Finally got my act together to post my monthly thank you list! So, without further adieu - here it is:
u/Jamiesayss – thank you for the cute postcard you picked out for our exchange!
u/uncutprideofthebull – I love the card you made! So glad to hear your migraines are gone (for now!) – I get them from time to time and it just sucks so I know what you were going through!
u/travel4me22 (x2) - thank you for the awesome card to celebrate my new 500 flair!!! And I am so glad I was the 100th thank you to get you to your new 100th flair! How cool is that?! Also, I have the same “happy mail” stamp that you do but yours looks 1000% better than when I use mine. What am I doing wrong??? Is it the ink you use or how you stamp it? Why am I so bad at it?? Lol
u/historymysterygal – I love the birthday card you sent! I am definitely looking up the website – my birthday card stash always seems to be lacking.
u/kimmylubs (x2)– thanks for the birthday wishes etc. I just sent you a card telling you about my brother’s visit….and they want to come back at Christmas. Already worried about it!
u/travellincat – I love the USPS mail truck sticker (and the funny joke) – I need to know where you got those!
u/theverygoodgirl – I just loved your handmade card! I have a few of the same paper ephemera and haven’t used it because I am not as creative as you. I also loved the naptime playlist lol I might have to go take a nap after I finish these overdue thank yous!
u/somedrawer – thank you for the Christmas in August card! I just organized all of my holiday cards, stickers, washi etc and now I am wanting to send out Christmas cards too! I’m working on my Halloween cards first though – can’t believe the stores have Halloween candy in them already!
u/halochanel – I got your luau RSVP! Your luau party card will be on its way shortly!
u/amabisca – thank you so much for the cute Bugs Bunny postcard! I also love your RAOC sticker – I really need to go on etsy or somewhere and get some RAOC stickers they are always so cute!
u/sivisamari – thank you so much for the handmade card! I just love seeing everyone’s artistic creativity!
u/onlycompletely – what a gorgeous card!!! I think I am going to frame this one for my nightstand! I am not surprised that most people picked Midsummer’s Night Dream as their favorite – although you really can’t go wrong with most of Shakespeare’s plays.
u/lonelytwatwaffle – thank you for the surprise card and stickers. I am sad that your mailman turned out to be a dud (because of course, it’s him not you). Do you want me to file an anonymous complaint with the USPS so he gets reassigned and you have a shot with a new mailman? Given all the drama going on at the USPS I think I could probably make it happen lol
u/xJaneDoe – I am so glad to hear my card inspired you to get some cheese curds. I hope you kept them all for yourself – I know I hate to share mine!
u/gigi700gigi – thank you for the cute card! I loved the wings and beer sticker as well. Have you watched that show Hot Ones the Game Show where they make people eat super duper duper hot wings? I can’t believe people subject themselves to such crazy things! However, it is entertaining to watch!
u/pinktini – thanks for the super fancy RSVP to the luau! Your luau party card will be on its way shortly! (I should have commissioned you to make them – yours is so awesome!) Also, I am impressed that your wax seal made it intact!
u/welshfancy (x2) – thank you for the sloth card and for the surprise baseball card! I agree with the season feeling upside down. Sadly, my Brewers are as they say “shitting the bed” and despite almost making it to the World Series last year (I was at that playoff game they lost…sigh) they just can’t seem to get it together this year. Oh well, at least they are staying healthy despite being in contact with the Cardinals right as their clubhouse got sick.
u/talkingroses (x4) – thank you for the birthday card and all of the postcards and extra goodies! I love the Tweedle Dee and Tweedle Dum postcard – my brothers are twins and we used to jokingly call them that sometimes growing up when they were being stupid haha
u/catnamedchicken – I love the card you made and thank you for all of the washi! I especially love the shark washi – I would ask where you got it but I just counted up all of the washi in my collection and I probably need to stop buying more haha (well, at least for awhile!)
u/kinkyzilly318 (x2) – such a cute card you made! I loved the musical sticker you included – I just got some piano themed washi and this sticker will go great with it to make a card! I also loved the llama sticker you used on the other card. I have a bunch of llama stickers and washi as well but somehow haven’t gotten around to making any cards with them yet.
u/lovecraftswidow – overdue thank yous for such a beautiful card! I keep looking at it trying to figure out how you put it all together!
