Brand New Heavies @ Trak Nightclub

Judging by the crowd at Brand New Heavies at Toorak’s Trak nightclub, Melbourne’s baby sitters must have been raking in the dough on Friday night. I’ve never seen a crowd like that at a funk event in Melbourne. The average age of the crowd was 40 plus, and although I’m no spring chicken myself, it was the oldest crowd I’ve been part of since Devo. Not that this is a bad thing; contrary, it’s great to see Melbourne’s mums and dads can get out amongst it and still know how to party!

The Trak is an awesome venue. The converted cinema is very large and open, very classy fittings and a crowd to go with it, and I was treated very nicely by the bar, door, coat room and security staff. I mention it because I’m the first to admit I’m a bit “street” (read daggy) I love my hoodies and trainers and couldn’t tie a tie to save myself. I did make an effort though to dress up a little, as I heard the Trak was a little exclusive, and although I still felt very under dressed, I wasn’t treated any differently by the staff or patrons; the same cannot be said of some clubs down the road on Chapel Street.

I arrived, checked my coat and got my first very reasonably priced beer. For a classy joint, drinks are really well priced! They even have waitresses who wander about and serve you where you stand, which is awesome. Electric Empire had done maybe one song by this time, and although I had never even heard of the Electric Empire before, their soulful rhythms and great sound has made me very interested in tracking down their album. They’ve got that smooth, sexy sound, similar to Curtis Mayfield or Al Green. The single Always was a highlight, as was the Latin influenced percussion solo.

DJ Eddie Mac played some great funk and soul classics, including the Bamboos, Gangstarr, James Brown and Jamiroquai. Much of the crowd were singing along happily, and running into people they obviously hadn’t seen in ages. It was a little like a really cool and classy school reunion.

Next up was Paris Wells. I thought this was an interesting choice of support act. Paris Wells is best described as a soul blues rocker. She has a fantastic voice on her, and her stage antics were quite amusing, and I couldn’t help but be reminded of a rooster as she strutted about on stage with her coiffed hair and feathered outfit. Some of her tunes were great. Let’s Get It Started (not a cover) is almost ska with its bouncy lyrics. Fuck Your Soul is intense. However, she just seemed a little out of place for the vibe of the night.

The Brand New Heavies came on after a brief interlude with Eddie Mac, and it was apparent right from the start the awesome sound we had for Electric Empire and Paris Wells was simply not happening for them. There was a problem with Simon Bartholomew’s wahwah pedal right from the beginning, and it simply didn’t sound right for the entire night. N’Dea Davenport also had difficulty with feedback from her microphone. This meant the band didn’t sound as tight as a funk band should, and to me it was a little disappointing.

This didn’t dampen the spirits of the band nor the crowd too much though. After all, this was the Heavies’ first ever tour of Australia, and considering they started in 1985 and first became popular in 1990 we’ve waited almost 20 years for this, and everyone was singing and dancing along and having a fantastic time. They did plenty of their hits, including Midnight at the Oasis, Mind Trips and of course Dream On. Jan Kincaid knows how to play the skins, and I always love it when a drummer takes lead vocals, whilst Andrew Levy looking funky in his sparkly top and dark sunnies shows why slap bass is the best way to play the 4 stringed guitar. N’Dea hasn’t lost any of her spunk either.

I was lucky enough to go to the Saturday night performance too, and although the crowd was a little younger, but not by much, the sound was perfect for the Brand New Heavies the second time around. They truly shone on Saturday night, and any disappointment was washed away. Highlights of the second show included the band’s solos, which were perfect the second time around, and the encore with the crowd chanting the refrain “whoa year” of their last song until they came back and did an unrehearsed version of Forever.

Sure, waiting 20 years to experience to see a band live can dampen even the highest expectations, and I’m not going to say Friday night was a dud by any means, as the band performed brilliantly despite the sound issues. But I was worried if I wasn’t impressed at the second show, they’d be another band who lost it as they aged. But that worry vanished the moment they came out for the second show, and I can honestly say the Brand New Heavies are one of those bands who are truly amazing live, and they’re up there amongst the greatest funk orientated bands I’ve seen.

Espionage – One Year of Operations – Feat. DJ Marky and MC Lowqui @ Hi-Fi Bar

(14/09/2010)

One year on, and Espionage is still going on strong, and with Marky rocking the Hi-Fi bar it was sure to be a special night. And my lord was it good. In the words of many a junglist MC “OH MY GOSH!”

To kick off the night Dust and Fiend went back to back, and these two fine ladies know how to rock a dance floor. Sure, their set suffered from the Melbourne habit of people not coming out until the main act was on, but frankly those people are idiots for missing rocking up late. Playing a blend of cool liquid beats and then raising the tempo and deepening the bass to get bodies moving, their music was as exquisite as they are to watch.

