Category Archives: Arts & Entertainment

Setting the Scene: Episode 2

THE CINEMA CHRONICLES
By Gabriel Sieling
Hosted by Gabriel Sieling

Official Transcript:

[THEME SONG -RISK.]

Gabriel Sieling: “Hello everyone and welcome to The Cinema Chronicles. I’m your host Gabriel, and today we are going to be talking about what are Fan Films, and what impact do they have on the internet and pop culture.”

SOUND EFFECT: Old Film Rolling sound.

Gabriel Sieling: “You might be asking, what are Fan Films? A film is a film or video made by the fans of a popular form of media such as Films,

SOUND EFFECT: Indiana Jones Theme Song or Star Wars theme.

TV Shows

SOUND EFFECT: Friends (Joey being stupid) or laugh track.

 Comic Books

SOUND EFFECT: Batman Bam Pow!

and Video Games.”

SOUND EFFECT: Mario pipe sound.

Gabriel Sieling: “A Fan Film is a way for beginning creators to make a project about one of their favorite fandoms of pop culture, without having to deal with the copyright laws. As long as you give credit to the original creators of the thing your film is based on, then you can make a fan film on basically anything you can put your mind to.”

SOUND EFFECT: Old Film Rolling sound.

Gabriel Sieling: “The process of making a fan film is not that different from making a normal film. The only difference is that unlike most modern big budget studios,

SOUND EFFECT: Cha Ching Money Sound.

 fan film creators usually take a lot of time and care into a topic they genuinely care about. A fan film creator usually has a lot of respect for the source material and puts every ounce of care they have into the project.”

SOUND EFFECT: Old Film Rolling sound.

Gabriel Sieling: “What kind of impact can a Fan Film have on the internet and pop culture? A Fan Film can usually have any kind of impact on pop culture. For example, fan films can make a good and lasting impact when first announced.

SOUND EFFECT: twitter notification.

But nowadays if something that the creator said a long time ago comes up, it can tear the whole thing down to the ground.

SOUND EFFECT: Destruction

and make people question the point of fan films in general. A huge example of this actually happened very recently with a fan film called “Spider-Man Lotus.”

SOUND EFFECT: Spider-Man Thwip sound.

 When the first full trailer was released on October 27th, 2021, on YouTube, it was a smash hit. The trailer grossed over two million views.”

SOUND EFFECT: Slot Machine Win

SOUND EFFECT: cheer.

 Gabriel Sieling: “Things were looking great for the film until one day, an old tweet made by the creator of the film “Gavin J Konop” was leaked. The tweet had a racist comment, which immediately turned the whole internet on the film. The film was released, but it still made a lasting impact on not just Spider-Man Lotus, but other Spider-Man fan films in general. Spider-Man Fan Films made by people like “Joey Lever” Creator of the “Spider-Man Lost Cause duology,” and “Health Gleason” Creator of the Spidey fan film “Intractable.” Both had their films affected because of this controversy. People have even been commenting on my fan films saying, “I hope this won’t be like Spider-Man Lotus.” I usually do not care for criticism, and this comment does not mean anything to any fan film creators. If anything, I take it as a complement because I personally loved Spider-Man Lotus, and I have even modeled some of my films after it. But at the end of the day, no matter what kind of impact you make on the community, weather good or bad, there will always be people somewhere out there to appreciate what you do, and not just what you did.”

SOUND EFFECT: Awwwwww

Gabriel Sieling: Thanks for tuning in, my names Gabriel and I will see you next time on… the cinema chronicles.

[THEME SONG -RISK.]

Indie Songs Resonate Autumn’s Theme

By Dairell Alvarico

Fresh leaves fall ever so slowly, perched on rooftops and uneven ground; they leave a lingering scent of soil and nostalgia as they dance around the scenery with orange, red, and brown; it gives the landscape before you a sad yet ludicrous tranquility.  

The breeze picks up, swaying leaves that were still clinging to the trees with all their strength; some do stay resilient, but only for a passing moment when another wave of wind shakes the trees to its submission.   

Autumn is blooming at its finest, with reasons that vary depending on the person. Whether it be the anticipation of Halloween and all its creepy concepts, savoring the creamy taste of some good pumpkin spice latte, or just the overall feeling and aesthetic of a season that is beautiful from top to bottom.   

Everything is the same but so different. A walk in the park, driving downtown, or sitting on the balcony. Normally, these probably wouldn’t be so out of the ordinary in the spring and summer, or even when the snow hits.