u/talipally – thank you for the card! I am glad you enjoyed the hair salon card! I am going to get mine done on Friday. I always spend way too much money but I don’t have to worry about catastrophies like I wrote about it my card haha. Noah’s Ark tried to open this year at limited capacity but only managed to make it about a month or so before an outbreak happened among the staff and they just decided to close for the rest of the season. It’s sad to see a town that usually is bustling all summer so quiet. Hopefully, next year it will be back to normal!
u/sammsmalls – thank you for the bee themed card! My husband was jealous to learn of your fishing success because he had to cancel his annual Canada fishing trip this year. (I was ok with that because then my freezer doesn’t get filled up haha)
u/CanaMeow – first off, I am sure I’ve gotten some user names wrong in this post so let me just say thank you for fixing them lol – I loved the card you made – how did you do that???? Also, I am jealous you got to see Michelle when you were at Hell’s Kitchen! I went at lunchtime, so I didn’t see her. I got the signature Wellington and it was good but not as good as some stuff I’ve had at his steakhouses. Although, the signature Sticky Toffee Pudding was to die for. I missed my birthday trip this year where we always stay at Caesar’s and am not sure when we will make it back there (we usually go 2-3 times per year) but having some more of that pudding is on my to-do list for sure!
u/sunnybumbebe – I love the ferris wheel card you sent! It’s such a shame that all the county and state fairs here were cancelled this year. Although, I did manage to get some of our state fair’s famous and delicious cream puffs when they did some travelling dates where you could pre-order them and pick them up. Sooooooo good!
u/felineintuition – such a fun story about Jeremiah the alien frog! Although, now I’ve got that song Jeremiah was a bullfrog stuck in my head haha
u/petitegeek01 – I loved the postcard you chose! I would be in so much trouble if I was that close to casinos. Right now the closest one is about 45 minutes away but thankfully it is only a single one! (Still way too close sometimes haha)
u/rlovato – well, first off I am sure I have your user name slightly off so I am counting on
u/CanaMeow to fix it for me haha. I loved the parrot postcard you sent! If I had one I would be way too tempted to teach it naughty words lol
u/ecstatic-safe – thank you for the Truth postcard! It seems like that is a word that some people don’t seem to understand the meaning of these days….sigh.
u/velocityoflove – your joke totally cracked me up! I also loved the women in science postcard!
u/stephkempf – whew, so glad to not be “it”! But, I’m gearing up for my turn!!!
submitted by Spotify playlist is here Google Play playlist courtesy of u/TimeFourChanges is here Apple Music playlist courtesy of u/LegoWaffles is here Last year I listened to over 800 albums and posted a few of my favorites. This year I did the same thing, and I’ve had some people asking me to post again, so here goes.
These are not my top 25 albums. These are just 25 albums that I felt were sorely overlooked. Last year some people rightly complained that I included artists which broke the sub’s popularity rules. I’ve done my best to ensure that none of these artists have more than three songs with 500,000+ plays on Spotify, nor 250,000+ listeners on Last.FM. I apologize in advance if something was overlooked. Hopefully we can help get these artists and albums some of the credit they truly deserve! Without further ado, here are 25 great albums you might have missed in 2019:
1. Peter Cat Recording Co. - Bismillah (Released 6/7/19, India)
I’ll admit right off the bat that I’m a huge Tool fan, so my choice for best album of the year is definitely biased. But
Bismillah by Peter Cat Recording Co., my second favorite album of the year, sounds nothing like Tool. In fact, it’s pretty much as far as you can get from extended prog metal jams. The music defies classification, drawing from a breadth of influences including rock, folk, jazz, and electronica. The vocals are rich and smooth, reminiscent of classic pop stars like Dean Martin and Frank Sinatra. So far, no one I’ve introduced to this album has disliked it. At this point, I’d go so far as to say it will likely appeal to anyone who just plain loves music. Please do yourself a favor and listen to this incredible album!
Standout Tracks: Where the Money Flows, Memory Box, Freezing, Heera
2. Mdou Moctar - Ilana, the Creator (Released 3/29/19, Niger)
There’s a lot of incredible music coming out of African countries that goes virtually unnoticed in the west. Mdou Moctar is one of those artists, a king of desert rock guitar whose psychedelic jams draw heavily on Tuareg folk music. There is an infectious energy to this album that doesn’t let up from beginning to end, and every time I listen, I find myself wishing it were a few songs longer. Despite the fact that I can’t understand a word of the lyrics, it’s one of those albums that makes me feel like I can hear colors and taste sounds. The next time I get my hands on some LSD, this will be my go-to record.
