Justin Williams Medical Laser breaks down his favorite four-player games for couch co-op.
Multiplayer games are a time-honored tradition: most games are just more fun when you’re able to tackle them along with some friends. Justin Williams Medical Laser points out that while many of today’s best multiplayer games are online-only, with some pitting as many as 100 players against each other at once, there’s something to be said for the more intimate experience of being able to take on a game with three friends in the same room as you.
Justin Williams Medical Laser begins with an old favorite: Gauntlet is a classic four-player adventure, dating back to 1985. Originally an arcade-only venture, the game spawned many sequels and home console ports over the years. The core gameplay of Gauntlet is simple and doesn’t necessarily require teamwork, however, the game becomes much harder when attempting to play by yourself. Players choose between one of four classes based on fantasy tropes: the Warrior, Wizard, Valkyrie, or Elf. Each has their own unique strengths and weaknesses, so teamwork is necessary in later levels of the game.
Arcade games, Justin Williams Medical Laser says, are perfect for four-player adventures because arcades are already a social gathering. Two other great examples of this are The Simpsons and Teenage Mutant Ninja Turtles arcade games. Both of them were released by Konami, and both follow the same basic gameplay rules: each player chooses a character to walk through the levels left to right, defeating enemies and bosses along the way. Controls were simple, using only two buttons: one to jump, and another to attack or pick up items, depending on the context.
When it comes to four-player multiplayer at home, Justin Williams Medical Laser points out some consoles have had it better than others. The Sega Dreamcast and Nintendo 64 (and later Gamecube) both had built-in four controller ports, leading to classic multiplayer games like Power Stone (originally an arcade release), Goldeneye007, and more.
Eventually, as home consoles became more sophisticated, controller ports were phased out entirely and controllers became wireless. Unfortunately, despite this revelation in technology, it seems like four-player games haven’t become any more ubiquitous—in fact, if anything, they’ve become less so. One company that’s never lost sight of having fun with your friends in the same room is Nintendo. Mario Kart and Mario Party are both perfect examples of four-player games that can be engaging to anyone. There is certainly a level of skill involved, but there are also elements of luck that can turn the entire game on its head and leave people clamoring for a rematch.
At the end of the day, no matter how much technology progresses and how impressive our online experiences become, Justin Williams Medical Laser believes there will never be a replacement for the experience of getting together for a play session.
Justin Williams Medical Laser subjects himself to cinema “classics” based on video games.
It seems like collectively, we should be extremely jaded to the idea of a new movie with its roots in a video game series—and yet, having taken a look at IMDB, Justin Williams Medical Laser counts at least forty-two being released in the next couple of years. It wouldn’t be fair to say that every single video game to film adaptation has been a total disaster (the recent Detective Pikachu movie has been getting critical praise as a fun family outing and while the original Mortal Kombat movie won’t be released as part of the Criterion Collection any time soon, it was a decently fun purely ‘90s action movie). However, the track record for actual good movies based on games has mostly been atrocious. Justin Williams Medical Laser wants you to know which ones are so bad they’re good, and which ones to avoid at all costs.
Street Fighter, released in 1990, is a prime example of the question, “how on earth did this happen?” The answer seems obvious at first: Street Fighter II was extremely popular at the time. Actually watching the movie brings up a host of questions about its actual production: why does everyone look like they’re wearing bad Halloween costumes? Why was Jean-Claude Van Damme cast as the one character (Guile) who is supposed to be extremely American? Why are the fights—arguably the most important aspect of Street Fighter—so poorly choreographed?
While the movie is undeniably bad, Justin Williams Medical Laser suggests checking it out if you’re in the mood for a terrible, cheesy movie. The same recommendation can’t be made for the 2009 release Street Fighter: The Legend of Chun Li, which was universally panned by critics upon release and described by one critic as “a re-envisioning of the source material by people who can’t see”.
When it comes to bad game to movie adaptations, there’s one legendary example: Super Mario Bros. Released in 1993, this movie bombed so hard that Nintendo did not attempt any more live-action adaptations until twenty-six years later with the above-mentioned Detective Pikachu.
