Month: February 2013

Media in Australia: Advertising and Pubic Relations

The most interesting idea is that these two concepts can be merged into one. By this, I mean that advertising can become news and news can become advertising. In Turner, Bonner and Marshall’s Fame Games: The Production of Celebrity in Australia, they argue that public relations establishments have brought public relation media releases together with news media releases, which have “effectively turned advertising into news”. Spin doctors have become the link between these two concepts as noted by Sinclair and Turner in their book The Media and Communications in Australia. Sinclair and Turner believe that the practise of public relations is associated with the spin doctors manipulating and falsely misleading the media. Sinclair and Turner note that the skills that spin doctors utilise are traits that would be employed to “promote a new television program, a political party or a new brand of underwear”, which once again shows the relationship between public relations and advertising.

It could be argued that Julia Gillard’s recent appearance on the ABC’s Q & A program was a public relations stunt that also advertises the Prime Minister and the Labor Party, as this appearance was reported as news. For example, Paul Colgan of The Punch gave a positive review of Gillard’s appearance on the show, saying she “looked prime ministerial” and “(got) her groove back”. Even politicians can have a taste of free advertising and promotion through public relations.


Turner, G., Bonner, F., & Marshall, P. D. (2000), Fame Games: The Production of Celebrity in Australia, Melbourne, Cambridge University Press, pp. 29-59.

Sinclair, J.; Turner, G. (2010), Chapters 11 & 12, The Media & Communications in Australia, 3rd edition, Crows Nest, NSW, Allen & Unwin.

Colgon, P, Campaign Countdown: Julia gets her groove back, The Punch, viewed 13/08/12,


This is the first of ten blogs I wrote for my university subject, Media in Australia, in 2012. The next nine will be uploaded over the course of a few weeks, the links to which can be found here:


Media in Australia university blogs

I study Media and Communications at university, and I decided that I wouldn’t let the journals/blogs written during my studies in 2012 go to waste, so here they are!

All ten of these blog posts were for the Media in Australia unit, which is self-explanatory. I hope you enjoy them.

Thank you.

Blog 1: Advertising and Public Relations:

Blog 2: The Press:

Blog 3: Magazines:

Blog 4: Radio:

Blog 5: Television:

Blog 6: Film, DVD and Online Delivery

Blog 7: Telecommunications and Broadband:

Blog 8: Mobile Communications and Culture:

Blog 9: Popular Music:

Blog 10: Video Games:

“Sonic Colours” review


I grew up liking both Sonic and Mario, so I was in neither camp, although me owning only Nintendo consoles automatically placed me on the plumber’s side. Sonic’s adventures in three dimensions have not been as well received as the ones in his 2D heyday. Sonic the Hedgehog and his series often end up on lists arguing against their existence, due to the poor quality of the games released in the 2000s.

The new 3D Sonics followed this formula: it would be announced that the new game would return Sonic to his roots, and all the fans would truly believe that it would be the first great 3D Sonic and that their mascot was back. The game would be released, and it would strike hatred in the hearts of the fans, and they swore they would never fall for it again. Then the next game would be revealed and the cycle would restart. This happened quite a few times, from Sonic Heroes to Sonic Unleashed. It hit its lowest of the lows with Sonic the Hedgehog 2006. If you type in Wikipedia “List of video games notable for negative reception” (a formal way of saying “list of games that suck”), you will find Sonic ’06 on there.  I never had the opportunity to play it, but I know it had a killer soundtrack. I also quite liked the 3D Sonics I did play, even Shadow the Hedgehog, although I can see why they are disliked as such.

Before Sonic Colours was released, Sega de-listed all the games in the franchise with a low Metacritic score, to “increase the value of the brand”. Seems like a good plan, to keep Sonic ’06 out of unsuspecting gamers hands and let them buy Sonic Rush instead. Sonic Colours is pretty good too, so it looks like this mission is succeeding.

So is Sonic Colours finally the 3D Sonic to break the mold of mediocrity? Well, according to the fans and critics that answer would be yes. I agree too, but I wouldn’t say Sonic Colours is a great game, but it’s definitely the most well made 3D Sonic in years.

Sonic Team listened to the fans and critics complaints of the other games, and got rid of the gimmicks, such as the sword in Sonic and the Black Knight, and all the playable character that aren’t Sonic. This just leaves the player in control of Sonic and his speed.