Standout Tracks: Kamane Tarhanin, Tarhatazed, Tumastin
3. Flamingods - Levitation (Released 5/3/19, Bahrain)
In a year with new albums from Pond and the Psychedelic Porn Crumpets, not to mention two new albums from King Gizzard, I never expected this album from a little-known Bahraini group to blow the Australian psychedelic scene out of the water. It’s unpretentious and unassuming, playing it safe rather than pushing the limits of studio experimentation, but
Levitation needs no gimmicks. The melodies are catchy and memorable, backed by tight instrumentation with lots of guitar noodling. The influence of traditional Middle Eastern music is audible, but usually subtle. Though there is still room for the band to grow in its sound, this album is nearly perfect as it is.
Standout Tracks: Astral Plane, Peaches, Mantra
4. Bruno Bavota - RE_CORDIS (Released 1/18/19, Italy)
Winter is usually the slow season for new album releases, but the mood of the season perfectly matches the mood of
RE_CORDIS. It’s a fairly straightforward album of instrumental compositions enhanced by the lightest accents and effects that demonstrate the delicacy with which Bruno Bavota hones his work. The instrumentation varies from song to song just enough to stay engaging, and while it does encourage wandering thoughts, there are many subtleties to actively listen for. It’s one of those albums that sounds best as you’re just drifting off to sleep, when the silence and darkness of the room allows each note to stand out.
Standout Tracks: Passengers, La luce nel cuore, The Man Who Chased the Sea
5. Cykada - Cykada (Released 3/29/19, England, UK)
For a debut album,
Cykada is pretty impressive, and that’s because the musicians behind it are already well established in the London jazz scene. Which of course means jack shit in the world of pop music, so I hope you’ll forgive me stretching the rules of the sub just a little to show off this “supergroup” ensemble. There are only five songs on
Cykada, but with the shortest clocking in at just under six minutes, each one feels like a journey in and of itself. If the opening of the first track doesn’t immediately hook you, then perhaps this isn’t the group for you. But if it does, I think you’ll find yourself hanging onto every note until the end of the nearly 12-minute jam that closes out the album.
Standout Tracks: Creation, Ophelia’s Message, Third Eye Thunder
6. Claude Fontaine - Claude Fontaine (Released 4/26/19, California, US)
There’s a tropical undercurrent to the songs on
Claude Fontaine, which shamelessly dips into Carribean and Latin American influences, but the tone of the album more somber than sunny. The vocals come across as wistful, at times loney, and the lo-fi production adds a degree of separation that feels like listening to a memory of a bygone summer. There’s nothing technically impressive about this album, and in fact the opposite is often true, but something about the raw introspection coupled with atypical Latin grooves feels like slipping into a dream.
Standout Tracks: Hot Tears, Love Street, Pretending He Was You
7. Iguana Death Cult - Nude Casino (Released 10/25/19, Netherlands)
By the time Iguana Death Cult released their album
Nude Casino just before Halloween, I was expecting the year to more or less be over, musically speaking. Then I found myself playing this album on repeat at work, and it quickly shot up into my top 20 on the strength of every song being an absolute jam. The band is so clearly having fun that it’s all but impossible not to join in. The bouncy, dance-like energy reminds me a bit of early Arctic Monkeys. As an added credit, I’d say they’re a strong contender for the best band name/album name combo of the year.
Standout Tracks: Nude Casino, Liquify, Nature Calls
8. Saor - Forgotten Paths (Released 2/15/19, Scotland, UK)
This album feels cinematic, on the scale of Lord of the Rings or The Avengers. It’s an overwhelming experience, like watching thunderheads roll in over the plains, except instead of thunder and lightning it’s blast beats and metal screams. There are moments of symphonic grandeur, but also passages of graceful simplicity that draw inspiration from folk and chamber music. Even if you aren’t generally a fan of distorted vocals, it’s worth a listen for the instrumentals alone.
Standout Tracks: Forgotten Paths, Monadh, Bròn
9. Sandro Perri - Soft Landing (Released9/6/19, Canada)
I’m not really sure how to describe or categorize Sandro Perri’s music. Google suggests he’s been classified as “post rock”, “ambient”, and “folk”, but none of those terms really see to fit. His music is experimental if nothing else, exploring the simplest ideas to the fullest extent and crafting entire songs around short musical phrases. Despite the peaceful vibe,
Soft Landing isn’t really background music. The pieces of the puzzle all sound familiar on their own, but Sandro Perri assembles them in a way that sounds strange and unique, and might cause you to involuntarily cock your head to the side as you listen.