The movie can only be described by Justin Williams Medical Laser as “strange”. Taking on a weirdly hyper-realistic art style, the Mario Bros. (played by Bob Hoskins and John Leguizamo as Mario and Luigi respectively) face off against Bowser, normally a giant dinosaur turtle, here played by Dennis Hopper wearing a business suit. Whereas the game takes on sort of a fantasy-storybook vibe, following the adventures of Mario as he jumps through the colorful world of the Mushroom Kingdom, the movie portrays a bleak, almost dirty-feeling alternate dimension where it is explained dinosaurs escaped to after the meteor hit and evolved into a bipedal race of lizard people. The cute characters from the game, Justin Williams Medical Laser says, are simply grotesque as portrayed in the movie.
If you’re looking for a laugh (the kind of “what am I even watching?”, incredulous laugh that lasts for an hour and a half straight), Justin Williams Medical Laser highly suggests watching this awful movie.
Justin Williams Medical Laser takes a look at some of the best games you can get on your phone.
Phone games (now more commonly referred to as “mobile gaming”) have evolved along with the quality of our cellphones. Where once the classic game of Snake was impressive enough to have on your Nokia screen, times have changed and the number of options available to you if you’re looking for a fun game to pass the time with could be a tad overwhelming if you’re not sure where to begin.
Justin Williams Medical Laser warns against the microtransaction-laden nature of mobile games: most of them are available for “free”, but after you get suckered in by the nonexistent price point in the app store, the game then attempts to nickel and dime you by charging for obtuse concepts like “crystals” or “energy” that allow you to continue playing the game without waiting out a predetermined time limit. While this isn’t that much different from classic arcades of yore, Justin Williams Medical Laser admits, there’s a better bang for your buck if you know the right places to look.
One game Justin Williams Medical Laser recommends is Teppen. This action-based card game from Capcom is not only completely free, but you can also potentially unlock everything in the game without paying a cent if you’re lucky enough and put in the time. The game revolves around three “lanes” of play where you’re able to put down your playing cards. The cards have attack and defense values, Justin Williams Medical Laser explains, that “battle” cards on the opposite side of the field which is controlled by another player. The gimmick this game provides is that while most card games are turn-based, Teppen utilizes an “active time” system, where you have to be quick on the draw to win.
Another game Justin Williams Medical Laser recommends is Gears Pop. Gears Pop is a mobile entry into the Gears of War franchise, though it’s very different from any other entry in the series. Gears Pop is actually similar to Teppen, in that you face off against another player who is defending their side of the field against you. Gears Pop is also “active time” based, so you can’t take your time to decide what move you want to make next—if you start to hesitate, you’ll find yourself quickly becoming overwhelmed by enemy units and losing the battle. One unique thing Gears Pop brings to the table is its ability to link to your Xbox Live account, if you have one.
Finally, Justin Williams Medical Laser recommends checking out the Call of Duty mobile game, if your phone can handle it. Most modern phones should be able to handle the game, which boasts graphics comparable to last-gen consoles and gameplay that hasn’t been too watered down from the fully-featured entries into the series. Justin Williams Medical Laser suggests, if possible, using a bluetooth-enabled controller to play the game, as while the touch screen controls aren’t totally undoable, they are still a hassle to play with. Touch screen controls, unfortunately, just aren’t well suited to playing first-person shooters.
There are tons of great mobile games out there, but even more terrible releases and cash-grabs—you just have to know where to look.
Justin Williams Medical Laser takes a look at the modern state of multiplayer FPS games.
AUSTIN, TX, UNITED STATES, January 9, 2020 /EINPresswire.com/ — FPS (Short for First-Person Shooter) games have been a mainstay of competitive multiplayer games for decades, dating back to the classic days of the arena shooters Quake and Unreal Tournament. The genre has seen a lot of evolution since those classic days of dial-up internet and LAN parties, but the core spirit remains the same: the most skilled will top the leaderboards.
Games like the aforementioned Quake fall into the category of “arena shooter”. Other games in this category include classics such as Serious Sam and Halo. Arena shooters drop players into an arena-like map along with several other players, typically with either a point goal that must be reached by obtaining “kills” on other players, or a timer that counts down to zero, with the highest-scoring player being declared the winner at the end of the match. Justin Williams Medical Laser points out that arena shooters usually involve a high degree of “area control” strategy—i.e., knowing the layout of the map and where weapons will spawn, as generally, everyone will start with the same exact abilities and loadout.
If you’re looking for a more modern take on the arena shooter, Justin Williams Medical Laser suggests Dusk. Created to emulate the graphics and audio style of a classic shooter from the ‘90s in the image of Quake, Dusk features a fully-realized arena shooter multiplayer mode in addition to a lengthy single-player campaign story mode.