Sonic Team says that this game is marketed towards a younger demographic – Mario fans in particular. It’s easy to see what they mean by this, as the story, setting and dialogue are quite kiddy. Dr. Eggman wants the world to believe he has stopped being evil by opening an intergalactic amusement. Sonic and Tails obviously don’t buy it and vow to stop whatever the mad scientist is preparing. Sonic, Eggman and Tails are the only core characters from the franchise to appear in this instalment, with only Sonic being playable and the rest in cutscenes. I was a bit disappointed that Knuckles didn’t make an appearance, but I suppose the writers would have ruined him with cheesy dialogue, which makes me breathe a sigh of relief that Amy wasn’t included. The cutscenes feel beyond juvenile; I think they tried to make gamers feel like they are watching a Saturday morning cartoon. The cutscenes go on for far too long and the dialogue is full of jokes you’d see on ABC3 (kids channel in Australia) that have nothing to do with the simple plot at hand. This game made me think whether I’m getting older and less patient because I rarely skip cutscenes, but Sonic Colours made me do it!!

Gameplay is a mix of 2D and 3D Sonic. 3D Sonic controls smoother than past games. Homing attack, charge attack and riding on rails, business as usual. The perspective occasionally shifts to 2D, where the controls are the same but you can only move on a 2D plane obviously. This gameplay is taken from Sonic Unleashed, but without the God of War rip-off Wolf sections (thankfully I never played this game). So we have the best bits of Sonic Unleashed gameplay. The goal, like always is to reach the end of the level, or beat the bosses reach them.

Sonic and Tails discover an alien race, whose power Eggman is utilising for his evil purposes, called Wisps. These Wisps help Sonic out throughout the course of the game by acting as powerups. These remind me of the powerups in Super Mario Galaxy, which may have been the inspiration. I liked the Spike Wisp, which allows Sonic to turn into a spiky ball that can spin up walls and attach himself to terrain. The Block Wisp allowed you to switch blocks into solid or “fall through”, a bit lame I thought. The Drill Wisp was a lot of fun, where Sonic can digs through dirt very quickly, as well as move swiftly through the ocean. Those are just a few of them, and most of the time Sonic uses them in his 2D perspective. Powerups are great additions to the Sonic series, and I’d like to see them expanded upon in future games.

The levels are a little bit different this time for the franchise. Instead of classic zone/act after the other, the game features a world map. Each world has six acts and a boss, rather than the two or three acts and a boss in most Sonic games. The levels vary in length; I’ve beaten some of them after six minutes whereas others I’ve reached the exit in just one minute. It makes each Act feel like they were developed around an idea, which is a nice idea. The level design is good, but technically flawed, as in the deaths are a little unfair. At times you may get stuck and struggle to find your way out, which isn’t good for a Sonic game as it ruins the flow. There’s that spring that follows you, but only to a certain point, which lead me to losing a lot of lives because I didn’t jump to the bloody thing’s standards. The issues in the level design create a rather inconsistent difficulty curve. One level I would easily complete on my first try, when the level before that I had lost all my lives multiple times. These kinds of problems have plagued Sonic’s 3D adventures since the beginning, but at least it’s improved.

The god damned live system returns, which is just really annoying in this day and age. I could complete a level with no extra lives remaining, and then get far in the next but start again because I made a mistake and died. Dear developers: GET RID OF THE EXTRA LIVES SYSTEM IN PLATFORMERS PLEASE. Thank you Rayman Origins for doing just that.

The music takes on a bit of a less rocky feel present in most Sonic games and more of an electronic direction. It sounds good and suits the game very well. The graphics look great, and make everything visually stand out.

Overall, a fun back to basics title in the Sonic the Hedgehog franchise, that feels like it could have started  where Sonic 2 left off (but in 3D of course). By sticking to why gamers loved the series in the first place, just him and his speed jumping through levels, Sonic Colours has succeeded where many of the other 3D iterations failed. There are great ideas here I’d like to see in future 3D titles, (which they did use, in Sonic Generations). The levels are designed well, but they needed to be tested a little more to stop the accidental deaths that shouldn’t be my fault. Some of the Wisp powers also feel clunky.

If you never liked 3D Sonic games, I still recommend giving this a go as it fixed many of the problems present in those games such as glitchy gameplay, too many playable characters, over convoluted plot, awkward controls and broken camera system. If you liked them regardless, you’ll definitely like Sonic Colours. Fans of the 2D Sonics should give this a go. Younger gamers who never played Sonic before will play a great introduction to this long-running series. To Sonic virgins I recommend this game (Wii) or Sonic Generations (PS3/360), or Sonic Rush on the Nintendo DS to take the hedgehog for a spin.