Standout Tracks: Time (You Got Me), Wrong About the Rain, Soft Landing
10. Uluru - Acrophilia (Released 2/8/19, Turkey)
One thing that I love about the explosion of psychedelic rock over the past decade is that it’s largely transcended geography. Uluru is another example of the intersection between Middle Eastern and psychedelic music, but unlike Flamingods, Uluru tends more towards the crunchy stoner rock end of the spectrum. This album is also different in that it’s entirely instrumental, but that doesn’t make it feel incomplete. At just seven songs, each between 3-8 minutes,
Acrophilia is just the right size to leave an impression without wearing on into endless jam sessions.
Standout Tracks: Şark, Constantine, Aeternum
11. Jimmy “Duck” Holmes - Cypress Grove (Released 10/18/19, Mississippi, US)
Some music ages like fine wine, but the blues ages like whiskey. Like many underappreciated blues pioneers, Jimmy “Duck” Holmes didn’t start recording studio albums until fairly late in his life. Despite going unnoticed by the music industry, Holmes is a fixture of Mississippi blues history, and deserves every bit as much acclamation as his contemporaries.
Cypress Grove doesn’t features surprising new compositions. It’s the work of a true artist interpreting old standards, and though it sticks keenly to tradition, there’s nothing quite as genuine as an old blues master pouring a lifetime of experience into an acoustic guitar.
Standout Tracks: Catfish Blues, Goin’ Away Baby, Little Red Rooster
12. Julian Taylor Band - Avalanche (Released 3/29/19, Canada)
This album exemplifies the meaning of “groove”. Lyrically it doesn’t offer any hot takes or great philosophical depth, but it will make your foot tap and your head nod whether you like it or not. It’s music for late summer evenings, for grilling out and driving to the beach. But if you like magic mushrooms and hackysack, this album might touch you on a deep emotional level.
Standout Tracks: Time, Back Again, Never Let the Lights Go Dim
13. Modern Nature - How to Live (Released 8/23/19, England, UK)
How to Live didn’t leave much of an impression when I first heard it back in September, but as I was going back over my top albums at the end of the year, it suddenly connected with me. Maybe it was the funky beats, or the flawless blend of electric and acoustic instruments. Maybe it was just the large quantity of marijuana edibles I’d ingested. But there’s something fascinating and engaging about the delivery of these songs. It’s not just the vocals, which are hardly above a whisper. Even the instrumentals sound stealthy, as if the band recorded at night and didn’t want to wake the neighbors. The songs also stick with you, but not in the sense of a Top 40 earworm. More like a ghost haunting from just over your shoulder. Each time I listen to this album I find something new to like about it.
Standout Tracks: Footsteps, Peradam, Nature
14. Fvneral Fvkk - Carnal Confessions (Released 9/27/19, Germany)
Everything about this band seems intentionally offensive, from their conjunction of religion and sexuality to their egregious misspelling of the word “fuck”. But when you’re through clutching your pearls, check out the rich vocals and heavy riffs that make this metal band’s debut album stand out. If you’re into heavy rock but don’t care for unclean vocals, this should make you a happy camper. Unless you’re a member of the clergy, then perhaps give this album a pass.
Standout Tracks: Chapel of Abuse, A Shadow in the Dormitory, The Hallowed Leech
15. Dommengang - No Keys (Released 5/17/19, California, US)
Dommengang aren’t breaking down musical barriers, but I can’t find a single song on this album that I dislike. In the era of music streaming, there’s something to be said for a collection of solid singles that can each stand on their own. But
No Keys is more than just a collection of singles. The sum of its parts is a cohesive album that touches on blues rock, psychedelic, and metal without committing to any one style, all following a current of driving rock guitar riffs with plenty of flourishes.
Standout Tracks: Wild Wash, Kudzu, Jerusalem Cricket
16. Magic Circle - Departed Souls (Released 3/29/19, Massachusetts, US)
Magic Circle is a bit like the Greta Van Fleet of Black Sabbath wannabes. Unlike Greta Van Fleet, however, these guys have serious musical talent and songwriting ability that make
Departed Souls more of a respectful tribute than a piss on the legacy of 70s hard rock. There is also a good bit of originality to this album, and while it’s obvious that vocalist could pull off a flawless Ozzy impression if he tried, there’s a modicum of restraint that suggests the incorporation of broader influences. In fact, some of the albums best moments are when the band isn’t directly emulating the classics.
