Video Games Live symphony concert preview for Vue Weekly

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I enjoyed a fun and personal assignment this week when I previewed Video Games Live for Vue Weekly.

When veteran composer Tommy Tallarico dared in 2002 to produce Video Games Live—an audiovisual spectacle featuring symphonic music—no one in the business thought it would work.

Tallarico recalls the game publishers, symphonies, and concert venues telling him “people who play video games don’t go to a symphony, and the people who do go to a symphony certainly don’t play video games. You’re crazy, kid. Get out of here.”

But 11,000 people showed up to his first show in Los Angeles, silencing the doubters and starting a wave of momentum that still rolls today. Video Games Live now holds a Guinness World Records for the most concerts performed by a touring symphonic production (450, and rising), as well as the record for most concurrent live viewers at a symphony: 752,000 at a concert in Beijing, China in 2015.

“No time ever in the history of music have millions of young people around the world come out to watch a symphony,” Tallarico says. “Before Video Games Live, it never happened.” Read more

Alongside the first conscious moment I can recall as a toddler playing Chrono Trigger (trying to catch the password-rat in Arris Dome,) the haunting bass line of the derelict 2300AD labs is the first piece of music I remember. So to interview Tallarico about his numerous arrangements of equally great video game music for Video Games Live was a special moment I won’t soon forget.

Video Games Live tickets almost always sell out, but if you’re in town and can make it, hopefully I’ll see you there!

Clips from my time as an Anime News Network news intern in 2015

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I recently noticed that Anime News Network began listing bylines on all articles in its news section (where I interned for six months in 2015) and as several employers have reached out to me with potential work opportunities, I decided to index a few clips for easy review.

Though I ended the internship in one of the lowest mental health states of my life, I’ve completely rebounded since. Working on ANN’s news desk in a 24-hour virtual newsroom with multiple deadlines each day was a phenomenal experience. In addition to assisting with translation, editing, and other administrative tasks, here are some of stories I wrote:  Continue reading

UPDATE: Overwatch’s D.Va joining Heroes of the Storm roster

“You do not have to fight alone”

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Heroes of the Storm | Blizzard Entertainment

D.Va is set to lend her fellow Overwatch hero Genji a helping hand as a Heroes of the Storm playable character, Blizzard Entertainment announced today.

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Runescape kicks off new expansion schedule with ‘Menaphos: The Golden City’

The ruling Pharaoh isn’t eager to greet new interlopers

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Runescape | Jagex

Developer Jagex stood out last April by continuing legacy server support of Old School Runescape while its competitor in World of Warcraft closed its largest private server, much to chagrin of players. But that eye for the past was complimented by updates to the current game, too. Now, in an attempt to please fans of the modern experience, Runescape will open gates that have long been closed to its players with a series of new expansions.

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Gjallarhorn left behind in Destiny: The Taken King? Maybe not

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Hey, I know I haven’t posted here in nearly a year, but long story put reductively short, I was busy putting about 2300 hours into Bungie’s Destiny, so I’ve got two cents to toss around.

In Bungie’s Thursday Weekly Update, it answered some FAQs from the community in regards to its Year Two Live Stream from earlier in the week leading up to Destiny: The Taken King.

One thing that dismayed many Destiny fans was the answer to whether or not the infamous Gjallarhorn exotic rocket launcher would be upgraded in power similar to some of the other exotic weapons in the game like the Suros Regime auto rifle that was detailed during the reveal stream. That answer was no.

Did you redesign Gjallarhorn?
  • Gjallarhorn will remain a Year One Exotic at Year One levels

But don’t worry, using some simple math and the information Bungie revealed this week, I’ll explain why this may not be as big a deal as some people believe.

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PAX Prime 2014: Destructamundo’s calculated planetary obliteration

DestructamundoGranted three warheads of distinct, radial destructive capability, your goal in Minivision’s Destructamundo is to raze clusters of planets to their core using explosive chain reactions.

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PAX Prime 2014: Crushing arcade aliens in Woah Dave!

WoahDaveOn the floor of the Indie Mega Booth at PAX Prime this year, MiniVisions had two physical arcade cabinets rigged to run Woah Dave!. They didn’t ask me to plug in quarters to extend my play session, but damn, they certainly asked for some arcade know-how.

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PAX 2013: Titanfall preview

TF_AngelCity_PilotTitanfall did not live up to my expectations. It’s looks great, and it’s fluid movement mechanics certainly offer something non-standard to the first person shooter space, but I didn’t find it different enough to make me take-note of if over other next-generation shooters.

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PAX 2013: Contrast preview

Contrast_GapJump_1080Game characters traversing their environments by running on walls appears to be a video game trope that’s making a comeback. Compulsion Games’ Contrast is a third-person adventure game that pulls off the trick with shadows in a slightly abstract way, and it works.

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PAX 2013: Samurai Gunn preview

SGScreen4Samurai Gunn is one of the simplest games I’ve played at PAX; it’s also one of the most fun.

The demo that I played featured four-player, first to ten kills death-matches followed by a sudden-death showdown. It’s a brawler that requires extremely fast reflexes, and I must say that my poor PAX pupils were struggling to keep up after a long day on the show floor. I had my ass handed to me in four straight-matches, but it was fun as hell.

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