6/30/2008

Shit Trophies



This was to be expected. Looks like PS3 is going to win the raging console war after all. How are they going to do that? By ripping off Xbox360, for better and worse. And while I'm really glad you will get to change the music during the gameplay (in Burnout series, this is essential), I'm not very glad about some other "improvements". Ladies and gentlemen, achievements trophies are coming to PS3!!

The next PS3 software update will unlock a special achievements trophies system, where every game will have it's own set of achievements trophies you need to accomplish in order not to look like a total loser among your fellow PS3 players. The achievements trophies will come in four different kinds: bronze (probably the one unlocked by beating some main parts of the game, put there just to tease you), silver, gold and platinum. Those platinum ones are awarded when you collect all the other achievements trophies and mean that "boy, you must reeeeeally love this game, or cannot afford any other game, which is equally good".

Collecting achievements trophies raises your gamerscore level. Every PS3 user account will now feature the gamerscore level. In order to raise your gamerscore level (and probably reach Nirvana at the end, or God, or Pluto...) you need to collect more and more achievements trophies. Simple, huh?

Of course, Sony Playstation 3 TM is meant to get players together, so your "friends" will have access to your achievements trophies record - which ones you've got, when (yes, they will have time and date on them) and what gamerscore level they give you. It's really simple. There is your name on the screen and a nice little bar filled to some level. Below it, there's your friend's name and another neat little bar filled a little more than yours. Now that's a sight huh? Not intimidating at all. Oh, but allow me to assure you, you'll never ever feel that stinging urge to play some more and raise your bar, so doesn't look like you're a total lame-ass, Sunday gamer.

Okay, you may remember I'm a Micro-phobic, so it goes without saying I like PS3 better than X360. But, hell... If that's how they want to win the console struggle - by taking Micro$oft's bad ideas and adding them to their own collection of bad ideas, then, boy may that change (or not)...

The guy previewing the achievements trophy system in the upcoming PS3 software update kindly asked the viewers for some feedback. Well, here's mine:

YOU FUCKING SUCK!!

6/29/2008

killer7 original sound track



Don’t worry, I’m not going to post the text reversed, or upside down, or anything... Still, there’s going to be some weirdness today, as we get to deal with one of the strangest games ever. Chances are, you’ve never even heard of Killer7, since the game was a moderate commercial success and spawned as many positive reviews as negative ones. Overall, people who know it either hate it or love it and I just happen to worship it with all my heart and soul. If you want to know why, play the game first and see for yourself.

Mixed reception or no mixed reception, no one at Capcom seemed to have doubts about the game’s quality (even Shinji Mikami actively promoted the title) which is reflected in the game’s OST, as it was released in not one, but two (2) CDs. They just said, “To hell with the higher costs, if somebody wants to listen to Killer7 music, he’s going to get it – all of it.” A fine approach, if you ask me, especially in this day and time, when everybody sells stripped down samples and collections (I’ll talk about it someday).

The soundtrack was created by Masafumi Takada – at the time when Killer7 was released I didn’t know much about that guy’s work, today he’s a little more popular because of the Umbrella Chronicles OST and No More Heroes OST. I’d really like to listen to them, especially the latter but, who knows, maybe in Europe they censored the fucking soundtrack as well...

Killer7 OST features a wide variety of different music, but nearly all of it has the distinctive sense of flatness. I like to call it an artificial soul: it’s like watching a small maintenance robot covered in white plastic going about its business, doing something with its little robotic arms, perceiving the world with its single black camera lens. We don’t understand what it does, or why it does it, but we know there is some purpose behind it and we just watch it, fascinated by its senseless, mechanic precision. It may be Russian Roulette, Sceneman, or At Parting. In any case, this music follows its own rules, features its own anything but standard melody patterns.

Yet, there are tracks which take the “artificial soul” much further and elevate the experience from watching a small robot into observing huge stars and planets suspended in the space above us. It’s still not particularly clear and understandable, but the impact is much more profound. Multiple Personality may be a good example, maybe Stoned, Angel’s Despair, even Where Angels Play (it sounds like a disco version of Silent Hill 2’s White Noiz). You get the picture? This is just like looking at the game itself – the cell-shading gives you only bare bones of what is around you, including only those object that matter and are of some use, even if it looks and feels unnatural.