Standout Tracks: Departed Souls, Valley of the Lepers, Nightland
17. Obsequiae - The Palms of Sorrowed Kings (Released 11/22/19, Minnesota, US)
The Palms of Sorrowed Kings is an album of stark contrasts, catapulting back and forth between brutal, howling metal and languid, acoustic folk. The end result is an emotional journey with moments of triumph, rage, introspection, heartbreak, and tranquility. While the vocals accentuate some of the album’s more powerful moments, they aren’t highlighted above any of the other instruments, instead blending into the cacophony like the voice of a commander shouting orders across a field of battle. Fans of tabletop RPGs might want this album playing in the background of an adventuring session.
Standout Tracks: Palästinalied, Morrígan, Lone Isle
18. Black Peaches - Fire in the Hole (Released 5/17/19, England, UK)
Black Peaches have a sort of jam band aesthetic, drawing on the musical influences of the southern US to flavor their brand of psychedelic indie rock. Despite the frontman’s tangential involvement with Hot Chip, the band is firmly rooted in drums and guitars, with a sound more comparable to Phish or Widespread Panic than any synthpop outfit. Whether cranking along to frantic percussion or grooving smoothly over funk textures, the songs on
Fire in the Hole are wild and dynamic from beginning to end.
Standout Tracks: Fire in the Hole, Black Peach Boogie, Pillars of Hercules
19. YĪN YĪN - The Rabbit That Hunts Tigers (Released 10/18/19, Netherlands)
As much as I try to be objective when approaching new music, I can’t help but love what I love.
The Rabbit That Hunts Tigers checks a lot of boxes for me: psychedelic atmosphere, unique instrumentation, lengthy jams, danceable rhythms, incorporation of world music styles - even the artwork instantly attracted me to this album. While perhaps it’s not a perfect record, it has a lot of relistenability, and no other album released in 2019 sounds quite like it.
Standout Tracks: One Inch Punch, The Rabbit That Hunts Tigers, Dis̄ kô Dis̄ kô
20. Red Rum Club - Matador (Released 1/11/19, England, UK)
What’s the easiest way to make your generic indie band stand out? Add a trumpet! Seriously, that’s pretty much what makes the album work. Fans of alt pop bands like Neon Trees, Catfish and the Bottlemen, or Young the Giant will recognize the rather formulaic approach to songwriting - powerful vocals, straightforward lyrics, and hopelessly catchy hooks. But regardless of how many sound-alikes you’ve heard, the soaring brassy tones on
Matador imbue the songs with an irresistible dancefloor spirit.
Standout Tracks: Hung Up, Honey, Calexico
21. Ouzo Bazooka - Transporter (Released 1/11/19, Israel)
Ouzo Bazooka isn’t the first group to combine the raw energy of garage rock with the experimental songwriting of psychedelia, but they play it with such skill that any lack of originality should be forgiven. Like many contemporary bands inspired by the music of the 60s and 70s, Ouzo Bazooka isn’t picky about the sources from which they draw influence, and their music benefits from that open-mindedness. At times they appear to be firmly planted in unassuming rock n roll, only to blast off to the cosmos at a moment’s notice, taking you along for the ride.
Standout Tracks: Latest News, Space Camel, Killing Me
22. Konradsen - Saints and Sebastian Stories (Released 10/25/19, Norway)
Konradsen makes a lot of interesting musical decisions in the songwriting on
Saints and Sebastian Stories. These songs aren’t likely to hook you on your first listen, and might even seem off-putting as they meander slowly over layers of studio effects. The album follows the precedent set by experimental indie artists like Bon Iver, combining disparate elements from jazz percussion lingering piano chords to shy-sounding horns. It’s the type of album that takes a couple songs to warm up, but then continues escalating and improving as it unfolds.
Standout Tracks: Dice, Baby Hallelujah, Red to Rhyme
23. Black String - Karma (Released 9/27/19, South Korea)
Generally speaking, jazz isn’t my favorite genre. That said,
Karma doesn’t sound like what most people first think of when they hear the word “jazz”. The improvisational aspect is there, but the songs are structured around traditional Korean music in a way that subverts western expectations. Fortunately for us westerners, the group has provided a sort of jumping off point in their brilliant cover of Radiohead’s Exit Music (For a Film), reworked until only the bare bones are recognisable.