Then fall comes with its warm palettes gifted to us in a neat ribbon, there comes along the feeling of peace; the sense of centering ourselves in the middle of it all, taking it all in. A theme of self-meditation, the focus on one’s spiritual reason, and taking a trip down memory lane to simpler times.   

The urge to take your phone out and listen to the traditional “autumn” music on repeat is instinct: Roslyn by Bon Iver & St. Vincent or the famous Cardigan if you’re more of a Swiftie than a lover of Twilight.  

But have you ever stopped and wondered why these songs fit the vibe of this season? Why is the meaning of these songs and the feeling that comes along with it amplified so much?   

We can take it from a lyrical perspective or an instrumental one, possibly both. For example, Taylor Swift’s Cardigan is more focused on first love and heartbreak in which she portrays these emotions as bittersweet.

And quite frankly, you can listen to this song on any season, but the way she expresses it turns its tune melancholic. Her lyrics become a moment of reflection, a song that resonates more than usual while gazing at autumn leaves, feeling the cold wind nip your nose as you admire the world around you covered in golden. The mood and the song, like two puzzle pieces that fit together perfectly.   

In hindsight, it would be a shame to have a meaningful depth of such a general overview of indie songs without harnessing the full potential of what you can discover with a few artists who deserve a little bit of love and appreciation towards their numbers.

Understanding the messages they have been illustrating, through their words and melody. To answer the question as to why it is a perfect listen for a season that is the epitome of reminiscing life. 

Obstacles by Syd Matters   

A song made by a French band who got their name by clashing two names of Pink Floyd members: Syd Barrett and Roger Waters. They debuted in 2005, consisting of six people: Jonathan Morali, Jean-Yves Lozac’h, Olivier Marguerit, Remi Alexandre, and Clement Carle. When it comes to composing music, they like to add slow melodies with a little flair of electronic pop to it, creating a unique tune that is somber but at the same time, something you can jam to.   

If you already knew Syd Matters, then you would agree that this song is what they’re most well-known for. Obstacles was featured in the award-winning game, Life is Strange and would be considered its signature song by the fans. The general opinion of this song is mostly, “nostalgic” and “mesmerizing,” this could have been influenced by the melody; it is memorable, repetitive, and mixes beautifully as the song progresses.  

Album cover for Obstacles

“We played hide and seek in waterfalls 
We were younger, we were younger 

Someday, we will foresee obstacles 
Through the blizzard, through the blizzard” 

The lyrics are just as profound. The bittersweet flashbacks of childhood and all its ups and downs. Growing up, it was inevitable to make fast decisions and be unaware of the world’s reality. It may not have been a big deal back then, but as of this moment they come along with a sense of longing. 

That thought also comes with the awareness of maturity and growth. Being older now, going through obstacles is easier, smoother compared to what we knew as a kid. But now with much more wisdom under the belt, it isn’t as difficult to understand. 

Growing up and moving past the hardships of life while looking back on the times when we were younger, and more naïve compared to where we are now. Autumn has a theme of reflection along with reminiscing of the past. The raw sentimentality of “Obstacles” fits into that perspective with flying colors.   

Long Lost by Lord Huron   

This band probably rings a bell, it’s because Lord Huron is the same group who sang The Night We Met which was released back in 2015 and is a popular audio piece in media. Debuted in 2012, with four members (Mark Barry, Miguel Briseño, Tom Renaud, and Ben Schneider) they are an indie-folk-rock band that create songs using their strong point of harnessing the deeper meaning of life into lyrics people can contemplate on. With the sheer amount of attention they are getting from their popular songs, it has become easy to overlook their more underrated work in comparison.  

Long Lost fits the bill on this one. The song focuses on freedom and self-discovery, how one goes on their own path to find themselves in a journey only they can take.  

Album cover for Long Lost

“Leave me where the light pours down  
Through the trees like rain  
Let it wash over me like a flood  
Let it ease my pain  
Let it drown me”  

It portrays the feeling of finally belonging somewhere where someone can keep to themselves, without the desperation of company. To be in a state of pure happiness, that being alone isn’t so gut wrenching as most instances are.   

The transient, fleeting vanity of fall can form a bubble around you, a safe haven enclosed with nature’s beauty from the crunch of leaves beneath your steps to the rays of warm sunlight peeking between branches and coating the top of the trees like the first strokes of a paintbrush.

To be grateful for seeing what this season can do to decorate the setting, making it all right to be by yourself and seeing this all with your own eyes, to have your own individual experience and for a moment, all your problems don’t exist.  