Rating: 3.5/5.

“Crash Team Racing” review


Crash Team Racing on the original Playstation was released at the height of Crash Bandicoot’s critical acclaim and commercial success, and added to it. It was the last Crash game by original developers Naughty Dog. This is a game I loved as a kid, and recently had the opportunity to play it again thanks to a friend.

Nintendo started and to this day continues to dominate the kart racing genre with Mario Kart, although I believe that series is starting to stagnate. Crash Team Racing came along to compete with this juggernaut and they did a stellar job.

The similarities of Crash Team Racing and Mario Kart 64 are there for all to see. Both involve characters from a popular game series racing in karts and items are picked up along the way to make the games feel like party games rather than a proper racer.

Many of the items are similar to Mario Kart’s. The bomb is like an exploding green shell, the rocket is a less accurate red shell, and the potion is a sci-fi banana. The clock is similar to the lightning bolt, as it slows down all the other players at once. Probably the most obvious one ripped off from Mario Kart is the Aku Aku/Uka Uka mask that increases your speed and makes you invulnerable for a period of time…exactly like the star in Mario Kart. There are some original ideas here too. Driving into a TNT crate dropped by another player will cause the crate to fall on your head, where you have the opportunity to make your kart hop enough times for it to fall off – otherwise it will explode. The bubble acts as a shield, but can also be fired.

Wumpa Fruit act like coins in Super Mario Kart; collecting them increases your speed. Ten is the maximum you can collect, and getting hit makes you drop the fruit. Having the maximum “juices up” your racer. Your speed is at maximum and the items are powered up. Some items become subtly more effective, while others are upgraded. The TNT becomes a Nitro crate, which blows up players the moment they hit it. The upgraded potion spins out the victim like usual and also slows them down afterwards. I like this system as it rewards skilful players for collecting all the wumpa fruit.

The controls in the game are spot on. They feel natural, meaning a lot less fighting with the controls and more focus on the racing. The drifting system is challenging but highly rewarding. While drifting around turns, a meter fills up, and if you hit the other drift button at the right time you get a boost and the meter rests and you do it again. Nail it three times at once and the resulting boost is powerful. You also get boosts for hopping off ledges and jumps, with bigger boosts being rewarded for longer jumps. It’s extremely satisfying pulling off both these techniques.

Like Diddy Kong Racing, Crash Team Racing has an adventure mode. The story goes that some alien named Nitrous Oxide wants to take over Earth or something. It wasn’t really explained clearly. You drive around a hub entering races. When you come first in a race you earn a trophy, which is how you unlock more races and the door to the boss. Winning the boss race gives you a key, allowing you to access the next section of the hub world.

The hub world is a lot smaller and linear than the one in Diddy Kong Racing’s adventure mode. There are almost no surprises, which is a shame. DKR’s hub wasn’t very large but it didn’t feel restricted. When you unlock a new area in CTR, you unlock portals to the next four races, but three of them will need a required amount of trophies to enter. In DKR you could go to the other worlds and complete the racers in a non-linear fashion.

There are a lot of collectibles after you finish a race, such as relics for doing well in time trials and tokens for completing the CTR challenge (collect C, T and R tokens during a regular race and finish first).

The multiplayer racing is just as fun as Mario Kart, and there are battle mode options as well with up to four players.

Crash Team Racing is a fun alternative to Mario Kart, filling a void for Playstation owners. The adventure mode is a little basic, but is still a fun way to get through the tracks without having to repeat them multiple times in CC’s ala every single bloody Mario Kart. The controls and the weapon selection is top notch, the track design is pretty good. The game ticks all the boxes a Crash Bandicoot fan would expect for this game. I had a rush of nostalgia playing this game, and also genuine joy because it is such a good game. Crash Nitro Kart on the Gamecube, Ps2 and Xbox is very similar to CTR, so getting your hands on either game will suffice. Crash Team Racing is still a great game today and is given new life on the PSN store, so I would recommend it (or its sequel) if you want a great kart racing experience a little different to Mario Kart.

Rating: 4/5.

“Rocksmith” review


Rocksmith is the kind of game I’ve been waiting a very long time for. Ever since I started playing Guitar Hero III, I always imagined a game that I could plug in my real guitar to help me improve my skills. Rocksmith turned out to be that game, giving me almost everything I wanted.

