RealStrat and all MusicLab Virtual Guitars are simply the best in the industry. That helps you bring a digitally simulated guitar performance maximally close to an analog recording of a best-in-class session guitarist. Sophisticated humanization algorithms vary samples, technique and control parameters, timing, chord strum aspects to reach best possible realism in guitar tracks. It can be easily used for quickly creating guitar accompaniment parts in the DAW or in our internal Song sequencer. We created a huge rhythm library consisting of 1250 patterns. In order to record an authentic accompaniment track, most session guitarists carefully study characteristic rhythm parts for the required style. Our patented technology provides accurate reproduction of guitar chord voicing automatically for 30 chord types in all existing inversions, extensions and alterations. Guitar chord voicing is very unique depending on guitar construction and is absolutely necessary to reproduce in order to achieve authentically sounding chordal parts. Whether you are playing live or programing a DAW, these techniques are controllable by using special gestures, key switches, key velocity, modulation wheel, sustain pedal, key aftertouch, MIDI CC, DAW parameter automation, and any combinations of these. Techniques and controlĪn authentic sounding guitar part cannot be recorded by using samples on their own, but requires a bunch of guitar-specific techniques, which are simulated in RealStrat. Combining a virtual guitar and an FX processor allows you to store a guitar sound and an FX processor preset at the same time, which a real time saver. We recommend to use open-source Guitarix.vst virtual guitar amp as a robust and versatile solution to use these presets. Our experts have thoroughly examined guitar tones used in most popular songs played by greatest guitarists and came up with more than two hundred authentic presets which sound similar to what they heard, ready to be used in your next song. Version 6 supports external guitar FX processors which are important to create a realistic guitar part. RealStrat sample library includes not only sustain sounds, but also other guitar-specific sounds with dynamics and nuances an experienced performer can get from his/her instrument. We've carefully and meticulously recorded high quality dry samples of each fret of all strings directly from Stratocaster pick-ups which let you easily create any desired guitar sound using your favorite amplifier simulator. Built-in Song sequencer designed to arrange up to the entire song by simply inserting chord symbols and selecting pre-recorded guitar rhythm patterns.Any guitar performance produced on a MIDI keyboard can be recorded or directly programmed in a MIDI track of any DAW.Intuitive keyboard layout allows Live/MIDI Keyboard performance with numerous articulations, noises, guitar-specific tricks, strumming and finger picking techniques.There are three ways of using RealStrat virtual instrument. Playability features, fully backwards compatible to RealStrat previous version, and RealStrat Elite – the debut of our new sample set recorded from each of 3 Stratocaster pickups, having four patches and two tuning selections for each. RealStrat 6 is a combo of two instruments: RealStrat Standard – our original RealStrat model with loads of new Our advanced technology gives its users the freedom to create everything from simple strumming techniques to the most sophisticated solos. RealStrat sample-based virtual instrument faithfully reproduces the Stratocaster(R) sound from both the sonic and playability perspectives. Its unique sound is the favorite of many of the world's finest guitarists and has been featured on countless historic recordings in all genres of music. The Fender Stratocaster(R) is and has always been the most popular electric guitar since its creation in 1954.
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The Untitled Goose Game title stuck with fans when the developers started to promote the game on social media. When the game was accepted at the Fantastic Arcade part of the Fantastic Fest in Texas, the developers had not yet named the game, and without any other ideas, they used the title of the gameplay video the publisher had applied with for the submission: Untitled Goose Game. This is probably where the 'storybook' feeling comes from." Developer Michael McMaster also stated that, "A major influence for the game was children’s TV programming from the UK. By removing the violence from it, we just let the situations exist as a joke." The team opted for an English village as the setting, as its "properness" was seen as "the antithesis of what the goose was all about", according to developer Nico Disseldorp. House House member Jake Strasser stated "It has a set-up and a punchline. House House created a structure using missions with specific targets, similar to the mission structure in the Hitman series. Instead of remaining hidden like in most stealth games, the goal was to have the mischief-making goose attract the attention of NPCs and not get caught. After restricting the field of view of the NPCs, the gameplay became stealth-focused. The developers implemented a system where the NPCs would tidy up after an item was moved. The game's playable character, the goose, was originally just a stock image, and the idea was that non-player characters (NPCs) would react to it. They used a similar aesthetic in Untitled Goose Game by choosing to use low poly meshes, flat colours, and untextured 3D models. Their previous game, Push Me Pull You, had 2D art with flat colours. They wanted players to control a character who could run around in a 3D environment. House House cited Super Mario 64 as the initial inspiration for the type of game that