Standout Tracks: Sureña, Hanging Gardens of Babylon, Exit Music - For a Film
24. the one and only PPL MVR - THE CHOSEN (Released 6/4/19, California, US)
There’s this crazy theory going around that the one and only PPL MVR is actually just the
members of Brand New dressed in yeti suits. I’m operating under the assumption that the theory is bunk, and that this gimmicky band is just an underappreciated power trio with a flair for the dramatic. While the band’s prevailing sound can best be described as heavy rock music, they certainly don’t feel the need to pigeonhole themselves. From power chords to autotune, nothing is off the table.
Standout Tracks: NML, MOVE, THE SHOW THAT NEVER ENDS
25. The Garifuna Collective - Aban (Released 9/15/19, Belize)
The Garifuna Collective is ever so slightly outside the normal popularity parameters for
listentothis (their third most popular song has 524,000 plays on Spotify), so I beg your leniency for this incredible group of musicians who are widely unknown outside Central America. It’s so outside the spectrum of my normal listening habits that I don’t really know how to classify this kind of music. All I do know is that the rhythms are infectious and the melodies compelling. I’m always somewhat surprised when a group of musicians who speak a different language and live in a place I’ve never visited can reach me through music in a way that transcends culture. The combination of predictable patterns and unfamiliar elements is precisely why I pause to listen.
Standout Tracks: Wiya Waist, Ideruni (Help), Magidu (The Market)
As in 2018, I’ve also been keeping a spreadsheet to track my top 500 favorite albums throughout the year. If anyone’s interested, you can view it
here, as well as a 500 song playlist including one song from each album (link is at the top of the spreadsheet). Keep in mind that most of my top 500 albums don’t meet the popularity rules of this sub, nor is it the focus of this post. Since people asked for it last year, I just figured I’d share it again.
submitted by Hey everyone!
Last fall, I ran a session of DREAD at a con with an adventure that I adapted from “
Horrorstör”, a novel by
Grady Hendrix. Since the session went well, I thought I’d share my prep for others – both as inspiration as well as to get some additional feedback/new ideas if you got any. There’s also some music at the end. Sorry if I missed some typos etc. in the write-up.
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ADVENTURE TL;DR Employees of a large-scale furniture store get hunted down by Cronenbergian abominations because Corporate wants to increase quarterly profits.
MAIN THEMES Entrapment, Hopelessness, Annihilation of the Self, Fear of (Social) Decline, Assimilation
SETTING INFO & PLOT “Horrorstör” takes place in a store called ORSK (basically a knock-off IKEA). It’s set in 2009 in an American flyover state, right after the first big shockwave of the last financial crisis. Characters are tasked with finding out the causes of nightly vandalism, only to uncover they’re trapped in the store with something more sinister.
THE STORE - The local ORSK should feel like an oppressive vault of niceness. Located well outside the nearest town and framed by a lake of cement, this blue-white megastore offers shoppers everything they need to make a space a home.
- Shoppers are guided through its showroom, market place and self-serving warehouse by a long and winding path that induces retail hypnosis. Even ORSK employees (or “partners”, as they’re called by Corporate) sometimes need to concentrate in order to not get lost.
- Within its walls, ORSK has no windows, skylights or clocks. Like a casino, it exists in an eternal now. Of course, there’s also little to no cell phone reception.
- Aside from the retail floors, ORSK has a restaurant (whose meatballs are actually quite good) and a Scandinavian Food Market (where no food actually comes from Scandinavia).
- Behind the scenes, there’s various break rooms, a larger storage warehouse, a basement and freight elevators. There’s one way to the store manager’s offices upstairs above the showroom.
THREATS - Whereas the threat in the original novel was a [spin on the supernatural “haunted house” trope], my adventure features “Projekt Drön” – an attempt by Corporate to create the perfect worker.
- Drön are pure cyborg bodyhorror. They seem humanoid from a distance (because they once were humans), but land smack-dab in the uncanny valley the closer you get. When Drön speak, they don’t move their mouths. They unhinge their jaws and play pre-recorded stock phrases (“Thank you for shopping at ORSK”, “The store is closing, please proceed to the exit”, “Do you have an ORSK family card?”).