Let’s talk about some of the signature tracks. I guess the one that most of you familiar with the game will recognize at one would be Blackburn – the tune playing at the official website. It does not summarize the feel of the game in any way, offering a kind of peaceful variation instead. Like putting your smoking guns and bloody knifes away for a minute, just to have a refreshing cup of coffee. Even in spite of it though, it doesn’t let us forget that we are still in the crazy world of Killer7: every now and again the piano slips through the bars of casual melody-leading rules and goes flying in the air like a little bird; even the female voice with a noticeable Japanese accent (their “ooh” is very different than an English one – the tongue is higher) doesn’t sound very “everydayish”.

The track that does convey the Killer7 feel is probably Succession, featured on most of the trailers. Fast pace, electric drums, barely discernible melody, weird sounds not really cooperating with the rest. In the game itself, this is a tune for a boss battle and many other enemy-encounter-tracks sound somewhat similar.

Okay, maybe just a bunch of some more standing-out tracks – by “standing-out” I mean just a little different than the rest, like peaks on the same one diagram. My personal favorite is Election Plot. Great heavy beat with an echo, intimidating melody (if it can be called a melody) sung by something resembling dirty pipes. One more thing that I love about it is that the tune accompanies us in a creepy school at night (corridors bathed in moonlight and everything...) and the portions of this track change, or expand, as we move from one area to another – great thinking! Multiple Personality follows a similar path, I absolutely adore the violins occasionally popping up...

Back to the Light begins like a nice, soft-rock song and never actually gets there; Postgasse – a great, uncertain, sad love theme; Rave On which always reminds me of my old Amiga; Residence with its accordion and singing birds; Tecks Mecks with its peculiar guitars; Ministry of Education with its pipe organs :-D; Taxidermy; Elegant Petal and Reenact, the powerful ending theme.

By the way, I forgot to mention the humor. Killer7 is filled with obvious or less obvious quirky, wicked jokes, which leave me crippled every time I play the game and are indeed one of the reason I love it so much. The soundtrack, being a collection of music tracks, has considerably less opportunities of throwing in humor, but still there are things like Reunion ending the first CD, Heroic Verse, or Heroic Deeds (the Handsome Men theme, thank God with no vocals); Electronical Parade which remind you about some of the funniest parts.

For me, the level of soundtrack quality equals how deeply immersed I feel while listening to it. The best OSTs take away all of the senses: the touch, the vision, most of all - the hearing, trap the mind in the world they create and don’t let go until the music ends. And for me, Killer7 OST is not that kind of soundtrack. I found it hard to listen to the two CDs back to back, like I love to do with other OSTs. The immersion just doesn’t hold. Yet, the power lies somewhere else. Killer7 music does not introduce its own complete reality – it warps the existing one. The artificiality of purely electric sounds and the peculiar rules the track relentlessly follow may not take you into a trance but will induce a strange, unsettling mood, like you’ve never been in your body or in this world before. If you give it a chance... ;-)

6/25/2008

Update

Slow Things

You've probably noticed that things are a bit slow on Low-Res Textures. We've been basically only posting our weekly columns (and even that didn't happen once), but not much more. This is due to summer exams and a lot of other stuff going on. Worry not though, as we'll soon be back on the right track. A Silent Hill Origins review is coming soon, as well as a review/editorial about the Half-Life series.

I was also considering a Metal Gear Solid 4 review, but after much deliberation I have decided not to write one. Given the game's scope (especially in terms of plot) a review would not do justice to the game. An editorial in the future is very much possible, but it won't be soon, as I would need to post some spoilers, and I would like people to have a chance to finish the game by themselves first.

If EXramps decides to write a MGS4 review that is his prerogative.

6/24/2008

Code name Hell Squad



Code name Hell Squad (previously called "Hellpigs" :-) was supposedly the last game on Amiga 500, which is not surprising given its release date - 2000! (one other famous 2D title of Y2K was Red Alert 2). It's a completely old-fashioned adventure game with some shooting thrown in and a ton of hilarious dialogues - for an action-adventure game freak like myself, this statement alone is a recommendation.

The story involves some wicked alien teenager getting his hands (tentacles?) on a space travel technology and spreading chaos throughout the Milky Way, just for the hell of it. But fear ye not, for here comes the U.S. government to the rescue, sending the group of four incredibly skilled, incredibly well equipped, WE-EAT-RAMBOS-FOR-FUCKING-BREAKFAST-DUDE soldiers. The game begins.