Willow Tree March by The Paper Kites  

The inevitability of death can be a heavy weight on our shoulders, but if there’s one thing we can leave behind, what would it be?  

Paper Kites is a band formed in 2009 by Sam Bentley, their lead singer along with Christina Lacey who plays the keyboard and guitar. The other members: Sam Rasmussen, David Powys and Josh Bentley were their close friends before they later joined the group.

They center their music with elements of folk and indie combined and for a while, made demo recordings before making their first hit, Bloom in 2010 with Willow Tree March only releasing a year later from their successful album, Woodland.  

The extensive opinion on folk songs were mostly about the joys of nature and partying in social events such as a feast. This song however, treads on angsty waters; it aims on the impending circumstance of dying, a contrast to the previous songs which focus more on the brighter side of life; this one provides a form of unease that comes from the lyrics along with intense instrumentals as the song gradually progresses.  

Album cover for Woodland

“And we all still die  
Yeah, we all still die  
What will you leave behind?  
Oh, we all still die” 

Death is bound to happen at some point, but it could still dampen one’s feelings. Yet shifting the perspective to something more insightful unravels a deeper meaning. The thought of it shouldn’t always be doom and gloom, even though the song focuses a lot on that concept.

Break it down a little, and you can see that they also implied the importance of worth and the choice to show yourself to the world before time runs out.  

Expressing how fragile life can be, feelings of the deeper meaning of humanity, and looking back to the choices that lead you to this point in life, a sentiment to the fall aesthetic. How the season can regain such deep emotions, but end in a moment of reflection. 

Meta Horror’s History in the Gaming Sphere

By: Logan Jacobs

Many distinct types of horror exist. Most hinge on the idea of not knowing what is going on around you: the absence of knowledge. Or they hinge on not being able to do anything about the things around you: the absence of action. 

This creates a duality where one coexists with yet is in an imbalance with the other. There is either an absence of knowledge or absence of action: when one is present, the other is lacking. This duality drives conflict. 

The problem with this style of horror is the fourth wall, the knowledge that everything is fiction and cannot cause any harm. Because of this fourth wall between the player and the game the absence of knowledge and action’s effects are lessened.  

This is where the idea of “meta horror” strives. Meta horror’s goal is to break down the fourth wall and any other boundaries between the player and the horror. Meta horror doesn’t outright abandon the formerly established ideas on how to scare but instead expands on it by breaking down the fourth wall. 

Eternal Darkness: Sanity’s Requiem was the first horror game of its kind, scaring players in avenues not previously thought of. Eternal Darkness was released in 2002 exclusively for the GameCube, both the time and the consoles limitations led to a less refined version of meta horror but one that still scared just as well. 

Fake ending screen in Eternal Darkness.

In Eternal Darkness a sanity system can affect how the game scares, the bar starts full and slowly empties as time goes on. Starting with minor changes such as noises with no source or even skewing the camera a tiny amount. As the player’s sanity bar gets lower more extreme effects happen such as faking deleting the player’s save file, abruptly ending the game claiming a sequel is in the works, or even having the player character die spontaneously. 

While Eternal Darkness got many things right, the game was limited by its hardware and development time. It created a great base for many other games to work off in the future.  

Imscared: a Pixelated Nightmare picked up where Eternal Darkness left off and is considered by most to be the most influential and notable meta horror game. Imscared was one of the first meta horror games to be released on pc and it makes use of that fact. Imscared holds no punches when trying to scare the player, using more traditional methods like jump scares to opening a YouTube video in the background without your knowledge. 

The horror of Imscared does not just leave the player frightened but leaves them questioning whether they are safe even after closing the game. Imscared achieves this effect by many means for example, faking that the game is closed only to jump scare the player, creating new files and images on the player’s desktop, and even faking that the player’s computer crashed. 

DDLC is the last game mentioned here because it strays away from the two other games preestablished ideas of horror. DDLC breaks down that fourth wall by deceiving the player from before they even start the game. It masks itself as a cute visual novel, a genre of game that focuses on player choices, interactions with the story, and less gameplay.

DDLC chooses not to scare the player with jumpscares but instead disturb the player. The first act of the game starts normal by all means but by the time of the second act the player starts to notice cracks in the game. Small instances of abnormalities not mentioned before. All of this culminates in the third act revealing all of horrific elements of the world that the player had come to love. 

The three games mentioned above are not the only meta horror games but they were pioneers of the genre and are each in their own way still affecting the meta horror genre today. 