But don’t knock me as a misogynist – JPS and Nam are pretty easy on the eyes too, although I think they’re sweeter on the ears, especially as they played some of my all time favourites, such as Drop It Down by Calibre, True Romance, and Alien Girl by D-Bridge (and thanks to the random who shouted out Alien Girl! when it kicked in… it would have been annoying me for days not knowing the name of this awesome tune!) What I especially like about JPS and Nam is they’re entertaining and play as real DJs – they tease tunes and play with the crossfader, even spin rewinds. They’re not afraid to have fun with the equipment or the crowd.

Speaking of fun, MC Lowqui was certainly entertaining, warming up his vocal chords and hyping up the crowd for Marky during the Operatives set… not that Marky really needs an MC to hype the crowd, as he does a damn good job at that himself. His stage presence is immense, and he throws the positive energy right back at the crowd with his antics. From air drumming, to blowing kisses to the girls, to scratching with his foot, to hooking up a telemetron (probably not be its real name – a little gold and silver scatchy pad thing that you scrub on to make scratches) to turning the turntables upside down to scratch, Marky is simply one of the most entertaining dnb DJs to watch.

And the music he plays is simply awesome. It’s all “party” music, from the salsa soaked beats of Marky’s own productions, to the old school sounds of Top Buzz and Prodigy, to the even older sounds of late 80s house (and here I reveal my age by saying I remember seeing that played in the late 80s!). Even his hiphop set is party material, designed to get the booty shaking with classics from Tribe, De La Soul, M.A.R.R.S, and Run DMC.

My notes for Marky’s set seem to be missing for the good part of his set (why does the note taking app on iPhone need an internet/phone signal – and why do I have no reception in the Hi-fi?) yet one there says it all – “Bukem”. This simply reminds me to note that Marky and Lowqui bounced off each other, each of them in step with one another as if they had been working in collaboration for years, like Bukem and Conrad do, and it was a pleasure to witness these two professionals working together. The next note says “Crowd Surfing”, and pretty much shows how much fun JPS and the rest of the crowd were having.

Crackdown 2

There are certain brands which, due to a number of factors such as quality of product and level of marketing, which step beyond their genres, they begin to define those genres. Take for example Coca Cola. Even if you don’t like Coke, I’ll bet when you order a Cola based mixer drink you say “Rum and Coke”. There are other brands too – Liquid Paper, Hoover, Google, iPod. It’s the same with videogames too. Certain games have come to define genres. Pacman, Puzzle Quest, Mario Cart, Doom, God Of War, Resident Evil and Grand Theft Auto, for example.

Whilst the quality of those games could be argued until the end of time, saying “it’s like Mario Cart” instantly gives you a frame of reference to talk about another game. One of the best examples of this in recent times is XBW Shane’s review of Red Dead Redemption. In many ways it is superior to GTA, but in defining it as “GTA Deadwood” he nailed it in a simple and concise manner. You might have a different opinion to Shane about GTA and Deadwood, but even so your knowledge of those products will influence how you react to his review, and the game itself.

Crackdown could have been one of these genre defining games. It differed enough from GTA to make it stand out from any other GTA Clone you’ve played. Yes, it was a free roaming open world set in a city with cars and pedestrians you could kill, and the missions involved driving to places and destroying all the enemies in a given area, but the skill progression and the collection minigame were so distinctive they could have began to alter gaming landscape with gamers describing other games as “Crackdown Clones”, providing they made good use of what made Crackdown so good in the sequel.

Unfortunately, they’ve dropped the ball, and given us the first game only with less to do and less to see. Pacific City, itself quite a defining quality of the first game with its neon filled streets and high-rises, has undergone what I like to refer to as “next-gen browning”. The city has fallen into decay, and as such the art has lost the distinctive edge of a super city and in order to give the look of the city a “gritty edge” the art team simply made everything an uninspired rusty brown colour, something featured in every next-gen game since the PS3 and Xbox360 appeared on the market.

Moreover, the layout of the city is exactly the same. There’s nothing new to see or explore. There are new underground areas, but these are just big arena areas. Although other games have done similar in using the city over – GTA’s mini episodes spring to mind – there is still enough new stuff to see and do to make it worthwhile. They also have incredible stories which drive you play the game.

The story in Crackdown 2, what there is of one, is since you’ve visited in the first game, the place has become a mess. Although you brought down 5 gangs to bring peace to the city previously, that was all for naught as a new terrorist organisation has risen from the ashes to threaten the city’s Peacekeepers. On top of that the city is overrun by zombie mutant freaks at night time. The only way to stop it is to re-introduce the Agency’s most effective weapon against crime – the Agent.