they hoped to build. The team later realised that a game involving a goose protagonist had good potential, and began with the idea of having the goose just be a moving stock image. The game originated from a stock photograph of a goose that an employee posted in the company's internal communications. Untitled Goose Game was developed by four-person indie studio House House, based in Melbourne, Australia. A co-operative local multiplayer option, added in a later update, allows a second player to control a second goose, with both geese trying to accomplish the goals together. Completing all the optional objectives rewards players with a crown for the goose to wear. There are several hidden optional objectives, many of which require traversing multiple areas or completing an area within a time limit. The goose deposits the bell into a ditch full of several other bells it has stolen. There, the goose steals a golden bell before going back through the previous areas while the villagers try to stop it. After completing four areas, the goose enters a miniature model of the village. When enough of these objectives are cleared, the goose is allowed to move on to the next area. The village is split up into multiple areas, each of which has a "to do" list of objectives, such as stealing certain objects or tricking humans into doing specific things. Set in an idyllic English village, the game follows a domestic goose controlled by the player that can honk, duck down, run, flap its wings, and grab objects with its beak to bother various human villagers. In this gameplay screenshot, the goose (the playable character) honks and chases after one of the villagers. By the end of 2019, Untitled Goose Game had sold more than a million copies. Dan Golding was nominated for an ARIA award for the music. Game of the Year and GDCA Game of the Year, among other accolades. Untitled Goose Game received positive reviews, with critics praising its gameplay and humor. It was described as "reactive music" due to its nature of playing the clips after certain actions. The music, curated by composer Dan Golding, uses short clips from six of Claude Debussy's Préludes. The game's unusual name came from a last-minute decision in preparing the title as an entry for a games festival. Inspired by Super Mario 64 and the Hitman series, House House worked on combining stealth mechanics with a lack of violence to create humorous in-game scenarios. The idea for Untitled Goose Game originated from a stock photograph of a goose that a House House employee posted in the company's internal communications. It was released for macOS, Nintendo Switch, Windows, PlayStation 4, and Xbox One. Players must use the goose's abilities to manipulate objects and non-player characters to complete objectives. Players control a goose who bothers the inhabitants of an English village. Untitled Goose Game is a 2019 puzzle stealth game developed by House House and published by Panic Inc. The other side of the coin is, as you may expect in 2022, a subscription service called Reason+. There’s also a new Mimic sampler, while there’s also a new Combinator that lets users create even more patches than ever before. Reason 12, the full-fat, more Logic-style DAW builds on the excellent version 11 with a crisper look that’s ideal for larger screens, and brings the long-running application into the 21st century visuals-wise – even in the third-party extensions. In its place stands two purchasing options, each targeting different crowds. Supported third-party hardware: Core-Audio devices are compatible, as are MIDI controllers and various control surfaces.įeatures: It’s been all change for Reason users since we last put together this list, and the cheaper, more GarageBand-adjacent Reason 11 Intro has been put out to pasture. Supported third-party plugins: Yes, although they need to be 64-bit. Plus AIFF, WAV (BMF), CAF, SDII, ReWire, MP3, MP4 and MIDI output options. Supported formats: AAF, OMF, Open TL, and XML (Final Cut Pro) projects. Plus, Apple offers the option for iPad and iPhone users to upload Logic files to iCloud and then add to them when they’re out and about via the iOS version of GarageBand. Logic is one of the friendliest powerhouses around, and you can also use an iPad as an additional control surface via the Logic Remote app. You’ll also find you can edit more before needing to reach a charging point, too. If you’re using a Mac with an M1 chip, you’ll find performance is slicker than ever before, plus you’ll have access to the Spatial Audio mixing we mentioned earlier. The real draw now is Apple Silicon support. MacBook Pro with Touch Bar will find Touch Bar support welcome, bringing the ability to control various aspects of editing as well as using it to play certain virtual instruments, but now that the Touch Bar has effectively been discontinued by Apple it’s going to be a feature only users of older Mac laptops can enjoy. Some of the advanced features are initially hidden, but it only takes a couple of clicks to get them up and running. It’s a breath of fresh air for long-time usersĮase of use: GarageBand and Logic share a very similar, elegant layout, so if you like the way the free version works then you’ll be right at home with its bigger brother. The Step Sequencer is likely the most ‘fun’ way to create music in Logic, though, letting users turn pre-programmed beats and sounds on and off with a click, and the “old school” Piano Roll functionality is rolled into it, too. Whichever Mac you’re using, you’ll gain access to Flex Pitch for tweaking pitch, Smart Tempo for keeping your software instruments in lock step with each other, and Sampler can turn your MIDI keyboard into, well, a fully-fledged sampler. For those with cinematic aspirations, the move to Apple