CounterStrike 2: A Long Awaited Failure

By Logan Jacobs

Counter Strike: Global Offensive (CS:GO) is one of the most prolific games of all time, and in March of this past year Valve announced the long-awaited sequel, Counter Strike 2 (CS2).

CS2 promised a lot with its reveal: completely overhauled graphics, sub-tick technology, and volumetric smokes. Now just over six months later everyone has access to CS2. Has Valve delivered on their promises or were they flaunting a new game for a quick bump in players?

It is important to note that when talking about CS2, CS:GO was also buggy and unbalanced when it was first released. Only after years of working on the game with feedback from the community did CS:GO become the game it is today.

With that fact in mind, CS2 right now is a buggy mess unlike the now crisp CS:GO.

CS2 released with many changes, the biggest being the UI. The player’s HUD is completely different compared to CS:GO, changing the location of the player’s health and ammo with a sleeker more modern design.

Inferno’s “church”

The UI changes don’t stop there though. They overhauled the buy menu opting for a simpler design compared to the circle menu found in CS:GO. 

CS2 has notably forgotten about a beloved setting found in cs:go cl_righthand. This setting would change if your gun model was on the left or right side of your screen. It’s absence from CS2 has left many questioning why they would remove this tactical advantage.

The UI wasn’t the only major overhaul found in CS2. Along with it came a brand-new set of visuals. While CS:GO’s graphics did improve as the years went on, it was always limited by the twenty-year-old source engine.

CS2 abandons that limitation, and it flourishes graphically because of that. Equipped with a new “raytracing esque” lighting system and new textures, the game looks visually stunning on higher settings and is still good-looking on lower settings. But graphics aren’t everything.

Inferno’s “Apartments”

CS2 also chose to change the outdated tick system. Previously, CS:GO relayed what happened every 64th of a second to the main servers, this is also true in CS2. The difference in the two systems is that CS2 records where you are looking when you shoot. Previously CS:GO shot where you are looking at when that shot registered with the server. Theoretically this will be more accurate to what happens but for those with a bad connection this can feel unfair because they seemingly die behind cover.

The gameplay of CS2 is by far the worst part of the game. Most of the community has come to the consensus that the game does not feel as clean as CS:GO did. Both the gunplay and movement feel unresponsive and laggy. This is not helped by the fact that sub-tick heavily favors those with lower ping.

The last major change to CS2 is volumetric smokes. This changed how smoke grenades work entirely. Instead of releasing a ball of smoke that would block vision and penetrate walls, the smoke conforms to the area and objects around it.

Along with this change, came a new way of walking and seeing through smoke. An H.E. grenade’s detonation clears a temporary opening for a person to see or shoot through. These volumetric smokes are executed very well and surprisingly do not cause any major FPS drops.

Despite so many major changes to cs:go’s fundamentals, CS2 still keeps true to what CS:GO built. With that being said, CS2 is a long away from being completed but it will only reach that state if the community sticks with it and helps improve what’s wrong.

Yume Nikki: Making Perfection Better

By: Logan Jacobs

 Yume Nikki Online Project 

As mentioned in a previous article, Yume Nikki is a cult classic indie game that was released all the way back in 2004 that explores a young shut-in’s dreams.  

While Yume Nikki’s influence can be seen in many different corners of the indie scene, the game hasn’t received any updates in almost ten years. Just because there haven’t been updates doesn’t mean the community hasn’t been active; in fact, some of the community has taken it into their own hands to continue the series.  

“Dot flow” and “Yume 2kki” are arguably the best and the most popular fan games released. The problem with these two games is just how hard it is to play them. Even with an English translation, there’s still many other steps needed to play them.  

Yume Nikki Online Project or YNOP aims to fix that and add even more onto the games. YNOP is a free fan-made port of Yume Nikki, Dot Flow, Yume 2kki, and even more games all modified for online play complete with English translations. The best part? No downloads are required.  

INSPIRATION SECTION 

Kikiyama is the creator of Yume Nikki, and much like the game itself, he is shrouded in mystery.  

Kikiyama has all but disappeared since the last official release of Yume Nikki, only having appearances when a remake of Yume Nikki came out and doing one interview with other indie game developer, Toby Fox. This appearance and interview really are loose terms: signing off on the game’s release and nine yes or no questions is all there was, but nonetheless, he’s out there.  