- As the night progresses, their appearance should become more horrific, with limbs elongating or shortening, muscles bulging obscenely and flesh peeling off, revealing metallic mesh and sinews beneath. They will hunt the players down – your choice either to kill them or use them as raw material to make more Drön.
- The ORSK store should become more and more deadly as the game progresses. Start by cutting off shortcuts in the floor plan, make furniture shatter and fall, have storage racks squash them…
QUESTIONNAIRES I’ve made the player questionnaires look like job application forms for ORSK.
As it was a con game for a max of 5 players, I kept it short – 12 questions each.
I started off with
setting questions (“Why do you wanna work here? ; “What’s your favorite ORSK piece of furniture” ; “How would you describe your work ethos?”), then ventured into
background questions (“You’re overqualified for this job. Why do you still need it?” ; “What made you leave your hometown so abruptly?” ; “A part of the store lets you shudder. Which one, and why?”), turned the screw towards the personal (“Why wasn’t your mother proud of you?” ; “Why can’t you let others see the real you?”), and finally cranked up the
unease towards Corporate and the feeling of entrapment (“Why is true that a person’s worth is based on their efficiency?” ; “If a person is dependent on their job, wouldn’t they be well to follow Corporate’s orders?”).
At the end, players should feel their character’s
inability to just up and quit – either because there are no better jobs available, or because the neatness of ORSK provides a security blanket for their neurosis or what have you.
NPCs - Basil, the supervisor (mandatory). Basil loves his job at ORSK, as his benefits pay for his little sister’s medication (he is her sole guardian). Basil also likes the PCs and wants them to succeed. He might get promoted soon, he heard, and would love for one of them to a rise to a higher position as well. Besides the store manager, Basil is the only one in possession of an Override key that can deactivate a store-wide lockdown.
- Matthew (optional), one of the storehouse workers. Ethnically ambiguous. His beard is the last thing a craft beer sees before it dies. Matt has never encountered a conspiracy theory he didn’t like, so you take his ramblings about “corporate replacing us all with automatons” with a grain of salt.
- Trinity Prendergast (optional), co-worker and resident MySpace goth. Her family is *really* into pageants, so her look is aimed squarely at riling her mom up. Her first and last act at work is wiping off and reapplying black lipstick, respectively.
- Ruth Anne, the good soul of this ORSK (optional). She’s been doing odd jobs all her life, with ORSK being by far her favorite. Kind, communal and protective, but can pack a punch when cornered. If she has a vice, it’s strawberry flavored chapstick. Looks like if your older aunt was cosplaying as Dolly Parton.
- Michael, the drifter (optional). Has lost his home, and his family, during the financial crisis and sleeps in the store. Michael can be used as a red herring to explain the strange things during the night… except he’s been here far shorter than those.
- The raccoon (optional). Another red herring for the player’s to find before they encounter the real threat.
- Tom Perssons, CEO of ORSK North America. All-American sweetheart turned corporate. Pomenade and teeth whitener made human. His picture hangs in every ORSK, but no one has actually seen Tom in real life.
ADVENTURE STRUCTURE Part I After a mysterious shipment of new prototype furniture is delivered, the store suffers from weird acts of nightly vandalisms. Players are tasked with spending an extra night shift to get to the bottom of it.
In this part, GMs should introduce characters and a general sense of unease towards Corporate. Mention slogans that seem both cheery and ominous at the same time (“ORSK: A home, forever!” ; (“ORSK partners: Our most valuable resource” etc.), “Employees of the Month” that you’ve never seen in the store (they’re either been “promoted” or switched stores) and that despite the spotless façade, your ORSK is in dire need of some repairs. It should also become apparent that ORSK is cutting costs by firing the cleaning and security staff.
Of course, the mysterious shipment are DRÖN compartments. After they’ve been put in the basement, this part of the store will become off-limits for employees due to a “leak”. Mention a rotting, electrical stench emanating from behind the doors.
Part II The store shuts down for a national holiday – which means there’s no shoppers or staff coming for a few days. Perfect time to hunt for vandals. Characters get more than what they’ve bargained for.
Use the first section of this part to (further) develop a sense of camaraderie between characters and introduce the red herring. Generate a feeling of paranoia and uncanniness. Whereas the ORSK is well-lit and pleasant during the day, at night the scenery – with the lights off and no white noise playing – plays with and confuses your senses.
