Wednesday, August 6, 2008
John Woo Presents Stranglehold (Xbox 360)
The first style system I remember was from Project Gotham Racing. It had these challenge modes where the goal was to string together longs stretches of flashy moves while keeping up a fast pace and not bumping into anything. If you were really good you could keep one combo going for the entire circuit and get a crapload of points. Stranglehold tries to integrate a similar thing into its shooter mechanics, with you being rewarded for stuff like making a headshot while leaping through the air dramatically. Instead of getting points you fill up a meter that lets you heal yourself or unleash devastating barrages. Unfortunately the game has overly simple rules for detecting how suave you are, resulting in your best performances going by unnoticed while some sloppy mishap gets you tons of points. The adrenaline is there keeping you gunning for a longer streak, but the inability of the system to correctly gauge flair makes the whole experience feel slightly disconnected. It becomes clear pretty early on that the best way to get style points is to game the system, not to actually have any style.
It doesn't help that the weapons are uninspired. There's a long stream of guns that mostly feel identical. I know I'm spoiled by games that have the luxury of inventing death rays and plasma rifles, but realistic weaponry doesn't have to be so spectacularly generic. My advice: concentrate on fewer weapons but make them feel like they pack a punch. Anyway, from a game about gunplay I expect more.
The plot of the game is generic action movie fluff. You're a cop who doesn't exactly play by the book, and at some point I think the chief asks you to turn in your badge, although I could be confusing it with a dozen other action cop flicks. For a video game a generic plot is the norm, so he plot is perfectly satisfactory. The audio leveling, however, is not. This isn't the first time I've complained about being unable to hear story sequences in a game. It felt like I was watching FOX, where the commercials are many levels louder than the program you care about. Each time a story sequence came up I had to crank the volume, and then I had to remember to turn it down again as soon as the action started again. If they were looking for an efficient way to break my immersion, then mission accomplished.
Thankfully the destructible environments mostly distracted me from the lackluster gunplay and varying sound quality. While the bullets are whizzing by whatever area you're in gets torn to shreds. At the end of large fights I often found myself stopping to admiring the carnage I had wrought. Graphically the game looks pretty decent (if a bit too shiny), and it looks its best after everything's been blown to hell. If there's one complaint I have in this department it'd be that each level is a bit too long, extending well after you're sick of seeing the same scenery.
Stranglehold isn't bad. I mean, I played it through to the end. But it's definitely one of those rentals where I contemplated sending it back halfway through.
Monday, August 4, 2008
Conan (Xbox 360)
Conan is just that sort of game. Not to be confused with Age of Conan, the MMO, the Conan for the Xbox 360 is a simple third-person action slash-fest. You are Conan, and you kill stuff. And being the barbarian badass that you are, you vanquish your foes with gratuitous force. It's quite satisfying.
There's nothing terribly complicated about the core gameplay. There are three primary attack buttons and different combos for various sequences of these attacks. For the most part you can mash buttons and watch the carnage unfold. Later in the game you'll encounter foes that require you pull off specific combos to get passed their defenses, but it never gets too intricate. All told the combat feels pretty solid.
The boss battles in Conan are appropriately grand. You fight everything from a sand dragon to a kraken to an undead elephant. Seriously, the game gets major points for memorable boss creatures. Defeating the bosses involves a mix of standard combat and Quick Time Events. Thankfully the QTEs are lenient and never immediately fatal, so defeating a boss is never a matter of repetition until you achieve perfection.
You may be reading all of this and thing to yourself, "But I've played this game before." Yes, Conan is the posterchild for derivative game design. There is absolutely nothing here that hasn't already been done in dozens of other action games. But it's done well. Combat feels good, the animation is great, the bosses are memorable, and the whole experience only takes up about five hours of your time. This is the video game equivalent of the popcorn action flick. It won't give you any deep and meaningful revelations, but it sure is fun.
That's not to say that the game is lacking character. Conan may be a man of few words, but those few words are delivered well and are absolutely hilarious. The game has a charm to it. It's a chauvinistic and violent charm, but for some reason in the world of Conan the Barbarian that's totally endearing. For example, instead of collecting hidden packages, flags, or agility orbs, Conan seeks out topless women chained to poles. They strip off their shackles and thank Conan suggestively… achievement unlocked. It all sounds really offensive, but it fits thematically, and for some reason that makes it okay. Don't get me wrong, this game is not for the feint of heart. But for a five hour romp of decapitations and one liners, it's excellent.
