Jason Graves is an award-winning American television, film and video game m… Read Full Bio ↴Jason Graves is an award-winning American television, film and video game music composer. He is more recently known for his musical score for Dead Space, a survival horror-action video game.
Graves is a British Academy Award-winning composer who has brought his passion for music to video game franchises such as Dead Space (EA), Star Trek (Bethesda) and Silent Hunter (Ubisoft). His Hollywood expertise allows him to move effortlessly between film, television and games, and he is renowned worldwide for his cinematic, immersive and award-winning music.
Jason was solely responsible for creating an innovative, unique soundtrack for Dead Space, which has become Electronic Art's best-selling original title and called "the scariest game ever made." Jason's ground-breaking score has been hailed by critics as a "truly original soundtrack" and "the best score of the year." It was recognized with a myriad of world-wide nominations and won two BAFTA awards - one for Original Score and one for Use of Audio. For the latter, the Academy stated, "It's the music soundtrack that boasts horror and tension."
Jason's diverse musical background as a classically-trained composer, jazz drummer, keyboardist, guitarist and world percussionist allow him to expertly compose in many different genres of music. As a result, his game credits alone include more than eighty titles, ranging from electronic and rock to full symphonic scores. He performs world percussion and guitar on many of his own scores and has conducted and recorded his live orchestral scores at Air Studios London, Capitol Records, Paramount Pictures, Skywalker Sound, and with the Seattle and Salt Lake City Philharmonic orchestras.
Jason also composes for film and television, including his recent score for the thriller Fatal Flaw. His music has been licensed for television shows such as American Idol and The Amazing Race.
Recent projects include two hybrid electronic/orchestral game scores - one for the popular City of Heroes franchise, entitled Going Rogue (N.C. Soft) and a second for Section 8 (Southpeak Interactive), a first-person shooter set in the distant future. Jason also provided a live orchestral score for Dead Space Extraction, Electronic Art's prequel to the popular and critically-acclaimed horror hit Dead Space.
In addition to the two BAFTAs, Jason's music has been honored with three Academy of Interactive Arts & Sciences (AIAS) Award nominations, winning "Outstanding Achievement in Audio" for Dead Space. He has received seventeen G.A.N.G. nominations and four wins, including "Audio of the Year" for Dead Space, "Best Original Theme" nominations for Star Trek: Legacy and Blazing Angels 2 and "Music of the Year" nominations for Dead Space and King Arthur.
Current projects include three sequels for different unannounced flagship game franchises and the feature film thriller Nevermore. Jason Graves is represented by The Gorfaine/Schwartz Agency, Inc.
Graves is a British Academy Award-winning composer who has brought his passion for music to video game franchises such as Dead Space (EA), Star Trek (Bethesda) and Silent Hunter (Ubisoft). His Hollywood expertise allows him to move effortlessly between film, television and games, and he is renowned worldwide for his cinematic, immersive and award-winning music.
Jason was solely responsible for creating an innovative, unique soundtrack for Dead Space, which has become Electronic Art's best-selling original title and called "the scariest game ever made." Jason's ground-breaking score has been hailed by critics as a "truly original soundtrack" and "the best score of the year." It was recognized with a myriad of world-wide nominations and won two BAFTA awards - one for Original Score and one for Use of Audio. For the latter, the Academy stated, "It's the music soundtrack that boasts horror and tension."
Jason's diverse musical background as a classically-trained composer, jazz drummer, keyboardist, guitarist and world percussionist allow him to expertly compose in many different genres of music. As a result, his game credits alone include more than eighty titles, ranging from electronic and rock to full symphonic scores. He performs world percussion and guitar on many of his own scores and has conducted and recorded his live orchestral scores at Air Studios London, Capitol Records, Paramount Pictures, Skywalker Sound, and with the Seattle and Salt Lake City Philharmonic orchestras.
Jason also composes for film and television, including his recent score for the thriller Fatal Flaw. His music has been licensed for television shows such as American Idol and The Amazing Race.