When players have encountered the red herring and are ready to call it in, guide them towards the store manager’s office. Shortly before they reach it, have the Drön show up first and claim Basil and additional victims, if applicable. End this part of the adventure with players discovering a case file for “Projekt Drön”.
Part III After discovering the “Projekt Drön” video, characters need to find Basil (or what’s left of him) so they can get the Override switch and escape the ORSK. To do so, they have to cross the floors of ORSK that the Drön have turned into death traps, get into the basement and survive long enough to make it to the exit.
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DID YOU USE PROPS? Yeah. As I’ve mentioned, the questionnaires looked like job applications; I’ve photoshopped and printed out an actual IKEA Store map. The original “Horrorstör” novel also provides some nifty and appropriately creepy furniture artwork. A quick Google Image search will help you out.
WHAT CHANGES DID YOU MAKE FROM THE ORIGINAL NOVEL? The threat, mainly. The original book is basically a>! fun take on the "haunted house" trope!<, I thought I'd play up the callousness of Corporate and invented new villains to match my intent.
SO WAIT, IS THE TRUE VILLAIN CAPITALISM? Whatever gave you that idea?
IS THERE A SPOTIFY PLAYLIST? You bet your ORSK there is! submitted by This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by Casino Party Playlist by Partyrama By partyrama. Having great music at your Casino night need not be such a gamble with the Partyrama Casino Party playlist! Perfect for small poker nights and big casino theme parties. 20 songs. Play on Spotify How to Build a Perfect Casino Party Playlist. September 2, “Great” DJs earn that title in reviews and recommendations more on their ability to make the music fit the occasion than for the size of their hard drive. One of the fastest growing themes for parties is “the casino night.” The theme is by no means new, but it has been Having great music at your casino night need not be such a gamble with our Casino Party Music playlist on Spotify. Perfect for all manner of Casino themed parties, ranging from small poker nights up to huge casino events. Let our roulette wheel turntables take you to dancefloor heaven! Playing live casino games is on the rise and has been inspired by many Hollywood movies which have themed casino nights. For a themed casino party, it is of utmost importance that the music playlist is selected and finalized that is perfect to the T to keep the guests involved and entertained. The soundtrack to Martin Scorsese's '70s mob epic Casino is as over-sized as the movie. Assembled by Robbie Robertson, the album runs the gamut from schmaltzy pop to blues and rock & roll, featuring a great assortment of classic tracks and performers. This is defined by its easy listening qualities, and while the night-time experience may want to create a party atmosphere in the casino through upbeat music, during the day some people many people may want to have something more relaxing while they are casually gambling in the casino, or walking through the hotel in order to find the pool. During evening hours and the weekend, you’ll hear Top 40, as well as pop and dance music. Now that we’ve got that covered, we decided to include our dream playlist for Vegas casino music. (Keep in mind these aren’t all Vegas-related, but will get you in the groove. If you want to see our favorite Vegas music videos, we have that for you Slingshot Dakota – “Casino Night” Video New Music May 3, 2019 12:10 PM By James Rettig Slingshot Dakota are releasing their new album, Heavy Banding , toward the end of the month. ilani is now open. ilani is a premier gaming destination in Washington State in Ridgefield. Located 25 miles away from Portland (WA), come and play in our new casino with abundant dining, shopping and entertainment options to make your visit memorable. 31 songs for the ultimate night out in Las Vegas we put together a Music Monday playlist full of songs that celebrate Vegas' vibrant nightlife and are generally great for getting pumped up to
This is the music for the 1-player stage of Casino Night zone in Sonic 2. This is the music for the 2-player stage of Casino Night zone in Sonic 2. Las Vegas casino music video - for night game of poker, blackjack, roulette wheel and slots. FREE track download here: http://www.reverbnation.com/lewisluong... About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... Anibaldi.it Entertainment, Lifestyle, Old Time, Musica, Medicina. Oltre 450 video caricati. Las Vegas casino music video - for night game of poker, blackjack, roulette wheel and slots.Featured in this collection are:Track 1: Amor maior - Higher Love... Follow me on Twitter: https://twitter.com/VinheteiroMy facebook:http://www.facebook.com/LordVinheteiroLord Vinheteiro plays the Sonic Music, called Casino Ni... Casino Night music from Sonic 2 HD A new music service with official albums, singles, videos, remixes, live performances and more for Android, iOS and desktop. It's all here. Visit the YouTube Music Channel to find today’s top talent, featured artists, and playlists. Subscribe to see the latest in the music world.This channel was ...