Even for an old-school adventure game, Hell Squad has some "innovative" features. First of all, we use joystick and keyboard only, which immediately sets the pace of the game into action-style instead of slow point-and-click. Next, we get to control four soldiers - one at a time - each having his own health bar. While we run around picking items and shooting creatures with one of them, the rest is put into some kind of desaturated suspension state and their health bar slowly replenishes. The inventory however is shared, so we can pick something up with one grunt than switch into another and immediately use the item somewhere on the other side of the map, which is extremely handy. Apart from that, there's just the casual stuff you'd expect to find in any other adventure game - picking objects, using objects, talking to people, etc. Every now and again, we shoot some enemies and bosses which is not very hard, since the ammo is unlimited.

The true magnet of this game is the humor. Almost every line of dialogue has that distinctive lighthearted adventure game humor in it, sometimes sprinkled with a heavy dose of good old American cursing. While playing, be sure to click around the screen and read the comments, some of them are downright hilarious. Even the intro and outro sequences - shot by an actual camera with real "actors" involved - are funny, in a B-movie way.

The graphics are nice enough, not mind-blowingly good or bad, but nice enough. Everything except for the characters has been hand-drawn, while the soldiers and NPCs were digitized, like in Mortal Kombat. The animation is moderately smooth, with many different movements captured, which looks much more realistic than, let's say, Phantasmagoria (shame on you, Roberta Williams). Also, the character gets smaller or larger on the screen, depending on how far/near he goes and in some locations he gets colorized, according to the available source of light. These quite professional touches blend with the absolutely crazy design of monsters and locations. Some of the creatures look really scary like the red sand monster encountered more or less halfway through the game, but on the other hand - just look at the dragon on the screenshot below. Does this thing look laughable or what? Same thing with the locations - some look impressive, some were just meant to be lame, like the mountain cave entrance which look like a cartoon ghost face.

While most of the old point-and-clicks feature some comedy here and there, Hell Squad is all about comedy. Yet, for a title released that late, on a long-since-dust-biting platform, the game is surprisingly well-written, presentable and immersing, even if it lacks that Broken Sword polish and impeccable quality. So, my suggestion to all of you old-school adventure game fans: well, it won't hurt to give it a try...

6/22/2008

Metal Gear Solid 4 Original Soundtrack

Metal Gear Solid 4 Soundtrack

This is my first time I’ll be writing an episode of Open Your Ears and I’m fairly confident that it will not, in any way, present the same level of quality as EXramp’s episodes. I am by no means an audiophile, but I do enjoy a good soundtrack and will try to explain my choices as comprehensibly as possible.

I have decided to take something new for my first episode and I decided it will be a score for a game that made a much greater impression on me that I have anticipated – Metal Gear Solid 4: Guns of the Patriots.

Since I don’t want to spoil the game for anyone who didn’t have a chance to play it yet I will restrain myself from making references to it unless a particular thing was shown in trailers before the release.

Oh, and one more thing. This episode will be devoted to the soundtrack available on a CD, not the entire score in the game, as it would be very hard to describe all the nuances.

The soundtrack, like all before it was mainly composed by Harry Gregosn-Williams – a man that I truly admire for his work (I adore the Chronicles of Narnia soundtracks). He can always find a perfect mood for the productions he’s working on. That was the case with Call of Duty 4 as it was with Shrek, and the soundtrack to MGS4 is no different.

The OST starts with Old Snake that begins with metallic sounds that a few seconds into the piece merge with a delicate sound of an acoustic guitar. The guitar then makes place for a more “masculine” orchestra with dynamic, hard drums. A sad story of an old man who never seizes to be a soldier. As the author said himself – it’s a sad song, but it’s still “macho”. In the final seconds the song fades into the guitar again and then falls silent.

The second song is one of my absolute favorites among all soundtracks – movie or game. It’s the terribly haunting Love Theme performed by Jackie Presti in Hebrew (if I’m not mistaking) and composed by Nobuko Toda. It’s a melancholic piece with a middle-eastern tune played on a single violin only later accompanied by a string orchestra and a single guitar. It’s calm, but dramatic in a way thanks to the singer’s performance. And then, somewhere in the second half there is a moment when the orchestra moves into the foreground and the sound becomes so deep that I always feel a shiver running down my spine. The song ends just as it begun -with that haunting violin.