Like the first Crackdown, your agent starts with middling powers and work your way up by using your skills to gain orbs. Shooting the enemy with guns builds up your weapons skills, unlocking more powerful weapons and making your firing more accurate. Doing hand break turns and J-Turns, drifting, and running down enemies in vehicles increases your driving skill, unlocking more vehicles and giving more control when driving. Using explosives like grenades unlocks better grenades and rocket launchers, and increases the impact of explosions. Punching and fighting makes you tougher, and unlocks ramming and ground punch abilities.

The most fun of the game is from agility orbs. Like the first game, these are dotted around the city, enticing you to explore by jumping from building to building, gaining the ability to jump higher and further as you gather more orbs. Unlike the first game though, their position isn’t as logical as before, and there’s a little bit more of hide and seek going on. To give this aspect of the game a bit of a twist, there are “rogue” orbs, orbs which have an avoidance field and are difficult to catch. At first, these orbs are great fun to chase either on foot or in a car, and you can spend a good half an hour running around trying to grab one. But eventually it gives way to frustration, because no matter how high your driving or agility score, they’re designed to move away from you, so if you had difficulty catching one at the start of the game, you’re going to have the same amount towards the end of the game.

They also haven’t fixed up some of the biggest frustrations of the first game. Some buildings look like they have ledges you can grab onto, so you’ll leap onto them and end up sliding all the way to the bottom. Or they have overhangs you can’t get past, so you jump and hit your head and fall. And this entire jumping agility thing means there’s almost no point to driving. There’s an amazing list of songs on the car radio which you’ll never hear because you’re rarely in the car for more than a few seconds. You’ll hit other cars, flip over or otherwise crash. Or you’ll be shot at by other vehicle, get out (as you can’t shoot from vehicles) and have your car destroyed.

The lack of multiple gangs means no bosses, and that was part of the fun of the last game. In the first crackdown, as you took down bosses, the enemy became less effective at fighting you. Now all you have to do is capture base points by killing all the enemies which appear on the map when you stand in a certain zone and press the back button. They’re also pretty stupid AI wise, and will mill around in groups just waiting for you to kill them. They’re only a problem if they’re armed with rockets or grenades, in which case they’ll just spam you. Otherwise, it’s simply a matter of jumping around and shooting them.

The Freaks are even more tedious. Every night, the streets become flooded with zombies. Like Dead Rising, there are so many on the screen you’re amazed at first. But they’re so dumb they pose hardly any challenge later in the game. Simply get in a car and drive though them. And if you stick to the rooftops you can pretty much avoid them altogether.

There are two basic scenarios you need to do to proceed the story and subsequently the game – capture a base which shoots a laser beam into the sky, and when you have 3 beam together you jump into the subterranean part of the city and kill all the zombies which attack a bomb device. That’s it.

Part of the reason the game is so simple is it’s designed for four players in mind. Obviously you can’t have too much of a complex GTA scenario like drive here, blow up this, drive to a next check point, and kill that, if the game is designed for more than one person. Although having said that Red Dead Redemption seems to do a pretty good job of doing precisely in its Multiplayer. So they’ve made the game as mindless as possible so you can have as much fun with other players.

And yes, it is fun with other players. It’s only a little more fun doing the missions still, as they don’t get any harder, but still the added fun of simply having another real live person with you makes it marginally more enjoyable. And doing things the designers probably had in mind, but didn’t make any use of. Like picking up a car when your friend is in it, and throwing it off a bridge. Like dropping a cluster grenade near an orb your friend is after. Like chasing each other around in choppers.

But what I can’t understand is why didn’t the designers utilise this more effectively? Surely in play testing they would have noticed people playing the game in this manner, so why not design co-operative missions around this – design chopper races; design timed missions where you’ve got to knock down as many freaks as possible, make the game co-operative in the mission design. I don’t want to call the designers lazy as it’s very hard to make a good game, but it’s clear the design is precisely that. Rather than identifying how players generate their own fun in a game and directing their design towards that, they’ve designed a game where it’s as open as possible but with so little to do, so players have to create their own fun.

Conclusion
Maybe I’m being a little hard on the game. The original Crackdown was flawed genius. It came out of practically nowhere, and was bought by the truckloads because of the Halo3 Multiplayer Beta offer. However, the game was unexpectedly compelling and fun, even if it felt a little rough and unfinished.

Crackdown 2 still feels rough and unfinished. In fact, it feels even more so than the first, especially when viewed as a single player experience. Multiplayer improves the game, but it still feels vacant and simple, and doesn’t develop a good story or good mission structure to encourage you to play the game, just a little incentive to tool around in the city for a few hours blowing shit up.

Pros:
Keeps the addictive agility orb collection game and spices the orb collection with “rogue orbs”
Heaps of things to blow up and kill.
Fun Multiplayer
Fantastic soundtrack

Cons:
You won’t hear the soundtrack because you’ll never be in the car long enough
Unconvincing story
Boring, repetitive missions
Stupid AI
Many of the problems of the first game not addressed

68/100