Yume Nikki’s inspiration can be seen far and wide across the indie game spectrum but the inspiration for Yume Nikki can be found easily, in fact, you can just look at the title. Yume Nikki directly translates into dream diary in English. Because of this many have theorized that Yume Nikki is Kikiyama’s dreams, giving an explanation as to why there is little to no story. 

FAN-MADE PROJECTS 

When playing Yume Nikki for the first time some players may be expecting a more horrific experience or even more in-depth exploration of the dream world. Dot Flow and Yume 2kki aim to solve both those problems.

Dot Flow, unlike Yume Nikki, does not shy away from body horror and tries to make the player uncomfortable. Dot Flow consistently offered up scare after scare that all worked well in tandem with the deteriorating mental state of the protagonist.

Yume 2kki is a project for fans by fans, made by over 100 different developers Yume 2kki does not disappoint in the content section. With 36 worlds the player can choose from when entering the nexus Yume 2kki makes sure to never let the player think they know what is going on.  

GAME-PLAY SECTION 

As mentioned previously, Yume Nikki follows a young shut-in named Madotsuki and their dreams. Yume Nikki establishes a few very important concepts that Dot Flow and Yume 2kki both expand on like the nexus and effects.  

In Yume Nikki, the nexus describes the place just outside of Madotsuki’s room which can only be entered in their dream. The nexus as its name implies serves as a connector to many different dreams, in Yume Nikki these dreams are represented by doors with symbols to represent the world.  

In Dot Flow the doors are completely gone in favor of exits in each of the cardinal directions, while this does reduce the number of entrances in the nexus it makes it easier to get to important worlds that may serve a story purpose. Yume 2kki decides to expand on the nexus even more making the nexus an even bigger room with objects to interact with that represent the world.  

The other concept, effects, is harder to explain because of the many purposes they serve. The main purpose for effects is to reach the end of the game, which can’t really be called an ending in the context of a story because there really isn’t a story. Effects also serve as transformations that have a variety of effects on the player like making them go faster or being able to light up a world.  

Yume 2kki doesn’t just expand on existing effects, giving them new purposes for example. But it also adds an entirely new feature in combining effects. This along with improved menu UI and having more effects in general really make Yume 2kki a never-ending game. Dot Flow, despite not changing any major features about effects or even the rough number needed to complete the game, the effects in Dot Flow are an improvement. This is entirely because of the story that is placed around getting the effects and rust.  

YIIK: The Worst Game Ever

By: Logan Jacobs

When discussing the worst games ever made many people jump to games like E.T. for the Atari or the original release for Final Fantasy 14, maybe even No Man’s Sky. These games are among some of the most buggy, poorly designed, and rushed games in history. But what if the worst game wasn’t buggy at all? What if it had 8 years of development time? What if it had a good concept with a strong base to build off of? The game that fits into all three of these criteria? YiiK, stylized as YIIK and pronounced YEEK.  

YiiK is a self-described “Post Modern RPG” with all the classic RPG elements: turn-based combat, quick-time events, and party members.  

YiiK follows Alex Eggleston, a college graduate coming back to his hometown, while meeting the protagonist the player will encounter the biggest flaw in the entire game, the writing.  

Long droning monologues that provide context already given to the player combined with an extremely unlikable and static protagonist culminate in making some of the most difficult writing to sit through.  

Arguably the worst part about the writing is the lack of consequences to Alex’s actions. Alex is constantly the worst person possible in every situation or interaction and unlike games such as The Witcher or Skyrim, these actions aren’t the players’ choice, it’s just who the character is, what he says, what he does.  

After playing the game for some time players may expect Alex to grow throughout the story, even if that growth isn’t earned story wise. This doesn’t happen. Alex stays the same morally questionable, sometimes even morally reprehensible character that only thinks about himself, and the game agrees with him.  

(the next paragraph contains spoilers for YiiK, if you would like to play the game, please skip it)  

Throughout the game Alex only thinks about himself, he truly believes the world revolves around him and at the end of the game it’s revealed that the world does. While I won’t get into massive lore details just know that Alex is right in believing that he is the most important in the universe by virtue of being Alex Eggleston.  

While the writing may be bad, that alone wouldn’t ruin a game. The combat mechanics of the game also help to make it the worst game. 

Slow, basic, and repetitive are used best to describe the combat of YiiK. At first glance the combat system may not seem horrible; this illusion is washed away by the end of the first hour of gameplay. To understand the games short comings, it’s important to look a game that did this combat style, based around timing inputs, well.  

