan’s armor, exposing some wiring and internals. After that, it’s just a matter of shooting into that sensitive area for about 10 seconds or so (depending on your weapon of choice) and the Titan will be destroyed. Performing a rodeo is easily the most satisfying action I’ve ever experienced in an FPS. Do this a few times in one match, and you’ll be feeling like a total badass in no time, regardless of your skill-level or experience in the genre.

Keep in mind, there are options for the other player whose Titan you are attacking. Pilots (inside the Titan) will get an on-screen notification that an enemy is riding their Titan and will begin to see their health depleting. At that point, the Pilot can eject from the Titan and try to kill the attacking enemy. Pilots also have the option to deploy a dose of electric smoke if the Titan is equipped with it. This secondary weapon will kill the person on the Titan within just a few seconds. After all, all is fair in love and war.

What do you guys think of these pros? Did we miss something that keeps you coming back? Let us know if you’re liking the game while you’re at it!

Ouch! Couch Turns Pranksters into Pixels

The Janoskians, a group known for developing pranks and challenges, have over a million subscribers. Being that they are avid gamers, the Janoskians decided to bring their humor to the gaming world. Game developers often pull from pop culture in an attempt to blend mediums to an often terrible, but sometimes awesome, degree. Ouch! Couch is one of these attempts, but will it become a memorable gaming experience or will it fail to catch an asphalt wave?

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twistory.com

Ouch! Couch was developed by Twistory Entertainment Studios, a company that also developed Belle’s War and Shinjuku Nexus. Twistory has published several graphic novels and have even collaborated with Yoshitaka Amano. Ouch! Couch takes a different design approach, accepting pixelated crocodiles and penguins over western gunslingers.

The game is visually appealing, especially for those that enjoy retro games. The player stands out amongst the growing chaos. The city in the background has several layers. Kangaroos look as they should, with murderous intent in their marsupial eyes. Everything about this game harkens back to the amazing games of the past, including the music. Of course, this isn’t Chopin, but it does have that sort of Megaman jive gamers have come to enjoy. However,playing long sessions could instill a bit of madness.

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Ouch! Couch plays simply, with a single touch command being the only input implemented. Players will mount their furniture steeds to slide down overpopulated streets while gathering fans that cling desperately to their salvation. A score can then be posted on the leaderboards, but most players of Ouch! Couch would be more interested in beating their friends.

Trends come and go, sometimes at an alarming rate. One of the fastest growing trends in the past few months was Flappy Bird, which spawned hundreds of clones and tributes. From Miley Cyrus to Bird Jesus, anything popular could potentially become a “game.” This is where Ouch! Couch comes in, just barely being different enough to be interesting for a few minutes. Twistory tries to shake up the formula, but falls short of bringing anything worth noting out of the muck of what’s been left in the wake of that yellow monster. Fans of Janoskians will probably download it, but everyone else could pass it by.

Ouch! Couch can be found on iOS, Android, and Amazon for $0.99.

To see more of the Janoskians’ antics, find them on YouTube.

New Pokemon Titles Announced, So What

Now, I am not typically in the habit of so quickly and easily dropping things that I have enjoyed since childhood, but I feel that my love for Pokemon has finally faded.

I played them all religiously. I even made an earnest effort to catch them all, as the tagline so demands of us all. Now comes the announcement of Pokemon Omega Ruby and Alpha Sapphire and I immediately felt . . . nothing. “Here comes another remake,” I said to myself even though the teaser trailer clearly says “explore a dramatic new world.” I expect a region we have seen before, Pokemon we have seen before and the slightest of tweaks to the gameplay mechanics. I don’t completely hold it against them because, hey “if it ain’t broke . . .” as they say, but I feel like there can be more done with the franchise.

It has been far too long since Nintendo consoles have seen a solid Pokemon title and the Wii U could definitely use the boost. There is a level of depth that the developer, Game Freak, seems to be avoiding for the sake of keeping the game accessible, but I believe gamers are ready for it.

Just in time for Christmas, Pokemon Omega Ruby and Alpha Sapphire will hit stores worldwide November of this year. It remains to be seen if this will be a legit Pokemon experience or just a revenue generator for future titles. Stay tuned.
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Keipr Online is Back!!

If you haven’t heard already, Keipr Online is back in development! YAY!

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