Recent projects include two hybrid electronic/orchestral game scores - one for the popular City of Heroes franchise, entitled Going Rogue (N.C. Soft) and a second for Section 8 (Southpeak Interactive), a first-person shooter set in the distant future. Jason also provided a live orchestral score for Dead Space Extraction, Electronic Art's prequel to the popular and critically-acclaimed horror hit Dead Space.
In addition to the two BAFTAs, Jason's music has been honored with three Academy of Interactive Arts & Sciences (AIAS) Award nominations, winning "Outstanding Achievement in Audio" for Dead Space. He has received seventeen G.A.N.G. nominations and four wins, including "Audio of the Year" for Dead Space, "Best Original Theme" nominations for Star Trek: Legacy and Blazing Angels 2 and "Music of the Year" nominations for Dead Space and King Arthur.
Current projects include three sequels for different unannounced flagship game franchises and the feature film thriller Nevermore. Jason Graves is represented by The Gorfaine/Schwartz Agency, Inc.
Lazy Boy
Jason Graves Lyrics
We have lyrics for 'Lazy Boy' by these artists:
Andrew Tait Exercise mind over matter Lazy Boy your dreams will shatter …
Creepy Nuts 夢にまで見たイカした hard day's night こりゃどうもしゃあない今日もまた眠れない でも wait a m…
Franz Ferdinand I'm a lazy boy I'm a lazy boy I'm a lazy boy Never…
Kluski Hey lazy boy Hidden in me, don't ask why I just feel…
L.I.F.T Yeah, Yeah, Yeah, Yay You need to get up, get out…
Lazy Boy Why is marijuana not legal? Why is marijuana not legal?…
Moxy Früvous The Lazy Boy (Jian) I have a life of pleasure I am subm…
The bianca Story Can mercy lead and dance without Someone getting closer, so…
The Voidz Everything I say is everything you wanna hear My heart is…
We have lyrics for these tracks by Jason Graves:
The lyrics are frequently found in the comments by searching or by filtering for lyric videos
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@rabidclean
Racing nerd here! You were half right about the Al Unser Jr. NES game.
Al Unser Jr did not race in F1, he raced in CART (called Indycar now), the open wheel series that includes the Indy 500.
However, he did run in exactly one (1) NASCAR race, the 1993 Daytona 500.
When it comes to the game, the confusion is understandable. The Japanese version of it was called "World Grand Prix - Pole To Finish" and was based around Formula 1. When it was localized for the US they literally just stuck Al Jr and his car in there and called it a day. The tracks and points system are all based on F1 tracks and not the tracks used in CART.
In summary, it was even more weird and half assed than you made it out to be.
@-Evil-Genius-
🎯 Key Takeaways for quick navigation:
00:00 🎉 Milestone celebration and reflection
- Reflects on reaching the milestone of episode 50 in the series.
- Recalls the journey of creating the series and the support received.
- Discusses the evolution of content quality and personal growth throughout the series.
02:13 📉 Critique of early content quality
- Criticizes the quality and style of the initial episodes, labeling them as derivative and lacking originality.
- Identifies shortcomings such as mimicking other creators, generic content, and lack of personal voice.
- Expresses dissatisfaction with specific aspects like script content, delivery, and production choices.
03:35 📝 Examples of content inaccuracies and shortcomings
- Highlights instances of inaccuracies and misinformation in early video content.
- Discusses the use of unreliable sources and incorporation of incorrect information into reviews.
- Provides specific examples of content flaws and errors from past episodes.
06:31 🎮 Review and critique of "Lagoon" gameplay
- Provides a detailed critique of the game "Lagoon," focusing on gameplay mechanics and design flaws.
- Criticizes aspects such as repetitive dungeon structure, poor combat mechanics, and nonsensical quest elements.
- Offers humorous commentary on specific gameplay experiences and encounters within the game.
14:13 💰 Analysis of in-game economics and design choices
- Analyzes in-game economic systems and design decisions, particularly regarding currency and item pricing.