Rocksmith can be described as “Like Guitar Hero, but real” in some ways, but not in others. There are no plastic instruments here (but you can plug in a microphone to sing along), the game comes with a cable that converts the analogue signal from your real guitar or bass and turns it into a digital signal to be recognised by the game. Electric acoustics or regular acoustics with pickups can also be used. The game came out in the US in 2011, with only support for regular guitar. The bass DLC was added in the second half of 2012, and also released a version with the bass support. This was the version that was released in PAL regions, which is a nice way to compensate us waiting a year, as we get the patches too. You can also plug in a USB microphone to sing along during the songs, but this doesn’t really affect the game in anyway. If you haven’t got a guitar of your own, Ubisoft have a bundle available with an Epiphone Les Paul Junior guitar, strap and two guitar picks (there’s no bass bundle I’m afraid).


If you’re wondering about the quality of the bundled guitar, Australian television show Good Game’s resident guitar expert had this to say about it:


“It’s a decent brand, it’s an Epiphone junior, but as with all “cheaper” models it does have a few flaws. The action is quite high off the neck, so it’s harder on your fingers to hold the strings down when you play; and the intonation is bit out, so it doesn’t stay in tune very well, it can be fine here, but it goes out up here. That can actually be a bit of a handicap to how well you do in the game. If you can find someone who knows what they’re doing, they can do what’s called a ‘set-up’ where they adjust the bridge and get the guitar sounding and feeling a lot better.”


Remember that there’s nothing special about that guitar, any guitar with an input jack will work.


As you can see in the picture, the note layout is vertical just like Guitar Hero. The effect is as if you’re looking through a guitar’s virtual fretboard. The strings aren’t labelled their actual names (EADGBE in standard tuning for example), but are colour coded. The A string is yellow for example, and the game always calls it the yellow string. It’s a fairly useful system, just like in Guitar Hero, you see the coloured notes and you know which string to hit. The dots that are on most real guitars to assist you finding frets, is represented in the game by the numbers you can see in the picture. The four lanes shown at one time represents the recommended place for your four fingers to be when strumming the notes. For example, the note about to be strummed in the picture, on the fourth fret on the yellow string, is third on the lane, meaning the game recommends you to strum it with your third finger (the ring finger). The flashing arrow markers you see indicate that the player had been playing the wrong notes previously, and the game is trying to alert the player where to correctly strum. The top of the screen shows the current progress of the song, the lyrics and your score. There are a few ways to play each song on guitar, which you choose before you play. You can choose from single note, chords, or combo (usually there’s more than one combo). Some songs don’t have chords, some don’t have single note and so on. Bass only has one arrangement for each song (although apparently there’s a Rush song that has two).

The game has a dynamic difficulty setting, meaning the difficulty is adjusted on the fly. If you’re doing well in a song, it will add more notes. If you’re struggling, the game will take away some notes to make it easier. It is a bit annoying that there are no easy, medium or hard difficulties. There is one option in the menu to change the whole game from easiest difficulty to hardest, but nothing in between and not during the songs, except during the “Riff Repeater”. This can be a problem, as some songs are really easy, while others I had no hope of doing well in.

If you are having trouble with a song, you can select the Riff Repeater, which is like a practise mode, where you can select a section of the song to practise. There are three options in Riff Repeater. In “Freespeed”, you play the notes freely – if you miss a note or play the incorrect one, the section stops until you play it correctly. “Accelerator” slows down the section and speeds it up when you hit all the notes correctly, until you can play it at max speed. If you want to get more points, you need to have more notes to hit, which is where the “Leveller” comes in. If you succeed in playing all the notes correctly, the section will “level up”, giving you more notes to play, until you’ve fully mastered a section.

The closest thing the game has to a career mode is the journey mode. I could describe it as an incredibly subtle career mode. The mode gives you a number of songs to complete and try to earn enough points. If you earn enough points, you’ll “qualify” that song for an “event”. When you’ve qualified all the songs, you qualify for the event, where you play through all the songs in a row, and if you do well you’ll get an encore and play a bonus song and unlock stuff. If you do really well in the encore you’ll get a double encore and unlock even more stuff. Through these events you earn Rocksmith Points (RSP), which levels up your rank. You can customise the event setlist, and I usually just add as many songs as it allows me (usually eight) so I can get more RSP. Once you’ve maxed out all the sections in the songs (i.e. every note is thrown at you) you unlock the master for that song. A master sees you playing the song without any of the notes appearing on the screen, meaning you have to completely memorise the song. Points are doubled during masters, and one of the ultimate goals of the game is to complete a master event.