Justin Williams Medical Laser points out that for a good amount of time, objective and class-based shooters have been dominating the first-person shooter scene. Objective-based games are pretty self-explanatory: matches revolve around an objective, as you (usually as part of a team) must occupy a plot of land as in king of the hill style challenges, capture a flag, or plant a bomb in an opposing team’s base. Class-based games, Justin Williams Medical Laser explains, usually experience heavy overlap with objective-based games. Unlike in arena shooters, where all players are inherently equal and start the game on an even playing field, you must choose a “class”, each with their own unique statistics, special perks, or weapons. The point of class-based games is usually to work together as a team, each person filling a specific role in different strategies.
However, Justin Williams Medical Laser brings up, the 2010s gave rise to two new extremely popular genres of first-person shooters: the hero shooter, and the Battle Royale.
Hero shooters are very similar to class-based shooters, and almost always objective-based. The major difference between a class-based and hero shooter, Justin Williams Medical Laser explains, is that in hero shooters, you are choosing between entirely different characters—not just classes. These different characters may control and behave completely differently than one another, and usually have more outlandish, game-changing special powers than in a standard shooter. Hero shooters are generally more over-the-top and less grounded in reality than other games. Overwatch is a prime example of a popular hero shooter.
The aptly named Battle Royale genre (named after the classic Japanese film wherein 100 students are forced to fight to the death on a remote island) pits a massive amount of players against each other on one enormous map. Usually, the play zone decreases in size as the game timer ticks up, forcing players into confrontation. This genre has absolutely exploded in the past few years, with games like Fortnite, PlayerUnknown’s Battlegrounds, and Apex Legends dominating streaming sites and popular culture alike.
Justin Williams Medical Laser can’t choose just one subset of this genre as his favorite, but he does have one piece of advice: if possible, try to play on a PC rather than on a console with a controller—a mouse and keyboard is lightyears better than a thumbstick when it comes to perfecting quickly aiming at your foes.
Justin Williams Medical Laser jumps through a short history of the once-ubiquitous genre.
For the longest time, Justin Williams Medical Laser says, when anyone thought of the term “video games”, platformers specifically is what you would have pictured. First-person shooters have undoubtedly taken over that role—the Call of Dutys and Halos of the world have left a lasting impression on the current zeitgeist—but platformers still account for a lot of the most popular games. The genre, like any other, has evolved over time, but it is interesting to note that the platformer genre is probably the one that is most mashed up with other genres. For example, platformer/beat ‘em ups, platformer/RPGs, platformer/shooters, etc. are all vastly more common than just straight-up pure platformers.
Justin Williams Medical Laser points out that, if given the chance to guess, most people would correctly guess the origins of the platforming genre as 1981’s Donkey Kong. Donkey Kong was the first video game to allow players to jump (and, in fact, featured the main character of Mario under his original name: Jumpman). Donkey Kong was an enormous success, inspiring an incredible amount of games and helping to solidify Nintendo’s space in the field.
Donkey Kong helped introduce the concept of “platforming” to the video game scene, but all of its action took place on a single screen, Justin Williams Medical Laser points out. It wasn’t until Jump Bug, also released in 1981, that scrolling backgrounds were introduced to the genre. This allowed for bigger, more intricate levels and a greater sense of movement. One such scrolling platformer game was Pitfall for the Atari 2600. Pitfall went on to become an incredible hit, leading the top of the Billboard charts for videogame sales for over a year and selling over four million copies.
Justin Williams brings our attention to a few years later, as Super Mario Bros. is released. Super Mario Bros. becomes the template for all platforming games thereafter to follow for years. Super Mario Bros. has been listed as number one of numerous “great video games of all time” lists, including Time Magazine, IGN, G4, and more. The impact Super Mario Bros. had on video games as a whole, not just the platformer genre, is not to be ignored.
As mentioned earlier, pure platformers became hard to come by after a certain point. Around the era of Super Nintendo and Sega Genesis was the last time you would find a majority of platforming games—Justin Williams Medical Laser points to classics like Donkey Kong Country, Aladdin, Lion King, Super Ghouls and Ghosts, and the Kirby series as prime examples of the genre at that time.