Tuesday, July 29, 2008
Painting Zombies
- Apple Barrel 24 color acrylic paint set - $4.99
- Apple Barrel white, 2oz - $0.79
- Apple Barrel black, 20z - $0.79
- Delta Ceramcoat matte interior varnish - $2.29
- Loew-Cornell set of four sable brushes - $6.99
- Elmer's adhesive putty - $1.99
- Solo bathroom cups (package of 80) - $2.39
The first step was to wash the minis. Apparently they have some residual stuff on them from the mold, and if you don't wash them the paint will have problems sticking. So I washed all the minis and left them to dry for a couple hours.
Monday, July 28, 2008
Always a Critic
Sometimes the most succinct way to describe something is in the ways that it differs from something similar. If you had to illustrate everything from scratch every time, building up from the base to the small details, it would take forever. It's far easier to talk about things in relation to other things. This is a fundamental optimization of communication. But hidden in these comparisons are value statements. You say what something is, and you say what it is not. And it saying what it is not, you are often describing what it should be. And in pondering too often what things are not, it is too easy to lose sight of what they are.
This is a common problem. No one really talks about the ways in which the world's religions and denominations are similar; we focus on (and wage wars over) the miniscule ways that they are different. We don't talk about similarity because similarity is understood. There's nothing more to say. Everybody likes ice cream; everybody likes bacon. It's far more interesting to talk about ways in which we are different. But there's a difference between knowing how you are different from something and defining yourself by how you are different.
I don't think of myself as a negative person, and I don't think that I'm overly negative in my interactions with other people. I enjoy a good argument, but that's not the basis for how I relate to others. So is this disproportionate negativity just an anomaly of my writing?
I definitely know that I struggle with it constantly in blogging. Far more topics flit through my head than I have the time to put to words. So there's an ongoing selection process for deciding what topics to write about. The topics I write about are the ones that I have the most to say about. I've talked before about how this leads to me writing about games. But it turns out it's also a factor in contributing to an overall negative tone.
Concrete example: You'll notice I never wrote about Iron Man. Why? Iron Man was freaking awesome. Thoroughly enjoyable. I'd recommend it to almost anyone. But everyone knows that Iron Man was awesome. I didn't feel the need to tell anyone. It was just understood.
I also haven't written anything about The Orange Box, which was one of my favorite games from last year. Portal is gaming perfection, Team Fortress is refinement of a classic, and Episode Two ends with one of the most epic gaming sequences I've experienced in a long time. It's not like I decided to not write about it. It's still totally on my list. But I've subconsciously preferred so many topics over it. What's wrong with me?
I think it's a natural tendency, and one I'll probably always struggle with. Constant Vigilance, I guess. But at least I'm aware of it. I began this blog as an effort to help my memory, and in respect of that I think it's important to keep my personal time capsule from becoming a depressing log of spiraling negativity.
Paprika
Paprika is a story about dream therapy. Not any sort of traditional dream therapy, but rather an invention that allows a therapist to enter your dreams and help you work through reoccurring dreams and nightmares. Unfortunately the device falls into the wrong hands, and a sort of dream terrorist emerges. Victims of his nightmares go insane and start throwing themselves out of windows and such. It starts strong, but the plot gets fuzzy real quick. There's some detective work going on to track down the culprit, but it's not told particularly well and I quickly became lost. I mean, I got the gist of it, but it wasn't exactly crisp.
Thankfully the visuals are amazing. The dreams are appropriately vibrant and surreal. The parade of insanity is creepy, but I especially liked the first patient's reoccurring dream sequence with everything from film noir to a circus to shrinking hallways. The waking scenes also are really well done, with a realistic style that sharply contrasts the insanity going on in people's heads.
But overall I was left disappointed. It was definitely pretty, but I felt like the premise was squandered. Basically the plot was two stars, and the visuals were four. So it really would depend on your mood how much you'd enjoy it. When I sat down to watch it I guess I was in the mood for plot, because in the end the movie didn't quite do it for me.
Thursday, July 17, 2008
I Am Legend
Zombie survival stories are distinct from other post-apocalyptic stories in that the world is largely intact. All the stuff that mankind has built for itself is still there. The difference is that all the people are gone. The stories generally revolve around being lonely and coming to understand how much we depend on each other (both for infrastructure and for emotional support). But of course we live in a world that celebrates the resilience of the individual, so at the same time the stories are about how one resourceful person can survive untold odds and carve out a life. And that of course is one of the other themes: transcending just surviving to rebuilding civilization. These are the nuts and bolts that hold a zombie film together. The monsters, the action, the gore… these things are all secondary.