Events are the main way to earn RSP, but you also earn them just playing through the songs. There are a few unlockable bonus songs from the developers, but all the other tracks are playable from the start if you go into the songs selection menu. RSP also unlocks the “Guitarcade” mini-games and the Technique Challenges, which also add a little RSP to your rank. Another ultimate goal of the game is to reach Rank 11. I’m up to Rank 7 on both guitar and bass. Bass seems to be a lot easier to rank up, which makes sense if you think about. I had been playing the game on guitar for months and it didn’t take me long to catch up to Rank 7 on bass.

At the bottom of this review is the selection of songs, and I thought the choices were a little bit strange. There are only a handful of classic songs, and the rest is stuff from this century. There’s a handful here that make perfect sense, such as Lynyrd Skynyrd’s “Sweet Home Alabama”, Cream’s “Sunshine of your Love” and Velvet Revolver’s “Slither”. However, some of the big bands present have rather strange selections. There are two songs from Nirvana, bet you can take a guess to what they are. Was it “Smells Like Teen Spirit”, the first song I fully learnt on guitar? Nope, was it “Heart Shaped Box”? “Come As You Are”? “Lithium”? Nope, first was “In Bloom”, a pretty good choice, while the other is “Breed”, an album track also from Nevermind. It seemed like a strange choice to me. Which Red Hot Chili Peppers song did they include? “Californication”? Nope. “Can’t Stop”? Nope. “Under the Bridge”? Nope. A song from the new album? Nope. It was “Higher Ground”, a cover song.

Almost any Guitar Hero or Rock Band game has a better soundtrack. I’m trying to wonder whether the developers wanted a song selection to cater to learning guitar, or that perhaps the newer bands were easier to licence. It’s not a bad soundtrack by all means, although if this was a Guitar Hero or Rock Band game it probably would be terrible, due to the lack of iconic songs.

On the other hand, the downloadable song selection is quite good. You can buy songs on their own or buy them in a pack. Some bands currently only have one song included, such as Europe’s “The Final Countdown”, while some bands such as Megadeth and Blink-182 have three. Queen and the Foo Fighters have five songs each. You can buy all the Rush songs in a pack for example, which will save a bit of money. Depending on your region there are larger packs, such as the Classic Rock Pack, which includes all the Queen songs, Deep Purple’s “Smoke on the Water” and Lynyrd Skynyrd’s “Free Bird” among others. The great thing is that all the DLC you purchase are incorporated in the game seamlessly. The game places them in the events, and even uses them as encore songs. You could buy all the Rush songs and play them as an event if you wish (although the interface of the game makes that a bit annoying to do).

While the DLC selection is great, it’s a bit disappointing that the on-disc soundtrack is a bit underwhelming that you have to resort to buying songs. Of course this is a matter of taste; some of you may like the tracklist more than me. The songlist is pretty damn big though, and as a guitar learning tool, the songs will last you a long time. The DLC is really expensive in Australia. Most songs are $4.95, because the other nations like ripping us off digitally. I feel as if I have to buy the packs to not feel like I’m buying overpriced DLC.

For the record, where’s my AC/DC and Metallica?

There are “Technique Challenges” where a video introduces a technique to you before you start an instrumental using that technique. For example, the sustain one shows you how to perform one, and then gives you a few sustain notes to play to make sure you can actually pull them off, and then the challenge starts and you can win bronze, silver or gold medals. All the challenges have the dynamic difficulty so if you do well, more notes will appear the next time you have a crack. Some challenges are exclusive to each instrument; only guitar has chords and barre chords whereas only bass has slap and pop.

The developers may have been worried that there wasn’t enough “game” in Rocksmith and too much learning, hence the inclusion of the “Guitarcade”. The name says it all – the Guitarcade presents a series of arcade style mini-games played with the guitar. These are good for improving your skills.

Ducks is like Galaga and consists of you shooting ducks by hitting the right notes on the red string. Super Ducks is the same but you shoot ducks on all the strings and you have lives. These two games are really useful in helping you hit the notes without looking at the guitar, which is a very important skill for a guitarist to have.