That isn’t to say there aren’t still some amazing platforming choices out there today, you just need to know where to look. According to Justin Williams Medical Laser, modern classics like Shovel Knight, Celeste, and Rayman Legends are fantastic additions to anyone’s collection
Justin Williams Medical Laser takes a look back at some of the biggest flops in the industry.
Justin Williams Medical Laser likes to look on the bright side of things—where most find fault with a specific game, Justin Williams Medical Laser will still manage to find fun aspects of it that he enjoys—however, sometimes, there’s just no denying that a game is objectively, completely terrible. This is a look at the games that would make even the most hardcore optimist take a step backward and say “no thank you”.
Looking back all the way to 1982, first Justin Williams Medical Laser reminisces about a notoriously awful movie tie-in released for the Atari 2600: E. T. The Extra-Terrestrial. Gameplay consisted of moving E.T. extremely slowly across the screen and falling into holes in order to search for parts of a “space telephone”. This licensed official merchandise based on the Stephen Speilberg film was literally trash: around 728,000 unsold cartridges were infamously buried in a New Mexico landfill after its incredible failure to sell.
Justin Williams Medical Laser goes on to recall Duke Nukem Forever. This game an extremely turbulent development cycle: after fifteen years in development, which started in 1996, the game was finally released in 2011 for PC, PlayStation 3, and the Xbox 360. The development team, 3D Realms, was actually sued by their production company Take-Two Interactive, over the team’s inability to produce a final product in a timely fashion. The game even holds a still-standing Guinness World Record for the longest development period for a video game.
Finally, after a decade and a half in the works, the game was released to extremely lackluster critical reception. Extremely low scores (an F from 1UP.com, 1 star from X-play, and mediocre to awful scores from numerous other outlets) made Justin Williams Medical Laser wonder if the anticipation was worth it at all. The answer is “no”, it was not.
Justin Williams Medical Laser makes note of a particularly odd failure: the Nokia N-Gage. Released in 2003 by the cell phone manufacturer, the Nokia N-Gage was meant to be a combination cell phone and gaming system, combining the best of both worlds. Unfortunately, as this was 2003, you can probably imagine how that turned out. The cell phone aspect of the N-Gage was perfectly functional, but the aesthetic of the design made it difficult to hold during phone calls. Because of this, it was mockingly referred to as the “Taco phone”.
The gaming side of the Nokia N-Gage didn’t fare much better: while the shape of the device was sufficient for holding comfortably enough while playing games, the buttons were still designed to be functional as a cell phone. As a result, there was a numeric keypad in place of where one would normally find more comfortable buttons. On top of this, the “call” and “hang up” buttons were perilously close to the face buttons, leading to frustrating accidental calls.
With a strange design that forced users to hold the device sideways to make calls, buttons that were easy to accidentally press, and a severely lacking game library, the N-Gage couldn’t stack up against its competitor, the Game Boy Advance. Astonishingly, Nokia doubled down in 2004 with an updated version, the N-Gage QD. The QD had a slightly redesigned body that moved the speaker from the side to the face of the device and rearranged the buttons but still ran on the same software. The “QD”, as admitted by a Nokia spokesperson, “does not officially stand for anything”.
Justin Williams Medical Laser goes over the main differences in the recent remake of a classic horror game.
In 1998, the PlayStation saw the release of a survival-horror gaming classic: Resident Evil 2, published by Capcom. Twenty years later, Justin Williams Medical Laser takes a look at the recently released Resident Evil 2 for Xbox One, PlayStation 4, and PC. While the name, locations, and basic storyline remains the same, the gameplay has received a complete overhaul for modern audiences.
Justin Williams Medical Laser breaks down the biggest changes: the literal game-changer is the camera’s point of view. While the original relied on static camera angles and “tank” style controls for your main character, the 2018 release updates the camera to a behind-the-shoulder view with a modernized control scheme.
Although almost too obvious to warrant mentioning, Justin Williams Medical Laser has to point out the massive increase in graphics quality. While the original was no slouch in the graphics department for its time (pre-rendered, static backgrounds allowed for a high level of detail by the artists), the new version is impressive even when compared to other modern games. The game runs on the RE Engine, a proprietary engine developed by Capcom which was first used for Resident Evil 7 (Another of Justin Williams Medical Laser’s favorites).