Some of the tracks fall under the more typical MGS class – with profuse percussion and a “military”, dynamic beat, but they all come with their own twists. It’s not hard to see that this time Williams wanted to create something different, just like MGS4 is different from the pervious parts. You have the Gekko, Endless Pain and Breakthrough that start slowly, but quickly become those uneasy, fast motives with a strong beat. You have the provoking White Blood and mysterious Midnight Shadow. There are the unsettling Mobs Alive and Next-Gen Control. There are also the dark and a bit grungy Guns of the Patriots and fast, rushing Desperate Chase. They all share the same vibe, but are distinctive enough to keep you away from the “next” button.

One thing that may force you to push the button is the Bb Corp – this gloomy track’s fast beat accompanied by screams, laughs and cries is something that can mess with your mind nearly as much as a song form a Silent Hill soundtrack.

Be sure to play the Sorrow and Father and Son tracks after Bb Corps to ease your mind. Those are two melancholic, soft tracks that remind me of those beautiful Narnia tunes. The sound is rich and detailed and embraces you with memories. The memories may be good or bad, but they are always meaningful.

Before the ending song there is the Metal Gear Saga – a tribute to all previous games with this clear Metal Gear Solid 4 feel. You can call it a remix of the main MGS theme if you will, but it’s much more.

The Last song on the album is Ennio Morricone’s Here’s To You, a heart gripping melody with Joan Baez’s warm voice that originally could have been heard in a movie Sacco and Vanzetti. The track is perfect from the game’s ending as well as for the ending of the album.

I always liked the MGS series soundtracks, but I can honestly say that just as Metal Gear Solid 4 became my favorite game from the series the soundtracks became my favorite as well. It is, without doubt, a Metal Gear Solid OST, but there is this melancholic flavor in it that makes it special.

Rayman

Rayman

First of all I would like to apologize to everyone for not submitting the Press Play on Tape and Open Your Ears episodes in time. This happened due to technical problems and a general lack of time in recent days. Still, we're back now, and our columns are back with us.

Rayman was created by Michel Ancel in 1992. Rayman is a limbless character that is a star of one of the best 2D platformers of all times. Rayman also was the main star of two 3D platformers. The first of the two was one of the best in its genre just like its 2D predecessor. The third one wasn’t that good, but was still a solid and very fun platformer. Rayman is the reason why UbiSoft is such a powerful company today.

This time however I will focus on the first game.

The game was released in 1995 for the ill-fated Atari Jaguar and MS-DOS and later converted to Playstation and Saturn.

The plot is extremely ridiculous, but we need to bear in mind that it’s a platform game from the mid 90’s of the previous century.
The people of Rayman’s world live in harmony with nature and themselves. They are protected by the great Protoon that watches over the world. One day some hooded bastard (called…now brace yourselves – Mr. Dark) steels the great Protoon and beats up Betilla the fairy when she tries to stop him. The Electroons that were gravitating around the great Protoon scatter around the land and are captured by strange, hostile creatures.
It so happens that only our main protagonist can collect them all, get the Protoon back and bring the balance to the world once again.

Sweet Lord! Thankfully you don’t need an elaborate plot to have fun with a platform game.

Rayman is a typical scrolling platformer, but the level design (both technical and artistic) is so well done, that it’s incredibly fun to run around and free the Electroons from their cages. However, you won’t be able to get to all the cages until you acquire the appropriate powers, which include, for example “shooting” Rayman’s fist and the series and character’s trademark move – the helicopter – where our limbless hero uses his hair to glide over short distances.

The game requires you to complete five worlds (a few dozen levels) and rescue all the Electroons before you’ll be able to face the final boss. You will have to do some backtracking to achieve that, but it’s not too daunting. This all makes the game to be rather lengthy and demanding, and sometimes a bit frustrating. Still, games during that period were mostly more difficult that what we have now (excluding High Mile Club on Veteran in Call of Duty 4 - damn you Infinity Ward).

The game is really beautiful, even for today’s standards. The backgrounds are multilayered and detailed and characters fantastically designed and animated. Especially our hero who features a set of fluid animations that will crack you up on occasions (the grimace animation is just hilarious).

Unfortunately the sound didn’t age as gracefully as the graphics and can be a bit annoying.

A few years back the game was converted to the Gameboy Advance and recently it was released on the European Playstation Network. I encourage anyone with a PS3 to give the game a try, because it’s ridiculously cheap and looks really good upscaled to HD.

Since I couldn't find proper images from the game I strongly encourage you to check them out on MobyGames.

