Audio Tragedi – Introducing; Zico Chain

August 20, 2010 Leave a comment

ZICO CHAIN

So many fresh faces start to appear on the British rock music scene. None have appeared so aggressive and iron-willed as much as Zico Chain… (excluding Biffy of course… no contest.)

Zico Chain are a rock band from London,  formed in 2002.

To date, they have released one full album entitled FooD and one self titled EP. The band opened the main stage at The Download Festival on 8 June 2007 and they supported Velvet Revolver on their 2007 summer tour.

The band’s second full length album is expected some time in 2010.

Demos of songs for the second album have started to appear on the bands myspace.

So here’s “Audio Tragedi – Introducing: Zico Chain

August Update

August 11, 2010 1 comment

A HUGE thanks to everyone that helped me get over 2,000 views last month!

It’s nice to know that my posts are actually interesting.

So this month I have a lot to say; First post will be tomorrow, so lets keep this short and sweet;

  • Audio Tragedi 10 Tracks To Hear This Month
  • Audio Tragedi Introducing:…
  • The Gaslight Anthem – American Slang Album Review
  • How I Became A Cyber Stalker…
  • How To Be A Bastard In Games part 4
  • Projected Twin – Earth To World Album Review
  • Foals – Total Life Forever Album Review
  • How To Become Anonymous part 2
  • From The Mind Of Live Longer
  • Red Dead Redemption Review

And lots more!

I’m sure you’ve noticed the sticky at the top of the site for our new facebook.

If you haven’t…CHECK IT OUT!

Categories: Update Tags: , , , ,

Audio Tragedi@WordPress Now Has Facebook!

August 10, 2010 Leave a comment
Categories: Internet Tags: , ,

LIMBO

LIMBO Xbox Live Arcade Game Review

(LIMBO HAD ME IN LIMBO)

I can say that this is one of the most unique games I have ever seen.

A boy wakes up in a forest. Ahead of him lies fear, uncertainty, death … and his sister.

A two-dimensional, side-scrolling adventure with a heavy emphasis on puzzle-solving, Limbo turns this time-worn gaming genre on its ear:

It’s presented in grainy, flickering black and white, with characters existing simply as dark silhouettes against soft-focus backdrops.

No health meters, no maps, no dialogue of any sort and very little music.

And yet it’s stunning, beautiful and unforgettable.

As the boy, you make your way to the heart of the matter, and to get there, you have to overcome a series of logic puzzles and enemies.

The developer, Playdead, doesn’t hammer you over the head with a story. Instead, it unfolds slowly as you make your way through the various sections of Limbo, from industrial wastelands to shadowy forests.

As you progress through the game, there’s an almost hypnotic, dream like quality to the whole world, as you’re immersed completely in it.

You don’t encounter enemies often, but when you do, they’re certainly memorable, whether it’s light-fearing brain ticks or one of the creepiest renditions of a spider I’ve seen in any medium.

Even the boy himself is nothing more than a black silhouette against a charcoal sky, and the only sign of life or character other than his motions is the whites of his eyes.

There is no colour – everything is black or white or shades of gray – and the only sounds are those you create by exploring and an occasional twang or random chord.

The game’s controls couldn’t be simpler: move using the analog stick, press A to jump and B for action/grab.

After just a minute of playing Limbo, it becomes clear that atmosphere and tone are the game’s greatest strengths.

While there are some very cool and clever puzzles a handful can stop the game dead in its tracks.

On at least three occasions, I discovered the solution to a puzzle entirely by accident –

running back and forth across an area until something triggered.

You’ll often die to things that you have no way of knowing are there until they kill you.The same goes for multiple-step puzzles.

For both, the lesson will cost you your life: Die and remember what to do next time.

There are two things that ease the pain. The first is that the checkpoints are evenly distributed and the loading times aren’t too bad.

The second is the death animations.

Horrifyingly dark, disturbing and violent – especially when you pause to consider that this is all happening to a child.

There is one point in the demo, were your stuck in some sort of slime type trap, only to realise that a few seconds later a horrifying creature comes out of nowhere above you to… stop the demo and force you to pay for the game it’s that hooking.

Overall It’s a Hauntingly beautiful game, well worth paying £15 pounds (1200 Microsoft points) for.

9/10

So everyone on xbox, get to the Marketplace, and download the demo. I want you all to come back to the poll that I’m placing on my blog and review the game for yourselves!

AFTER COMPLETION.

So I actually completed the game and can make a rough assumption on what you’re buying.

The game had me in a few tough spots, all of them took me the best part of an hour to complete.

There could of been many more puzzle’s to complete in the game itself (Roll on DLC!)

After completing it however I felt rather cheated.

There could of been more emphasis on more puzzles that should of been much harder, and I find that I unlock a small animal like creature for my avatar, which makes me pause to think.

Is that what I payed for?

Because the animals in the avatar marketplace are at least 800Microsoft points. So maybe that’s what came with the price of the game (1200 M Points). The game being worth £5 pounds maybe?