Paper Mario, for the N64. This game had one of the most innovative combat systems found in a turn-based RPG, letting the players’ skill determine how much damage is done. On top of the skill-based combat it also hosted a large variety of moves/attacks. This is where YiiK fumbles. 

YiiK’s combat system does not change. The best moves or attack order will always stay the same, there is no room for variety in the game. Another major problem with YiiK is the scripted fights/losses. Multiple times throughout the story you MUST lose in a fight to progress, this is disheartening when playing. 

It sows a sense of doubt into the player. It makes them wonder if they even need to try for this boss. If it would just be better to lose instead of trying just in case. And that mindset isn’t even wrong. It would be easier to just lose every boss before actually attempting them. 

The last important thing to mention is how much potential that YiiK had. The game had some of the best video game composers making music for it. YiiK also had an interesting idea; a unique art style that was modern while still being blocky/polygonal.  

That’s my biggest problem with YiiK. It had potential, YiiK could’ve been a great game and it still can be. Currently the developers are working on the 1.5 update, this update is promised to change the problems that plague the game. Changing the story direction, improving combat and the dungeons found in the game. This update could be what the game needs to switch from being the punchline of jokes to being a great game. When it comes out, I will be playing it and I implore you too as well.  

Group Sounds: The Japanese Rock Movement of the 60s

By Benjamin Lopez

In the west, we’re all too familiar with bands such as the Beatles and the Rolling Stones, bands who dominated the music sphere and culture, and continue to influence music to this day. Even as far as Japan, their influence spread and dominated their youth music scene almost as much as it did ours. In the 1960s, the Japanese rock scene almost parallels ours. Yet how did it reach Japan, a nation so far away from the United States and United Kingdom geographically and culturally?


How Japan had so much western influence has to do with the American occupation between 1945 and 1952. After the destruction caused by the Second World War, the United States wanted to help rebuild the country and turn a former adversary into a current ally. With the influx of western aid and American soldiers, the cultural mixing changed Japan and shaped them into the nation they are today.


In these U.S. military bases would form the most popular style of Japanese rock of the time, with influence with western bands such as the Rolling Stones and the Beatles, groups would form to play western-style music with loud guitars, heavy drums, and punching lyrics.

The Beatles in Japan at the height of Group Sound’s popularity in 1966


One group of people would form the band “The Blue Comets” in 1952, created by those who would tour U.S. military bases and jazz cafes, places where Group Sounds would commonly be heard. Jackey Yoshikawa (Real name Itaoka Koichi) would join the band in 1957 and become the band leader in 1963. One of their most popular songs to this day is “Blue Chateau” released in 1967. According to lead vocalist “Tadao Inoue”, the song is supposedly “a tragedy” for Group Sounds as a genre.


“But actually, [making Blue Chateau] was a dilemma, because I made something that was the opposite of what I had been aiming for. It was also painful that other GS began to imitate it. I think GS’s tragedy began with that song” – Inoue.

Tadao “Daisuke” Inoue


Other notable bands include The Mops, and The Spiders who are said to have created the first true Group Sounds song, “Furi-Furi” released on May 5, 1965.


As our rock movement was associated with delinquency and bad youth, so were certain parts of GS in this time. “The Tigers” were one such band, with influences directly stemming from The Beatles, wouldn’t see huge popularity until their single “My Marie” released in March 1967. Some of these groups would embrace the style, and others would reject it.

The Tigers during their reunion in 1981


Pictures of the Blue Comets show the group in clean suits, neat hair, and formal poses, while pictures of The Tigers and The Mops show long hair, leather jackets, and clothing reminiscent more of The Beatles in the late 60s. As the movement carried on through the decade, these cleaner groups would become more widespread and mainstream, while those truer to the fashion of GS would fall to obscurity and typically disband.

Jackey Yoshikawa and his Blue Comets


The Blue Comets would see themselves on the popular Ed Sullivan Show in 1968, whereas The Dynamites would disband in 1969 after four years of relative obscurity. Yet when it comes to all new genres, some original bands would rather go out with the original musical intent than succumb to being “mainstream” as some thought the Blue Comets had become at the time.


As of 1970, most GS bands had already disbanded or fallen to obscurity. The Blue Comets released their last hit in 1971 with “Ame no Sanbika” (Song of Rain) selling less than 4,000 copies of their single. In 1972, many of the members would leave, informally disbanding the group. Most GS bands after disbanding would either form new groups, or reform their old ones such as The Spiders, The Tigers, and some continue to this day like the Blue Comets.