Scale Runner lets you pick from any scale and any key imaginable and you guide this little runner guy through a tunnel by playing the right notes in a scale. The problem with it is you can’t really skip ahead. I imagine that this game, by teaching you scales, is meant to help you practise improvisation. Without the ability to skip ahead and play the scale as fast as you want, the game feels like it’s missed an opportunity. The actual timing of hitting the notes in the scale is fairly awkward and you have to get used to it. I think it’s a great addition to the game, if just a bit flawed.

Big Swing Baseball looks and plays a lot like Wii Baseball from Wii Sports, just replace the Wii Remote with a guitar. This one is pretty confusing for the first time player. A timer counts down to when the pitcher chucks the ball to you, the batter. As the timer goes down, the fret comes so you have to get your hand ready and then the string to strum and whether to bend it or not. Based on how good your timing is, you can get a single base, double, triple or a homerun which will determine your point multiplier. You get more points if you hit the ball multiple times without messing up. Something about this game is soooo frustratingly addictive. I think it’s because you need 2,000,000 to get the Ps3 Trophy and I’ve gotten so close so many times!! It is really annoying because there are times that you know you’ve hit the note but the game doesn’t recognise it. It might be my fault actually but it just seems that way!

Super Slider is one of those falling pieces games like Tetris and Dr. Mario. You position similar coloured blocks together to score points using the slide technique.  The playing area gets larger as you score more points. This game is ok in small doses, unlike Tetris.

Quick Pick Dash sees you playing an ostrich and you change strings as you tremolo. It’s like hurdling, but instead of jumping over the hurdles, you change lanes by changing the string you’re plucking. The lane/string you should be plucking lights up. This is one of the more fun ones.

Dawn of the Chordead is pretty much the same as the technique challenge where you play chords, only now you have to last as long as possible by killing zombies with chord powered machine guns. The way the game introduces new chords is really confusing though, you have to learn them off by heart to do well in this game. This one is obviously not playable for bass players.

Harmonically Challenged I only recently got the hang off because the harmonics themselves were giving me a hard time. Basically the game gives you some notes to copy, which you must repeat as harmonics, because otherwise the bomb will explode. Each correct note is like a wire to cut off. Each round it’s the same series of notes plus one. I never played this one much because it got so frustrating for me. I think it is great for practising harmonics once you finally get them.

These games are fun little distractions, but I preferred playing the songs. The Technique Challenges are designed to be a stepping stone for these games. Disappointingly there’s nothing bass specific. I also thought it was a bit strange that there’s no multiplayer component for the Guitarcade games, although your scores are shared online.

As you improve your scores, improve your rank and get all the medals in the technique challenges, you really feel that you are improving your actual guitar skills. There are beliefs that the game doesn’t improve your guitar skills, just your skills at the game…and I think it just improves both. I didn’t even know what harmonics were before this game, and it improved my palm muting technique drastically, as well as my speed. Guitar has been a hobby of mine that I would pick up and play, and then sometimes not play it for a long time. I never got to the stage where it became an actual skill that I could show off to everyone and confidently say that I play the instrument. Rocksmith has helped me greatly in motivating me to practise daily just by playing the game. Learning songs by tabs can be quite boring at times, so anyway to make the experience more interactive and fun is a plus in my books. The benefits will only be reaped if you actually put in the effort to play the game regularly.

I didn’t know how to play bass guitar, although my friend had shown me a few things. He lent me his bass so that I could play it in Rocksmith, and I can confidently say that the game has taught me to play bass guitar. My slap and pop technique needs a lot of working on, but I feel like I’m progressing very quickly and enjoying it too. Playing the game on guitar so much certainly helped, but I’m convinced that this game could teach anyone to learn guitar or bass.

Beginners who have never touched a guitar or bass in their life will definitely struggle more than the intermediate players. Most likely they have to look at the instrument to find the frets as well as the screen to see the notes, which can be quite difficult.

Another great value for money included in this game is the Amp Mode. This is literally a virtual guitar amp, where you can muck around with all the options available. When you play the game, you unlock new guitar, basses, pedals, cabinets and amps to help create the tones and effects you want in the Amp Mode. You can’t plug in a second instrument in unfortunately, so no jamming with friends.

If you’re thinking of inviting all your friends over for a Rocksmith party, thinking it’s the natural step up from Guitar Hero and Rock Band, I’d suggest that you’d think again. While Rocksmith does have multiplayer, the game is designed to be a single player experience. In fact, at times the game feels more like an interactive guitar teaching tool more than an actual game. This game is definitely a great example of a product made for a niche audience. Only those interested in playing guitar or bass should think of picking this up. I’m very pleased to say that those people will be very happy with what they get here.

