SKU: 5795278886

Various - Electric Jesus (Original Soundtrack)

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Various - Electric Jesus (Original Soundtrack)During the mid 1980s heavy metal music was under attack on multiple fronts. Tipper Gore's Parents Music Resource Center (PMRC) was fighting metal in the halls of congress, while Christian evangelists like Bob Larson waged war on the music from the pulpit. Their messaging was effective, convincing some parents that metal music would turn their children into sex crazed, suicidal satanists. Metal records were forbidden in households across the United

During the mid-1980s heavy metal music was under attack on multiple fronts. Tipper Gore's Parents Music Resource Center (PMRC) was fighting metal in the halls of congress, while Christian evangelists like Bob Larson waged war on the music from the pulpit. Their messaging was effective, convincing some parents that metal music would turn their children into sex-crazed, suicidal satanists. Metal records were forbidden in households across the United States, creating space for the rise of a new market within the music industry. It was in the midst of this culture war that Christian metal emerged in American popular culture. The Los Angeles-based band Stryper became the face of Christian metal when their 1986 album To Hell with the Devil went platinum, earning the band Grammy nominations, and regular rotation on MTV. Stryper's unprecedented success inspired a generation of young Christian metalheads. Electric Jesus tells the story of one of those groups, a fictional teenage Christian metal band called 316. Set in 1986, the film offers an affectionate look at '80s Christian youth culture as it documents 316's journey from playing bible camp talent shows and church lock-ins, to performing at Christian music festivals and hardcore metal nightclubs. Any decent fictional rock biopic requires a convincing soundtrack, and Electric Jesus' director Chris White found the perfect collaborator in Daniel Smith. Smith is a prolific figure in indie rock, having worked under the Danielson moniker (and it's variations- Danielson Famile, Brother Danielson) over the past two decades. Smith is known for his highly unique vocal style, which is characterized by the frequent use of a screeching falsetto. Serendipitously, this sound overlaps perfectly with the screaming falsetto vocals of hair metal. Smith also brings a nuanced sensitivity to the film's source material. His father is a prominent Christian music songwriter, and Smith's own work carries a deeply spiritual perspective. But Smith is quick to draw a line between the mystic spirituality that informs his songwriting, and the Christian music industry. "My personal journey is a spiritual one, a mystical one, where I'm chasing after something I believe exists in the unseen world. But I've always said we're not a Christian band. A lot of times it's at the heart of my creative process, but it's certainly not anything I'm selling," Smith shared. Regardless of these distinctions, Smith's experience brings a credible authenticity to the project. While the lyrics were handled by director Chris White, Smith composed, or co-composed all of 316's original music - and the results are spot-on. While composing for Electric Jesus, Smith immersed himself in the hair metal music of his youth, binge-listening to a steady rotation of bands like Ratt, Twisted Sister, and Mötley Crüe. Electric Jesus captures the hair metal sound in all it's melodramatic excess, from the overwrought power ballads, to the histrionic guitar pyrotechnics. In addition to the music of 316, the Electric Jesus soundtrack features new material from Smith's Danielson projects - featuring four new proper Danielson songs (including the fantastic sunshine pop of Danielson's Beach Boys-influenced "You Can Fly"), plus a track from Steve Taylor & the Danielson Foil, and instrumental score by Smith's "Familyre Friends". The soundtrack also contains music Smith composed for 316's black metal rivals Satan's Clutch, and Bloody Mass. But it's the music of 316 that forms the centerpiece of this 21 track release. All of 316's songs are expertly voiced by actor Wyatt Lenhart, who is also the onscreen frontman of 316. The instrumentation for 316 is provided by guitarist John Montgomery, bassist John Mark Painter, and drummer Patrick Berkery. The chemistry of this ensemble is best experienced on the album's lead single, 316's hilariously bombastic "Commando For Christ" - one of the most brilliant send-ups of metal music since This Is Spinal Tap. The song's ridiculous chorus will likely be stuck in your head for the next few days. "Let's all go commando for christ!" Depending on your prior relationship to Christian hair metal, this music might provoke nostalgia, curiosity, or laughter. The magic of what Smith and his crew have done here is to create a set of music that speaks to all of these responses. They clearly understand the inherent absurdities of hair metal, while also conveying a sincere affinity for the style. Christian metal has certainly faced it's share of derision over the years, providing an easy target for mockery. But Electric Jesus has created an opportunity to take a second look at the genre, and the culture that produced it. Regardless of your opinion on this once controversial genre of Christian music, there's no question that this music wielded a significant influence during it's prime, offering many future headbangers their first taste of metal. The Electric Jesus soundtrack celebrates this odd subculture of American music in all it's holy glory, and ridiculousness.