Some of these groups would be seen as pioneers of other genres, such as The Mops for Japanese psychedelic rock. In the following decades, especially the late 1980s, these groups would see a resurgence in popularity, and would continue to have popularity within the older generation.

The Mops


On May 30, 2000, leading vocalist, and songwriter, Tadao Inoue (changed to Daisuke Inoue) committed suicide due to issues from retinal surgery and fatigue from caring for his ailing wife. Following this tragedy, in 2002, the Blue Comets would return as a group and play a tribute to him, and The Spiders would play tribute at his funeral.


Group Sounds would forever be remembered as an old genre of rock music from a time long gone, during the Showa era. Most of the original “founders” or pioneers of the genre left their groups long ago. Very few bands still hold the GS genre these days. Two such bands that were formed after 2000 fit into this genre, such as Kinoco Hotel and The Captains, self-proclaimed the “last Group Sounds.”


Kinoco Hotel has more of a unique sound than replicating the old style like The Captains. They have a style of jazz, progressive rock, and GS inspiration in their music. The Captains by far more popular still, and is the most traditional to how GS sounds as a whole.

Kinoco Hotel – Untamed Women


The legacy of this genre is one that is almost forgotten by the younger generations, it is seen as an old person’s genre, from the “Showa era,” and is mainly remembered by older people in the east and the west.


The popularity cannot be understated, however, because this phenomenon was incredibly impactful on Japanese culture. It was one of the first times east and west met within music, and a divider between the traditional older generation and their children born after the war.
It’s something worth remembering, and worth a listen. What was once a big shift in the landscape of Japanese culture is now the tradition. Same as it was here, what was once counterculture is simply just culture.

Hλlf-Life: Full Life Consequences

By Benjamin Lopez

The progress of technology in video games is always prevalent. Looking at games from 2012, the difference in quality becomes greater every passing year. Cutting-edge technology now will be average by five years and antiquated by ten. Understanding the quality of video games is to understand the technical limitations of hardware during the time. Games evolve with their technology, and sometimes they evolve side-by-side.


It’s easy to say how terrible a game from long ago looks. How blocky the geometry of the levels is, how stiff the player movement is, and how the weapons feel. Yet it is unfair to push these modern critiques on games over a decade old. A fairer assessment is to compare games with their contemporary hardware. We must remember people were still using CRT monitors when World at War was released in late 2008.

Why then should we discuss Half-Life, a vintage game from 1998 with the absolute bare minimum for a shooter? It has a three-dimensional engine, artificial intelligence, and loads of weapons. This is where perspective plays a large role. Our modern perspective gives us the ability to overlook how this game changed the genre after its release.

From looking on 1998 backwards, the biggest games in the shooter genre were that of Doom II and Quake II. Arcade shooters where you circle strafe around hordes of enemies equipped with the arsenal of God. Not many of which have a big semblance of a story, because back then, it wasn’t seen as important. When Half-Life was released, it was bigger step in the direction of storytelling, physics, and worldbuilding.

As soon as you start up Doom, you begin with a pistol and zombie soldier to start shooting at. In Doom II, you start with a pistol and a chainsaw to take out two of them. Starting up Half-Life, you start on a tram ride that lasts for five minutes. For most people playing this game for the first time, it’s as boring as actually going to work.


These graphics, while impressive for their time, quickly grew outdated. The sequel, Half-Life 2, released 6 years later and completely overhauled the look of Half-life. Someone nowadays may not be able to get past them at points with blocky geometry and compressed audio. Some people even may even have motion sickness when playing the original game.

If someone wants to play a modern version of Half-Life, or maybe wants to have a more friendly experience to the modern player, there is a remake under the title “Black Mesa” which in essence is the same exact game, but with extended gameplay and a far more updated experience in terms of graphics and gameplay.

This game pushes the limits of what the old engine it uses can handle in terms of graphics and lighting. The Source engine, the game engine Half-Life 2 and Black Mesa run on, is roughly 20 years old, yet creates environments and atmospheres still impressive to this day.
When playing Half-Life, it’s easy to look past the disaster and find the sound effects and voice acting comical or even slapstick. Some even describe the game as a “black comedy” with the absurdity of the situations scientists find themselves in.

While these two are the same exact game, there remain differences in pacing and tone. In the office section, more is done to expand the whole part to remove the sterile empty hallways and make these hallways look like believable office spaces.

For example, in the original game, one hallway is supposed to represent a cafeteria infested with aliens. At first, it’s almost confusing as for what it’s supposed to represent until you start to look around and take in the atmosphere. In Black Mesa, it becomes a little more clear and sometimes even more believable for a room to exist.