Silicon has meant that users can create dynamic Spatial Audio mixes within Logic, even on a laptop like the new MacBook Pros. It can hold one thousand tracks per project, too, meaning if your Mac has the memory, the sky really is the limit. It offers a huge number of pro features that you won’t find in GarageBand, including components like Live Loops and a Step Sequencer. Read more: GarageBand for iPad & iPhone reviewįeatures: Logic is Apple’s premiere music creation tool, and for good reason. Supported third-party hardware: Core-Audio devices and MIDI controllers. Supported third-party plugins: Audio Units. Supported formats: AIFF, CAF, WAV, AAC (except protected AAC files), Apple Lossless, MIDI and MP3. Mixing, however, remains a weak spot, with no traditional mixing console view that can make setting levels a little slower than you’d find in the likes of Logic. There’s even a suite of music lessons, both for guitar and piano, and artist lessons that feature the likes of Rush and Fall Out Boy that’ll have you playing (and recording) megahits in no time. It also offers a sound library featuring a huge variety of software instruments and pre-made packs from the likes of Mark Ronson, as well as iOS and iPadOS companion apps that add to the ways you can create.Įase of use: All of Garageband’s features are readily accessible from the get-go, and you can find even more if you dig just beneath the surface. Not only has Apple’s free option grown into an excellent DAW, it’s got a surprising amount of depth and utility, allowing for up to 256 tracks. Features: While GarageBand’s nature as a pack-in may dissuade you from considering it as a professional audio suite, we’d recommend giving it a try. The N64 version has less content, but better performance. Post-apocalyptic tank combat where espers launch nuclear warheads at each other. The GB version has less sim stuff, more tower floors. Outside the tower you can raise and train companion monsters, and indulge in some limited life/dating sim stuff. Turn-based roguelike where you climb a tower of randomly-generated floors, and defeat means getting thrown back to the bottom. yea you know shit's goin' down! Also available on the N64. If you liked the original, try this.Īrmy Men. Sequel on PS2.Ī sort of expansion to Armored Core, with new parts, new missions, and an Arena system. Controls take some getting used to, and may be a dealbreaker. In-depth customization is this game's main appeal. You are a mercenary mech pilot in a post-apocalyptic world. Series continues on PS2.įirst entry in the Fromsoft mech combat series. Also comes with a monster arena side-game, so there's tons of content here. The first and third game have tactics elements, but the second is the standout. Has some Bruce one-liners that sound like they were recorded in a public restroom.įantasy JRPG trilogy, cheekily localized by Working Designs. Pretty basic, and best played with analog controls. You basically run forward on-rails while aiming and moving left and right. Pseudo-3D rail shooter starring Bruce Willis and developed by Neversoft. Easily one of the best platformers on the PS1. Explore masterfully-crafted levels and use an assortment of creative gadgets to catch a bunch of cheeky monkeys. Genius 3D platformer that makes full use of the DualShock. The sequel was not well-received Dual Hearts (PS2) is a spiritual successor. Very nice sprite work, tons of secrets, but lots of hair-tearing puzzles. Top-down, Zelda-style fantasy adventure with light RPG elements. Nothing special in terms of gameplay, but might be worth a try if you're a fan of this comic-booky nineties art style. AC3 is a great game, but the NA release is not get the fan-translated JP version instead.Įarly PS1 platformer with a voodoo theme. It's a solid air combat game, but the sequels add so much stuff that only series fans would be interested in seeing where it all began.ĪC2 adds a lot of series trademarks, like greater customization, tunnel missions, and the always-excellent soundtrack. PlayStation Games - NTSC-U/PAL Box ArtĪce Combat's humble beginnings. PS2 games however are out of the question. * Protip: Contrary to popular belief, ALL PS3 units can play PS1 discs. Please note that "PS1-PSN" denotes games available on the PSone Classics service on Playstation Network (simplified for space issues). If you have to get a PS1 get a Yaroze, it plays games regardless of region, unlike the regular PS1s or get a modchip. Yeah you can play PS1 games on a PSP, a PS2 or a PS3*. Quite a lot of garbage in the pile too, but that's what this wiki is here for, right? Ultimately, it became the best selling console ever (later surpassed by the PlayStation 2), so you will find a vast game library. While Sega did a complex and expensive design that left even the best programmers scratching their heads, Sony did a simple but powerful machine that was much easier to code for and while Nintendo tried to gouge third-parties with cartridge prices, Sony offered their CD manufacturing plants and distribution structure to publish their games at much lower costs. While everyone else fucked shit up, Sony got pretty much everything right. Here's what: the PlayStation was their perfect storm. Yet the angry newcomer came out swinging and crushed the competition, leaving them asking: what the hell just happened? Many expected it to be an also-ran, at most a distant third place. Publicly scorned and fuming with resentment, Sony decided to take what they had at that point and make their own console. It began as a CD drive for the SNES, but Nintendo noticed too late that the contract was too favorable to Sony, jumped ship, and went to bed with Philips (which ultimately led to the creation of the infamous CD-i). The PlayStation's creation was a bumpy ride. |