6/15/2008

Biohazard 2 Original Soundtrack



And so, as the Germans say, wir sind so weit. It is my greatest pleasure to present/remind you about what may very well be the most memorable game soundtrack of all times. Biohazard 2 OST. What might be the reasons of my complete and unwavering adoration of Resident Evil 2, from the credits-roll font to the sound of climbing the ladder in the main hall? Well, up until 1998 I didn’t even seem to notice there was any music in video games. Yes, there was something playing in the background, but usually it was too mundane and insignificant for me to care. Let’s face it – apart from some exception, there was hardly any good game soundtrack before RE. Maybe some good intro tune here, some fitting boss battle theme there, but nothing really exceptional. But then came RE2 – the legend among legends, the game where I could do nothing for long minutes, just listening to the music, dazzled by its beauty. The tracks didn’t just provide atmosphere to the locations – they gave them life and personality. They made the 2D pre-rendered backgrounds four-dimensional (if not five). I can still remember the lights illuminating the gloomy main hall of Raccoon City Police Department seeming to vibrate along the powerful bells and piano strikes soaking from the speakers. I could spend ages talking about how I fell in love with the sound of RE2, but there is a neat way of putting it: this game has simply opened my ears.

It seems that Capcom thought about the order of the tracks in a practical way and so placed them in two groups, the first one being the FMV soundtracks. I guess there isn’t much to say about these, as they directly reflect the movies: the introductory sequence, the fall of William Birkin, the both ending sequences – thus it’s hard to talk about them as separate entities. Yet, it’s hard not to notice their quality – miles ahead of the first Resident Evil. The group ends with Credit Line of Whole Staff – the hard-rockin’ head-thumpin’ tune we all know and love, one gets to hear after finishing the B-scenario. This is an odd place for this particular track, but, oh well...

The second group is the actual ingame soundtrack and it is commenced with Prologue. As in the game itself – it is a taste of things to come: violins, pianos, snare drums, even trumpets; all locked in the great sequence of chords, forming a nice, emotional melody.

Raccoon City accompanies us through the initial stage of the game. It introduces us to the town itself: the fire, the debris, the zombies staggering around. However, it’s not about panic and terror. It’s more about sadness and tragedy.

Just before we move on to the next track, which is The Front Hall, I would like to point something out. As you may have noticed, they missed a few tracks – the inside of the bus, Kendo’s gun shop, the zombies attacking Kendo’s gun shop, the entrance to the R.P.D. – prolonging the more significant ones instead. It is evident that they learned something from the flawed Biohazard OST and actually took some time to think before they mindlessly placed every single piece of music on the CD, in single loops one wouldn’t have time to sink in. Thank God for that. And for those of you who miss the deleted tracks – keep reading, we’ll get to them eventually.

So there is The Front Hall, crushing us with its weight of the whole three-storey building, opening the cascade of R.P.D. soundtracks, familiarizing us with what the exploration of the museum-turned-police station is going to be like. Now dormant and deserted, but having been witness to some cruel, violent events.

Opening a door is all it takes to find yourself in The First Floor. The thing I absolutely adore in this track are the random sounds thrown in: the cracking floor and the crushing doors. When I’ve first played the game, I didn’t even know if they were a part of the music or actual sounds of zombies breaking in somewhere at the other end of the station and I didn’t even care. The track is so unnerving (the violins and the basses) and at the same time relaxing (the piano notes flying somewhere high beyond me) I was in a complete trance.

Ah, but the station is a wicked place and the next track The Second Floor is here to remind us about it. The unsteady, almost nauseating low sounds, a little like the underground laboratory in RE1... That sickly-yellowish corridor with the barely visible silhouettes of the three statues standing silently in the distance... We go downstairs, we open the door next to the two green herbs and we are in the...

Secure Place, or the save-theme, is one of the things that amazed me while I’ve first played the game. Just imagine – having to write one track repeating itself over and over throughout the game, fitting for no matter where you are, what you have so far seen and lived through, what they would see and live through in a moment, always portraying the place to catch your breath and regroup, always suggesting that there is a typewriter and a reddish item chest resting silently in the room. For me, the save-themes are always the best tracks on the Resident Evil OSTs, because they represent the overall spirit of the games. There is no better way to remember what each Resident Evil felt like than listening to its save-theme, even if may be due to fact that we all spent countless hours saving the game of managing the inventory with the tune carving itself into our minds.