- Criticizes the imbalance between earning currency and item costs, citing examples from gameplay.
- Questions the logic behind certain in-game mechanics and their integration into the overall experience.
18:49 🎮 The peculiarities of Lagoon gameplay
- Lagoon's plot twists are conveyed in bizarre ways, such as the princess needing rescue while standing in front of the player.
- The game features unconventional level design, including platforming sections with unclear spatial relations.
- Strange mechanics like leveling up without clear indicators and disabled magic against bosses add to the game's oddities.
20:58 🧙♂️ Bizarre elements of Lagoon
- The game's cutscenes lack motion, adding unintentional humor to the experience.
- Magic, a key gameplay element, is disabled against bosses without explanation, making combat mechanics inconsistent.
- Despite its flaws, Lagoon's forgiving nature and short duration make it oddly enjoyable for some players.
23:01 📉 Reflecting on past video mistakes
- Acknowledgment and discussion of errors made in previous video reviews, including misidentifications and omissions.
- Addressing criticism and defending certain interpretations or opinions presented in earlier videos.
- Reflecting on personal growth as a content creator and the ongoing learning process in reviewing games.
32:27 🎮 Responding to criticism about familiarity with retro games
- Discussing encounters with comments questioning the depth of knowledge and understanding of retro games.
- Emphasizing personal experience and extensive engagement with retro games despite criticisms.
- Highlighting the subjective nature of opinions on video games and the validity of individual perspectives.
34:32 🕹️ Nostalgia and game preferences
- Addressing the phenomenon of nostalgia and its influence on individual preferences and opinions about video games.
- Encouraging acceptance of differing viewpoints and the legitimacy of personal experiences with games.
- Emphasizing the importance of respecting diverse opinions and experiences within the gaming community.
36:54 🎮 Dragon View: A Strange and Overlooked SNES RPG
- Dragon View is a peculiar game with a unique atmosphere.
- Often considered as an oddity rather than a masterpiece.
- Despite its reputation, Dragon View gained some recognition due to its association with its predecessor, Drakkhen.
38:59 🐉 Limited Run's Reproduction of Dragon View
- Limited Run produced a reprint of Dragon View, a game that typically sells for over $100.
- The reproduction includes a fluorescent green cartridge, a trading card, and a recreation of the original manual.
- While faithful to the original, the reproduction could have included additional content to enhance the experience.
40:33 🕹️ Dragon View: Gameplay Overview
- Dragon View offers an enjoyable gaming experience despite its quirks.
- The game features a visually appealing design with a half-screen UI.
- Gameplay combines 3D exploration with 2D side-scrolling dungeons and action-based combat.
42:12 🔍 Quest Structure and Nonlinear Gameplay in Dragon View
- Dragon View employs a quest structure similar to Breath of the Wild.
- Players can explore the game world freely but may face challenges if they venture into high-level areas too soon.
- The game offers both main quests and side quests, providing a variety of objectives for players to pursue.
45:44 ⚔️ Dungeons and Challenges in Dragon View
- Dungeons in Dragon View feature a mix of straightforward paths and confusing layouts.
- Players may encounter frustrating situations, such as one-way doors and deceptive shortcuts.
- Despite some design flaws, the dungeons offer a manageable level of challenge overall.
Made with HARPA AI
@JasonGravesPoser
😍 8k subs!
@marcusliviussalinator5529
well deserved
@ShotgunAces
Great content
@HPRshredder
BIG UPS on 8K!!!!
@fehmeh6292
Some of your early videos were your realist you ones too. People like your figurative voice.
@BenWard29
I rocked your sub button.
@burnedexperiment7397
Jason: alright guys, time to huff my own farts
proceeds to shit on himself and deliver the most scathing self-critique possible for six and a half straight minutes
This is why we love your content
@fehmeh6292
That *is* a way to...
Be self indulgent?
@fargoretro
Hell yeah brother, 37 minutes of CONTENT before the review???
@burnedexperiment7397
Yeah. We got spoiled. Nobody likes filler, but that was grade A effort