All of this has made me change my standing on the game. Everything else is still perfect.

Overall It’s a Hauntingly beautiful game, but I don’t think it’s worth paying £15 pounds for.

Not that I regret purchasing it of course.

8/10

Categories: Gaming, Reviews Tags: , , ,

How Much Is Facebook Worth?

July 24, 2010 5 comments

*Update* – Check this site to for more information about; Who checks what site, what age group etc.

http://www.quantcast.com/

FACEBOOK IS WORTH:

$284,895,931

Just for those who care;

Myspace Is Worth:

$283,475,588

Youtube

$287,516,065

4chan.org

$173,825,077


Want to know how much a site is worth?

Find Out On; http://www.strategicfirst.com/

18 Ways To Be A Bastard In Games Part 3

7. GRAND THEFT AUTO IV – HOSPITAL DESTRUCTION

Niko dies mid-crime spree.

You’re annoyed and want to vent.

Rockstar happen to respawn him in a nearby hospital, laden with patients napping on their guerneys….

The words ‘shooting’, ‘fish’ and ‘barrel’ come to mind.

Oh, and ‘bastard’.

8. BIOSHOCK – MR.MATEY

BioShock maps child murder to a button press; you don’t have to look hard for evil.

The bastard, however, celebrates unnecessary evil.

Both BioShock and its shinier sequel supply you with a Pick ‘n’ Mix of torturing abilities – less pink foam prawns, more bee attacks.

For our money (salvaged from a nearby dustbin, naturally) it doesn’t get better than the electro-bath.

Set a Splicer aflame with the incinerate plasmid and just as he jumps into nearby water, fire an electro bolt into the shimmering wetness. The notion that he sees his fate buzzing before him is most pleasing.

9. RED DEAD REDEMPTION – DICK DASTARDLY, YOU OL’ BASTARD

 With my recent “10 tracks to hear this week“.

I must add a little red dead redemption into the mix of bastardly deeds.

So here’s my favourite, what we need to do is hogtie a helpless civilian, extra bastard points for a civilian of female origin.

Place her onto your horse and ride to the nearest train track (providing there is no law enforcements on you).

And lay your unsuspecting victim straight right. slap. bang. in the middle of those deadly tracks!

Extra Bastard points for putting your bandana on before you commit this unsightly deed.

More to come, including CRACKDOWN, SAW, GODFATHER II and more!

From The Mind Of Live Longer

Understanding Logic / The Problem

Amidst the many thousands of years in the development of a near-infinite myriad produces via the use of ever growing efficient perplexed logic. Humanity has yet to normalize the perfect foundations of life’s hierarchal features (of which ultimately replace its rudimentary functions in complexity to conceive a component with additional features). An instance of this could be a building; its premise is composed of basic materials, and when combined in complexity, they form building blocks; further, these building blocks are combined to append additional hierarchical features. (the same logic can also be true for evolution).

However, although essential components of life have been normalized, the underlying perfect foundation for logic has yet to achieve this state – achieving this could further introduce a new state of progressive exponent.  The impacts of decoding such components of life introduce singularities such as Computer Science, of which occur at an ever growing exponential rate (obstructions still occur which eventually delay the rate at which the singularity transpires). Given the power of knowledge for manipulation, hierarchal features will ultimately adopt underlying components in complexity (this can be illustrated as a pyramid; previous layers adopt greater complexity than appended layers; shown below).

However, despite the advances progressed from the introduction of normalized disciplines, a greater singularity may be possible via the normalization of one of the greatest essences of logic: the problem.  Primarily, the problem is identified as a question, often inciting “what (e.g. how or why?)” or a location oriented query (e.g. “where?”).  Addressing the problem may occur via stochastic nature or via digital oriented (or those which are of a similar nature) components, consuming a given set of resources (often occurring as process time).  Criteria adhering to the addressing stage thus features any function from an infinite spectrum of complexity (current stages of this requires concerns with the state of functions (e.g. biological health for humans), its resources (e.g. nutrition for humans), priority (i.e. how the problem competes with other identified problems – its allocated process time over other problems) and intervention (i.e. whether stochastic properties are required to intervene with the problem, and whether it’ll bypass a collision (an autonomous system will ultimately encounter obstacles and which may eventually force the system to crash; a system featuring stochastic properties however, will incur a prompted randomized input, thereby allowing for a randomized response to the collision (the system will thus eventually bypass the collision).

Furthermore, normalization of this essence of logic may provide insight into which problems are soluble and those which are not – this would ultimately reduce the overall resource consumption of hierarchal systems which process to identify corresponding solutions.  Ergo to this particular state of normalization, problems may not require practical testing; a simple equation may define the state of the problem, thus providing systems with the opportunity to elude insoluble problems.

Regardless however, path-finding oriented logic will still be required to address identified problems – the primary benefit of this is to eliminate paradoxes induced by insoluble problems.

Yeah. FROM THE MIND OF LIVELONGER, EVERY MONTH EXCLUSIVLEY FOR audiotragedi.wordpress.com

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