The only multiplayer mode, aside from plugging in a microphone, is just playing along to the songs. You can do guitar against guitar or guitar against bass. I’m not sure if you can do two bass guitars up against each other. I haven’t had the chance to play with two guitars, but I played against my friend on bass guitar and it was pretty fun. Not Guitar Hero/Rock Band fun, at least it felt like a real jam.

One thing I like about Rocksmith is that unlike Guitar Hero and Rock Band, it looks as if there’s not going to be sequels and spin-offs released every year, which is what killed the plastic instrument game industry in 2009, just heaps of downloadable songs.  If the Ps4 and Xbox 720 are coming, that would be fine to release a new instalment, but otherwise I’m happy with the game, as there is so much to do. Improvements that would be great are much more multiplayer options, more bass specific challenges and mini-games. The ability to jam with friends in the Amp Mode would be cool as well. A better soundtrack would also be great. The interface in the game can also be quite confusing. How about giving us the chance to intuitively write our own songs in the game?

I own the Playstation 3 version. From what I’ve read and experienced, the Ps3 version is the most flawed. I’ve experienced game freezing multiple times, causing me to restart the console. Also the loading times are fairly long, and there’s something wrong with the in-game store. Some of the DLC doesn’t show up for some reason. I can’t buy the Blink-182 pack, I can buy the songs separately but then that’s an extra $5 or so. Apparently the Xbox 360 version doesn’t have any of these problems, nor does the PC. If I could go back in time, I’d definitely pick up the 360 version. If you only have a Ps3, Rocksmith is still worth buying, we’ll have just have to hope they fix the issues up.

Overall, as a first effort, Rocksmith is a remarkable achievement. Anyone who is interested in playing guitar or bass or improving their skills should definitely give Rocksmith a buy. I think intermediate players will definitely get the most of the game. Complete beginners may struggle a bit but the extra work in will be worth it. Experts at the guitar may still enjoy the game, as you can learn the songs off it, so it would depend on how you like the soundtrack. There are a number of flaws, but I’ve been playing the game for months, and finally plugging in the bass added even more hours of gameplay. You’ll be playing it for a very long time if you want to benefit from it. If you’re not interested in playing guitar or bass, then there’s not really enough game for me warrant a recommendation, even if you love Guitar Hero or Rock Band. Rocksmith is more of an interactive teaching tool than a real rhythm game, but a very good one at that. I’m giving Rocksmith 4.5/5.




Release year

House of the Rising Sun

The Animals


“When I’m with You”

Best Coast


I Got Mine

The Black Keys


“Next Girl”

The Black Keys


Song 2



“Step Out of the Car”

The Boxer Rebellion


Sunshine of Your Love



“We Share the Same Skies”

The Cribs


Boys Don’t Cry

The Cure


“I Want Some More”

Dan Auerbach


Rebel Rebel

David Bowie


“I Can’t Hear You”

The Dead Weather


“Run Back to Your Side”

Eric Clapton


Take Me Out

Franz Ferdinand


“Do You Remember”

The Horrors


“I Miss You”



Slow Hands




Jarvis Cocker


“Well OK Honey”

Jenny O


Use Somebody

Kings of Leon


Are You Gonna Go My Way

Lenny Kravitz


“Surf Hell”

Little Barrie


Sweet Home Alabama

Lynyrd Skynyrd


“Unnatural Selection”



Plug In Baby



In Bloom






Where is My Mind?



Go With the Flow

Queens of the Stone Age


High and Dry



“California Brain”



“Number Thirteen”

Red Fang


Higher Ground

Red Hot Chili Peppers


(I Can’t Get No) Satisfaction

The Rolling Stones


The Spider and the Fly

The Rolling Stones


Play with Fire

The Rolling Stones



Sigur Rós


Panic Switch

Silversun Pickups





Me and the Bean



Between the Lines

Stone Temple Pilots



Stone Temple Pilots


Under Cover of Darkness

The Strokes


“Mean Bitch”

Taddy Porter


“A More Perfect Union”

Titus Andronicus


“Good Enough”

Tom Petty and the Heartbreakers



Velvet Revolver



White Denim


Icky Thump

The White Stripes



The xx



The Yellow Moon Band


“The Inbetweeners Movie” review


It must be really challenging to turn a hit TV show into a film. I remember watching Jerry Seinfeld being interviewed about his film, Bee Movie, and how the experience made him respect moviemakers a lot more. He had believed that writing a movie was just like putting four episodes of a half-hour TV show together. It can’t be that simple; the only easy part is just telling one story instead of several. The Inbetweeners Movie goes for ninety minutes and I think the material just manages to hold on to the running time. I’ve been a huge fan of The Inbetweeners for a number of weeks now…hang on it’s actually not even two…but it’s still in my top shows of all time.