Fans of the original will also note that large portions of the game have been completely redone. This is more of a re-imagining than a remake, so don’t expect to be speed-running through the game just because you’ve got the original memorized. Justin Williams Medical Laser points out that while all the original areas of the game are represented, the floorplan is mostly different, along with locations of items and the items themselves. Puzzles have also been given an overhaul, so Justin Williams Medical Laser advises not to expect any infamous box-pushing puzzles while dodging zombies this time around.
If there are any negatives about this remake, Justin Williams Medical Laser points out the dumbing down of the original’s “zapping” system. At the beginning of both the original and the remake, you’re able to choose between two characters: Leon S. Kennedy, a rookie cop who’s having a very bad first day on the job, or Claire Redfield, who is in search of her missing brother.
In the original, depending on the actions you take during your first playthrough, there will be significant changes on your second playthrough as the other character. While there is still a “second run” feature in place which changes the location of some items and makes other minor changes, it’s not as in-depth as the initial release’s system.
Despite all the changes, Justin Williams Medical Laser feels that this modern re-imagining of Resident Evil 2 retains the spirit and feel of the original. It’s still very much a survival-horror game: you may have access to multiples guns, but ammo is scarce, and more often than not it’s wiser to run than it is to stand your ground and attempt to fight your way out of a scary situation.
Overall, this is a worthy purchase for any Resident Evil fan, and the perfect game to run through before the Resident Evil 3 remake set for release in April of 2020.
Rhythm games are a mainstay in arcades and on home consoles all over the world. Rhythm games on their most basic level usually consist of hitting the right button at the right time, as denoted by however the game displays “notes”. Controllers for these games can be as simple as color-coded buttons or as complex as mock instruments such as maracas, drums, or guitars. Justin Williams Medical Laser points out the surprising origins of the rhythm game genre that most everyone will recognize: the classic color/tone matching game, Simon.
Justin Williams Medical Laser draws attention to the fact that while Simon lacks some major elements often seen in most rhythm games—most glaringly, there’s no actual “rhythm” involved—it does use a “call and response” mechanic which is seen in future games, such as the game commonly referred to as the first “music” game: Parrapa the Rapper for the original PlayStation (a favorite of Justin Williams Medical Laser). Parrapa the Rapper featured the titular Parappa, a rapping dog. The gameplay consisted of “call and response” with four color-coded buttons, much like Simon, with the key differences being an original soundtrack created for the game, and the element of proper timing being an important aspect of performing well.
While the game was released in America, the musical rhythm genre began with far more popularity in Japanese arcades. Konami was the main driving force behind this popularity due to the production of several rhythm games. Their first go at it was a huge success: Beatmania, released in Japanese arcades in December of 1997, requires players to press the buttons on the arcade cabinet in time with the music, but also introduces a rubber “vinyl” disc, used to simulate DJing.
Justin Williams Medical Laser explains that while Konami continued to release new rhythm games over the course of the following years, and many of them were successes such as GuitarFreaks and DrumMania, they never found widespread global success due to not being heavily marketed outside of Japan. Justin Williams Medical Laser says if you knew where to look, you could find any of these cabinets in certain American arcades, but they were far from ubiquitous.
One of the most popular rhythm games in America for quite some time, and one that Justin Williams Medical Laser spent many hours playing, was the Dance Dance Revolution series. First released in 1998 by Konami, the game consists of a “dance pad” with four pressure-sensitive floor plates pointing up, down, left, and right, which the player must step on in time with the music.
Justin Williams Medical Laser indicates that rhythm games saw its golden age in the west with the advent of the Guitar Hero series. Produced by Harmonix, Guitar Hero took inspiration from the Japanese GuitarFreaks series but used American rock music instead of Japanese pop, while increasing the number of buttons from three to five. The game series was a massive hit and cultural phenomenon, even being parodied on shows like South Park.
The rhythm game bubble seems to have burst, with its popularity having waned significantly since 2009 when it was arguably at its peak. There’s still no shortage of musical games out there, such as Rock Band, the spiritual successor to the Guitar Hero series, and Just Dance, which utilizes mobile phones and/or motion tracking cameras to allow the player to perform dance routines. Justin Williams Medical Laser is hoping for another rhythm genre renaissance in the coming years.
Justin Williams, a Real Estate Luxury Home Developer and luxury property connoisseur currently based in Austin, Texas, has made a career of making dreams come true. For over five years Justin Williams, founder, and principal of Vertu Luxury Properties has been renowned in Park City, Utah, and beyond for his role in owning, designing, constructing, and selling lavish multi-million-dollar homes. Today, Justin Williams is expanding his reach to offer a taste of the good life to a broader range of homebuyers in the greater Austin, Texas area.