The next track is very emotional - Leon With Claire meeting in the S.T.A.R.S. room which takes place in the LeonA-ClaireB timeline. The feeling of relief as the two finally meet after having been separated is accompanied by the knowledge of what had happened with Chris and that Claire’s trip to Raccoon City was for nought. Yet, in spite of the hopelessness of the entire situation they decide to move on and fight. You may notice that the track for their meeting in ClaireA-LeonB (in the corridor next to the library) is different – it represents the slight relief and uncertainty of what will happen next and how this is going to end.

The Library and the famous library puzzle. The standard heavy violins and the curious piano suggesting something hidden, a little like More Rooms in RE1. It always reminds me of zombies breaking into the two corridors on the first floor.

Another emotional theme - Sherry’s Theme. I don’t particularly like Sherry, but I do like this piece of music. Notice how the everlasting low gloomy violins has been altered for this track – playing a different melody, not altogether scary, but still somewhat maintaining the mood, not letting us forget where we are and what we are doing. The high sounds complete the theme reflecting the fact that we are dealing with a little child.

The Basement of Police Station is another example of how impeccably the tracks blend with the locations. Dark, empty, concrete corridors with dust obscuring the vision. Dim lights barely illuminating the labels above doors.

The Tyrant tune returns! This time with more instruments, an expanded melody and gorgeous chorus. Like most of the enemy-encounter tracks, the loop is rather short and repeats itself multiple times, yet it’s never boring! Just who doesn’t love the sturdy bald guy and his heavy boots crushing the carpet underneath? The "T”-A gets especially powerful during the camera cutscene next to the large elevator shaft later in the game.

Ladies, and gentlemen, it’s our first boss battle! The first version of William Birkin, The First Malformation of “G” is big, bloated and very dangerous. My favorite breathing-like sounds and the low groans in the distance, all make their appearance and the vibrating violins at the top represent the fast and violent chemical reactions happening within. Watch the pipe.

Next comes the strong but lonely woman’s theme, or Ada’s Theme. A mixture of piano and flute talking about bad experiences, forgotten hopes, hopeless future, much like the ill-fated love of Ada and Leon. Let’s forget about her being a spy and about her strange appearances in some European village six years later. Right now, she’s just an ordinary woman, a businesswoman perhaps, looking for her boyfriend, named John. Will her coldness mix with Leon’s fire and will they survive to live happily ever after? Only time can tell...

Of the three factory themes, only two made it to the soundtrack (the missing one being the small tune which plays immediately after leaving the sewers, the place where the dirt drops down from the ceiling), but they are both outstanding. The Marshalling Yard (The First Half) introduces us to the bowels of a dead factory, with all the machines cold and standing still, covered in dust and all the workers dead. The main sound resembles wind howling through the empty corridors and the chorus is mixed with a complete breathing sound – inhaling then exhaling of some dormant, evil spirit lying somewhere at the core of the place.

Out of the bowels, we climb to the surface level to face the moon shining through the dirty windows. We are not out yet. Far from it. We step out of the save-room to see the dark shape of the elevator standing before us like a statue of some primeval monster. Behind it, is a endless horizon of pipes and chimneys with small red lights blinking here and there, warning the dead workers of some hazards. The Marshalling Yard (The Second Half) has a very different feel than the first one. We no longer feel the terror of the unknown as we have already threaded the path through the dead factory. Now we see the vast area around and that there’s a long way still ahead of us. The RE2’s factory may not be the largest location in the game, but in terms of sound, it is by far the richest. Reluctant, we take the elevator down, not knowing that we are not alone.

The Second Malformation of “G” is probably the most recognizable version of G-virus carrier encounters and the one of the most recognizable Resident Evil 2 tracks. It doesn’t include the vibrating violins anymore; there’s no need to. We know our enemy. We don’t need to have it described to us anymore. This time, it is a war-song. We clutch the gun and take aim, feeling the sweat running down our face.

The Underground Laboratory is one of my favorite tracks on the album and that’s because of it;s multi-dimensionality. We stand at the mouth of the long steel corridor (for example, right at the door at the lower level of the plant-infested pit, the one with the door that required a System Disk). Immediately before us, there’s a feeling of dread and metal (one of the first sounds we hear, something like a gentle thunder), then, in the distance, we hear some distorted sounds – the echoes of experiments running, scientist walking, glass test-tubes being picked up and put away, the beeping of the computers. Every now and then, a loud wind comes at us from the depths of the corridor and facilities behind it, carrying a stench of rotten blood, terror and pain. And in the end, there’s a sound, something like a howling flow of water, the stream that will make us take another step and delve deeper into the core of the horrors and white gowns.