Focusing on the environment and story is not forced upon the player. Barring a single 20 second moment halfway through the game, the player never loses control of the character they play as. You never lose perspective, even during the most important moments of the story.

The game will never take away from the player’s focus, you never leave the character for an important piece of story for a cutscene. Important set pieces can be avoided or missed entirely if the player isn’t exploring their environments. Things such as scientists being pulled into vents, or a hidden shotgun inside a sentry turret room, most of these rely on the player to explore and find them.

When it comes to improving on the story, Black Mesa wishes to enhance the existing one without huge changes. Those that exist are confined within one chapters of the original game, “On a Rail”. This is the most tedious chapter of the game, yet it is also the most open. It encourages exploration of your environment, but only in theory. It’s a looping claustrophobic maze of concrete tunnels filled with soldiers and aliens, both fighting each other.

In context of the story, it shows how the “human faction” is beginning to fight against the “alien faction”, as well as this satellite that is mentioned in the end of the previous chapter. When it comes to these older games however, you quickly forget what the story is if you cannot progress beyond an unclear puzzle or a looping shooting gallery.


Black Mesa makes the change by cutting out a lot of this chapter. This plus the alien world, “Xen”, at the end of the game, are the only parts of the game that are drastically different from the 1998 original. Many sections considered tedious have been completely removed, and the chapter is heavily modified to continue a familiar feel for original players, but also simplified for newer ones.

Important events in the game are amplified technologically and graphically. The rocket launch at the end of the chapter goes from a slow tube visible through a tiny slit to a huge room with a large glass window to view the huge rocket until it disappears into the sky.

Beyond this chapter, the remake is relatively faithful, with additions for gameplay, or for graphics and worldbuilding. Playing through the original first is recommended far more than this first. It will make you appreciate the advances in technology, but also in gameplay and storytelling.
One thing to note is the game’s soundtrack is drastically different in tone and mood from the original. After starting the disaster, the background music goes from ambient sounds to a slightly more impacting synthesized track.


Most of this game’s soundtrack can consist of a heavy guitar for combat, and a slow piano for the quieter/moodier segments. In the original, there’s more of a variety in instrument and style. They set the tone for certain segments and have that cheesy 90s feel to them.

Although both the music and the theme of these two differ completely, they still end up being as good as they both can be in their own way at setting the mood and tone for the player and their environment.
The issue that comes with a modern remake is that of how powerful it becomes, and how limited the player may be with a lower-to-average machine. A typical laptop will not be able to run this game. An older desktop computer from 2015 and older will have an issue running this game with the highest settings.

Most modern games have a cinematic graphics setup, and a typical gaming graphics setup. Because the base of the engine is roughly 20 years old, these issues with graphics come into play, even in an updated build.

The source engine by nature is CPU intensive, meaning that is where the most strain will be placed on the computer. In the Earth segments of Black Mesa, the strain is negligible besides the topside chapters. In the Xen chapters however, this is where the graphics and technology of the aging engine get pushed to its limits.


Often will you be in a massive open island surrounded by a large skybox filled with dynamic lights and fully modeled environments, or in giant caverns with bumpy and rocky terrain.
When Half-Life 2 was released in 2004, the engine was built with boxy and square arenas in mind. Even in Episode 2, released in 2007, the partial sequel to the game, the cave areas are relatively flat and square compared to the alien world of Xen.

What are the advantages of playing Black Mesa? When playing the original, it’s apparent where the Quake 2 influences reside. Enemies have death animations rather than ragdolls, physics is incredibly limited and questionable, and the stability of the old engine is something to put into question.

Black Mesa has all the benefits and downsides of the source engine. NPCs can sometimes die by tripping over a soda can, or panic over an enemy that is in another room blocked by a locked door. The game tries to solve this by making events heavily scripted, meaning some characters cannot go with the player unless intended to.

Yet unlike Half-Life, the limitations of the engine won’t typically impact the gameplay. It is kept up to date with engine and performance patches, and the developer team is still active, meaning that for them, there is still an active effort to fix bugs common in the engine.

Although Black Mesa is a modification of a 2004 game from 2012, its full release 3 years ago 2020 ensured that the engine is updated far more regularly for player and gameplay convenience. Older games should not be discounted as relics of the past. Black Mesa shows that a dedicated group of programmers and developers can remake an old classic to show their vision for what the original game should have been.