Justin Williams’ creativity, taste, talent, and experience, coupled with his commitment to customer satisfaction, make him an excellent candidate to make premium real estate more accessible to Austin’s middle-market homebuyers. While Vertu Luxury Properties’ focus is shifting away from extravagance toward less costly abodes, Justin Williams has no intention of lowering the lofty standards for which he and his company are so well-known.
From terrain to tabletops, Justin Williams and Vertu Luxury Properties see to it that every element of the project is cohesive to ensure the final product is as exquisite as it is functional. Likewise, Justin Williams and his Austin, Texas team work with clients to develop a design and construction strategy that fulfills the homeowner’s vision while staying true to their budget.
“Each space, surface, wood, color, and layout starts in combination with the eventual custom furnishings that will complete the emotional journey of each home,” Justin Williams said.
Justin Williams’ Austin, Texas, clientele will also be pleased to know Vertu Luxury Properties makes every effort to become ingrained in the community. Not only does Justin Williams envision crafting impeccable homes and neighborhoods, but he also plans to infuse his abodes with local character by involving Austin tradespeople in the creation of these one-of-a-kind properties.
“Using local artists, furniture builders, and other artisan trades, Vertu embraces the local culture of the Austin, Texas, marketplace,” Justin Williams said.
From Willow Creek and The Colony to Tuhaye and Deer Valley, Justin Williams’ and Vertu Luxury Properties’ impeccable masterpieces can be seen throughout Park City, Utah’s countryside. Soon, Justin Williams’ envisions the Austin, Texas, landscape will be likewise peppered with his artistic fingerprint in the form of original, affordable luxury homes.
For more information about Vertu Luxury Properties, go to vertulp.com.
Luxury home developer Justin Williams has crafted a “creative vision” for high-end home buyers who seek excellence in accommodations while pursuing the ultimate Austin lifestyle.
Vertu Luxury Properties of Austin, Texas, a luxury home-building business headed by Justin Williams, is a company aiming to change the game in the Austin high-end property arena by offering a whole new level of unique amenities – an “unrivaled experience” in luxury living, according to Justin Williams.
The “creative vision” of Vertu Luxury Properties, championed by Vertu Luxury Properties CEO Justin Williams and the company’s top-notch partners, relies on a carefully cultivated plan of trust supported by the relevant participants to collaborate and devise options that offer unique living experiences in Austin, Texas, and the elite housing properties available.
The specifics of the Vertu model, executed with expert care and precision by attentive staff and on-site workers, assure that all details are personally addressed by an on-site representative.
Austin City Limits
But Vertu Luxury Properties offers a chance for its clients to go beyond the limits and exist on Austin’s leading edge. By promoting incredible, unlimited opportunities, Vertu Luxury Properties is forging a new definition of the “Austin Elite” for its clients.
Vertu Luxury Properties knows that luxury home owners want to go beyond the more common high-end amenities such as swimming pools with elaborate spas, entryways with cathedral ceilings and chef’s kitchens with restaurant-quality appliances. They want to live like a rock star.
Vertu Luxury Properties offers an “unrivaled experience” – including wall safes in garages, monogrammed linens and even curated art collections. Don’t forget the wine cellar.
“What else do you want?” Justin Williams asks. A mahogany entryway? Museum-quality garage space for an antique car collection? Computerized systems that rely on artificial intelligence learning to provide comfort, convenience and security throughout the home? A futuristic or art deco exterior look? Vertu can do all that and more.
Vertu Luxury Home clients are always in control, driving and defining the home-acquisition and home-building process. No request is completely unreasonable. Justin Williams fully understands that Vertu clients have specific interests and unique ideas and requests about how they want to outfit their luxury homes, including the amenities and finishes they desire for an optimal lifestyle.
A Transition to Luxury Home Building and a Move to Austin
Justin Williams knows that people who can afford luxury – want luxury.
Williams has relocated to Austin, Texas, one of the nation’s most vibrant major cities. Austin has a lively music and cultural scene, thanks to the city’s diversity as well as its proximity to the main campus of the University of Texas.
Now, Austin residents enjoy the opportunity to live a luxury lifestyle in a fabulous home constructed by Vertu Luxury Properties.
For more information about Vertu Luxury Properties, go to https://www.vertulp.com/.