We have already met Annette, the broken woman, we have learned some unpleasant things about Ada and what really has been going on in Raccoon City. The doubt of who to trust is perfectly exposed by the leading sound of Is Ada Spy!? (what’s with these articles?), which I am unable to recognize.

Escape from Laboratory is the greatest evacuation theme ever, period. With or without the alarm sounds and the computer voice hurrying us to the exit, the track is pure energy. The seemingly irregular drum-beats makes our feet want to run (while next playing the game, try to walk while this theme plays – you’ll see how unnatural it feels), but there’s also a melody, which helps a lot while preparing the G-vaccine in Claire-A scenario. The melodic line upheld by the sound resembling a bass guitar constantly thumping in the foreground and the length of the loops are the two things behind the sheer perfection of this track and the reason of why none other Resident Evil evacuation tune can’t even come close to this one.

We go back to Ada and this time, she is aiming a gun at us. This is the time of reckoning, of cards being shown. The first tune representing the feeling of fear and betrayal is quickly replaced by panicked rush to try and save the woman from falling. Then, it’s sorrow, similar to the music accompanying Barry’s death in RE1, but so much deeper and greater. But wait, there’s more.

Good Bye, Leon... might have been good but Mother seems to be even better. The actual instruments sound poorer and, excuse me for using this word – cheaper, yet they play a melody which is richer and more original. Not to mention the fact that this time it’s Sherry who’s crying, so the music is lighter, gentler somehow.

It’s Ada again, this time not trying to shoot Leon but saving his life in Leon-B scenario. Nice theme for ####One More Kiss, but also a great track on its own, featuring the violins from Good Bye, Leon... and the atmosphere of Mother. I absolutely adore the final chord, which suggests the fear is not over. I guess One More Kiss would make a nice ranking-screen tune for every Resident Evil.

“T”-B is so much different than the predecessor. After a brief violin introduction, the combat begins, implemented with the bass guitar thumping, just like in the evacuation theme, because we’re not only fighting against Tyrant, but also against time. A great, tragic war-song.

It’s time to meet with Birkin for the final time. The Third Malformation of “G” is definitely more chaotic than the previous two, because the thing we are fighting is far more violent. Whether the four-legged form in scenario A or jelly tank in scenario B, it is a spectacular enemy, demanding a strong, fitting music. As such, the track does not contain any logical, recognizable melody, it simply provides the right mood for the fight, as if the creators knew the player would be too absorbed to listen to it.

We’ve already listened to the outro sequence, so it’s time for ranking screen theme. And after that... is the only track on this album with no tension at all, just gentle little piano and quiet violins. A small melody for the single screen.

Ah, the beautiful Credit Line... God, I feel like crying every time I listen to it... It appears after we finish any of the A-scenarios, the endings of whose are very emotional. Claire hugs little Sherry and Leon says one final “goodbye” to Ada. Overall, I find the “double-ending” idea extremely enjoyable as well as innovative. In scenario A, we take a look at the sad story, of everything we’ve been through, all the people who died and perceive Resident Evil 2 as a great, emotional game. In scenario B (sounded by Credit Line of Whole Staff) we take a look at the future, think about all the action and gore and perceive Resident Evil 2 as a great, kick-ass game. Either way, a great game. A milestone. And that’s exactly what the soundtrack leaves you with.

But, as before, it’s not over yet. Remember all those tracks which didn’t make it to the album? Well, apparently I wasn’t the one who claimed tracks like the locked up east-area laboratory room tune should have been there as well, so Capcom released another album called Biohazard 2 Complete Track, whose cover you can see on the banner. It contains as much as 42 tracks, some of them great, some of them just for the “complete track” sake (mostly very short tracks like Sherry Dropping into the water).

It begins with the classic initial intro movie tune (the one before the game’s main menu), truthfully named The Evil Eye. Then comes the introduction of scenario B as well as all the missing tunes from the Raccoon City passage. (My favorite is Drove the passengers to be the living dead, which is the bus tune.) There are the sudden attack tunes, much better than the RE1 ones (Screaming Target and Above the blood pool) – mostly involving lickers and the great track playing when we enter the east office and find Marvin has turned zombie (The buildup of suspense). There is the alternative S.T.A.R.S. office tune, when we explore it all by ourselves (Nothing more to do here) and the alternative Leon and Claire meeting in the hallway (Who’s that lady?).