Keep in mind this film review will contain spoilers.

I highly recommend you watch all the episodes of the series before you watch the film. The film is a gift to the show’s audience. That’s not to say that those who haven’t watched the show will enjoy the movie, but I recommend that new fans start with the show.

Four boys who aren’t part of the geek crowd but also not cool, are what we call “the inbetweeners”. They are William McKenzie (Simon Bird), Simon Cooper (Joe Thomas), Jay Cartwright (James Buckley) and Neil Sutherland (Blake Sutherland). If you want to know more about the TV series, I suggest you read my review on it before you even think about watching the movie.

Here it is, but if you can’t be bothered, I’ll provide a snippet.


“The Inbetweeners is a British sitcom that focuses on four teenage boys living in the British suburbs, who go to school at Rudge Park Comprehensive. The series begins when Will Mckenzie (Simon Bird) starts his first day at the school. Will is the central character and the show’s narrator, and had moved to the comprehensive school after his parents divorced, as his mother could no longer afford private schooling. The friends he chooses to be associated with (Simon, Jay and Neil) aren’t popular, but they aren’t geeks either, placing their social standing in the middle, which is where the show’s title comes from; they are “the inbetweeners”.”


The Inbetweeners Movie, which can be said to be a “coming-of-age” comedy film, takes place months after the final episode of the show. The boys have completed their A-Levels, meaning that high school is over. Now 18 years old, they travel to Malia, Greece to go on holiday. Going on holiday with friends and without parents in the time off between the end of school and the beginning of university is a rite of passage for a lot of young people. The Brits don’t have a word for this; Australians call it “schoolies” (or “binge-drinking week”).

Keeping with the show’s tradition, the boys are keen on clubbing, getting drunk and scoring girls, especially as their track record with the ladies hasn’t been very good (except for Neil, one could say). They awkwardly introduce themselves to girls in a club, and they become interested in each other. Another series staple present in the film is the humour that is so rude and so very British.

This is my first retro review of a film (although it’s quite new in the US), meaning I had the opportunity to watch it again after my first viewing. As I made clear in my review of the show, The Inbetweeners is a five star show with not a single bad episode and so many funny moments. Does the movie live up to the almost flawless show? Unfortunately, no, it doesn’t, but it’s still a really good treat for the fans of the show. I appreciated it a lot more after repeated viewings.

A joy of the TV series was how its portrayal of the unpopular boys felt realistic. Instead of each episode having a happy ending, the boys’ attempts at getting laid or getting popular would usually fail miserably in such a hilarious fashion. How can we forget Will and Simon almost getting laid on multiple occasions? Teenage boys could easily relate to these guys. Now a lot of that is still in the movie – in fact there are plenty of hilarious stuff-ups. It’s a happy ending though, which seems to be against the spirit of the show for some. I disagree with this, because the movie is supposed to be the show’s finale. It’s also a ninety minute story rather than twenty minutes, so there has to be character development, which works fine as we see the boys grow up (a bit).

There are rumours about a follow-up film, but assuming this is the last story featuring these characters, I believe it ended quite nicely. After all the blokes’ blunders, it is poignant to see things end well, and to see the characters change for the better. Neil even shares with Will an important life lesson, and it’s actually a (mostly) really clever one. It was also great to finally see Simon finally settle things with Carli. The boys won the girls, but they had to work for it, except for Neil, who took it for granted. If this is the end, it’s fine by me. If there’s another film, I’m not sure if they’ll be able to outdo themselves, and make a fair point about why it needed to exist.

Fans of the TV series will love The Inbetweeners Movie. Those who aren’t familiar with the show can still enjoy it. If you hate the show, don’t even bother. It’s not as funny as the show, but it’s definitely worth seeing and is a great end for these hilarious characters.

I give The Inbetweeners Movie 4.5/5. It was a 4 on my first viewing, but I love this show so much, and the movie delivered the fans everything they wanted.