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Ryan
Fort Morgan, US
★★★★★ 1
One Star
Format: Paperback
Exactly the same as the free PDF I downloaded online for my student, only this costs $26 plus tax.
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Reviewed in the United States on April 3, 2017
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Christopher West
Draper, US
★★★★★ 5
A Treasure Trove for Aspiring Game Developers! From Concepts to Mastery!
Format: Paperback
As someone who has spent nearly two decades deep within the intricate world of C# software development, delving into game development was like stepping into a new dimension, filled with its unique set of challenges and learning curves. It’s an entirely different ball game, albeit an exciting one. My preference for Unity, primarily because of its compatibility with C#, brought me to Scott Tykoshi’s "Mastering Game Design with Unity 2021," and what an enlightening journey it has been! Bridging the Knowledge Gap: The book acts as a bridge between my extensive experience in software engineering and the nuances of game development. Scott has a talent for making complex concepts accessible, and the depth of knowledge shared in this book is invaluable for anyone willing to expand their horizons within the game development ecosystem. Comprehensive and Well-Structured: This book isn’t just a guide; it’s a comprehensive repository of information. It meticulously covers a myriad of topics such as immersive workflows, visual scripting, physics engine, GameObjects, player progression, and publishing. The structured approach helps in assimilating each concept thoroughly before moving on to the next, allowing for a gradual and solid build-up of knowledge. Enlightening Insights into Unity: Being a C# aficionado, Unity was my platform of choice, and this book has only deepened my appreciation for it. It's enlightening to see the seamless integration and the versatility that Unity offers, especially through Scott’s detailed and clear explanations. The practical insights and the in-depth exploration of Unity’s capabilities have empowered me to leverage the platform to its fullest potential. Practical Approach to Learning: Scott Tykoshi’s method of blending theory with practical examples is a boon for learners. The real-world applications and practical exercises resonate well with my learning style, providing a hands-on experience that is crucial for mastering game design. The examples are well-thought-out, relevant, and inject a dose of reality into the theoretical aspects, making the learning process engaging and effective. From Novice to Master: "Mastering Game Design with Unity 2021" lives up to its name, taking the reader on a journey from the basics to the advanced intricacies of game design. Whether it’s understanding the nuances of player progression or getting to grips with visual scripting, the book lays out a clear path for achieving mastery in game design. Conclusion: For seasoned software engineers like myself, making the transition into game development can seem daunting, but "Mastering Game Design with Unity 2021" by Scott Tykoshi has been a beacon of knowledge, guiding me through uncharted territories with ease and clarity. It’s more than just a book; it’s a mentor, a guide, and a companion in the thrilling journey of game development. If Unity and game design are on your radar, consider this book your roadmap to mastery. Whether you’re just dipping your toes in or ready to dive deep, Scott’s insights will illuminate your path and elevate your game design skills to new heights.
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Reviewed in the United States on September 22, 2023
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Aurélien
Lake Worth, US
★★★★★ 5
Great Book for Project-Based Learning
Format: Paperback
As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Reviewed in the United States on December 19, 2022
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Bradley Wardell
Grantham, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
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Mike Athey
Lake Worth, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
Format: Paperback
This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023

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