Later on, in the sewers, there’s the great Wandering Alone track, when we explore the underground room as Sherry – great clarinet (or is it bassoon?) and piano melody to stress the child-factor; The gigantic alligator theme; the nice soundtrack to the Ada/Annette encounter with curious metallic sounds echoing in the background - Women squaring off.

Even further, are the four lovely laboratory tunes. They start with the moth room theme - This is my nest – a silent, yet unnerving track, perfectly exposing the tension which we might feel facing some abominable insect, trying to shoo it off but being afraid to touch it. This time, however, the insect is bigger than we are... Next, Like a shadow, a very deep and heavy tune reminds us about the scene where Annette tries to shoot Leon but is interrupted by the Tyrant. Notice how this track has been constructed with trumpets – sometimes they are silent and unsteady, sometimes they sting, like drum cymbals. Speaking about the Tyrant, the scene immediately preceding him falling to the lava pit is sounded by the The shadow is gone? – at the very end, it features moments of silence interrupted by loud drum beats.

Wreckage of the mad experiment speaks for itself. Computer beeps suggest technology and computers. Then the violins and chorus arise – to suggest something frightening and evil, like raising the curtain or opening a box to see what’s inside... Then the shock of seeing something truly disgusting. One brief moment of not believing our own eyes, then another shock at understanding and conceiving what incredible nightmare we are witnessing. And the computers still beep in the background, continuously monitoring the whole thing, making calculations, relentlessly keeping the failed experiment running.

Towards the end of the album, we get to listen to the themes of The 4th Survivor and Extreme Battle Mode – everything, including the briefing and result screens. But there’s also something special at the very end - ”The ultimate bio-weapon” Medley. Oh boy, what a gem this is. The 8 minutes worth of Resident Evil 2 music, slightly remastered for our listening pleasure.

It begins with Prologue, moves on to Raccoon City, then a little fill-in which hasn’t been featured anywhere before and The second malformation of “G”, quickly followed by Escape from Laboratory – sounding faster and smoother, better than ever before. A very brief interlude and the relentless grip tightens – the mad “T”-B comes, only to crush us again with The third malformation of “G”. Then, there’s finally some piece... And finally, the Credit Line to sooth us...

Together, the two albums form a complete audio Biohazard 2 experience, which I recommend for anyone with a taste for music. There are some compilations, including the Biohazard Sound Chronicle Best Track Box, which some features tracks from both CDs, as well as the awful Ten Years of Resident Evil – The Official Soundtrack which tries to place the soundtracks of 6 games onto one disk, a futile attempt if you ask me.

Last, but certainly not least, I think you ought to try and listen to the live-versions of some of these tracks on Biohazard Orchestra Album, played by real musicians on real instruments. The true highlight is the remastered Credit Line of Whole Staff, with astounding violin intro, even if the actual rock sounds a little poor compared to the original (there should be at least one additional guitar and the drummer should have used the snare drum a little more, in my opinion).

You remember Leon saying “Hey, it’s up to us to take out Umbrella!”, you remember the anticipation you felt of how the franchise would evolve from there, what wonders were awaiting us is the unknown future... Then you remember all those Biohazards and Resident Evils which appeared, including the worthy sequel RE3, the three-dimensional Code: Veronica, the REmake, the splendid RE0, the atmospheric Outbreaks and of course the revolutionary RE4. And you may smile for a second and think that the world is not such a bad place after all. I sure do.

6/12/2008

Vigilante 8: Arcade

Cars with Guns!

Hell Yeah! One of my favorite multiplayer games of all times is coming to XBL Arcade. To make things even better it won't be just a port of one of the original games, but an entirely new chapter in the 70' vehicle combat franchise. Build from the ground up for the XBLA it promisses 8 characters, user-customizable car paint, 5 new arenas, ovet-the top phisics, weapon pick-ups, power-ups online multiplayer for up to 8 people and (YES!) four-player split screen.

The authors also plan free and paid DLC.

Finally, I will have my revenge on my buddies for all the Bomberman Live games I've lost. Muahahahah... sorry.

If you never heard of or played Vigilante 8... well, shame on you. You can check the games out on Wikipedia for example.