I Am Legend is a zombie movie (although you might not know it from the preview). Well, they're technically supposed to be vampires, but the vampires exist in great numbers and resulted from a worldwide infection. Whatever, they're nocturnal zombies. Anyway, the story is most successful when it concentrates on Robert Neville's (Will Smith's character) survival story. It's fascinating to watch the desolate city, his daily routine, and his bond with his dog. That stuff is all goodness. That's what a good zombie movie is made of: a great survival scenario.
I thought everything about the movie was quite successful until somewhere around the point where he makes contact with another survivor. It's not that adding someone else to the mix was inherently bad, it just happened so late in the film that it couldn't be fully developed. And the ending was just plain terrible. Why do we need so many stories of needless martyrdom? There's a place for sacrifice, but it has to have meaning. More often than not it feels like a cheap Hollywood cash-in for emotional filler. I personally like it when a storyteller has the balls to kill off a primary character when it fits the storyline. When characters survive everything unscathed it takes the bite out of their dangerous environment. But its another thing entirely to have a character take their own life in the face of danger when there were hundreds of valid alternatives. That's just cheap. It's not like the story of I Am Legend was lacking loss. Robert Neville loses everyone he knows, his whole family, and most poignantly his last companion, Sam. But Neville's death is pointless.
But I digress. The ending left some large questions about the evolution of the infected unanswered. Supposedly Robert Neville is some sort of brilliant scientist, yet he is completely oblivious to the obviously evolving intelligent behavior in the infected. In the theatrical ending, none of that was addressed. I didn't realize it at the time, but apparently that wasn't the original ending. In the original ending Robert Neville begins to see himself through the eyes of the infected. To them he is a murderous invader; he is the villain. The meaning of the title is different: he is a legend to them, as opposed to him being a legend to the remaining human survivors for creating a cure or some crap. The role reversal is a far more interesting premise, but apparently it was deemed unpalatable by the general movie-going public.
You know, I had the same problem with Wanted last week; an interesting story adapted to film and being changed for the worse. Sure, you have to change some things to a story when it crosses mediums. But don't change the freaking premise. In doing a little research on the original book I found out that it's been called out as a key inspiration behind such films as Night of the Living Dead and 28 Days Later. This is a story that was instrumental in shaping a whole genre, and had already inspired two direct film adaptations. What about this makes a filmmaker think they can make a last minute change to the ending and have the same impact?
Okay, I'm done ranting. Seriously, I really enjoyed the first two acts. It's just frustrating that the ending was a total cop out.
Monday, July 14, 2008
WALL-E
Pixar has a pretty strong track record. They don't make many films, but every single one of them has been thoroughly entertaining. They might not all completely rock your world, but with those animators painstakingly scrubbing frame by frame it's pretty hard for complete crap to make it to the final cut. WALL-E completely lives up to its strong pedigree.
After the movie I polled our group to see where WALL-E ranked relative to the other Pixar films. We made it a little technical and did a quick and dirty ladder elimination. Here are the results:
- The Incredibles
- WALL-E
- Ratatouille
- A Bug's Life
- Monster's Inc.
- Finding Nemo
- Toy Story
- Toy Story 2
- Cars
It wasn't the most scientific process, so the list is imperfect. I don't think we ever did all the proper matches in the secondary bracket. But it gives you the gist. WALL-E is one of the best of a very strong list of animated films.
The Incredibles won out in that list, but it's hard to really crown a champion. Fundamentally it's too early to properly place WALL-E (time and another viewing could shift the mix), but there's no doubting that it's really good. Thoroughly enjoyable. Easily recommended to anyone with a pulse.
The premise is kind of similar to that of Idiocracy, except this time there's actually a worthwhile plot. Oh, and robots. Robots make everything better. These aren't your standard mutinizing deathbots, but they're so adorable that I'll forgive their lack of hatred for meatbags.
Most Pixar stories have a strong moral, with varying levels of subtlety. I'm okay with there being a message, but I don’t like being beat over the head with it. It's one of the few things I dislike about Monster's Inc, actually - it gets a little too warm and fuzzy. WALL-E has a message, but I never felt like I was being preached too.
Anyway, WALL-E is a totally charming. Unless you have a heart of coal I'm pretty sure you'll enjoy it.
Monday, July 7, 2008
Wanted
Keep in mind that I don't have a weak heart for violence. I play video games, I watch action movies, and I enjoy a good zombie flick (especially when the good guys lose and everybody dies). I'm properly desensitized, right? Well, there are different types violence. The right setting can make violence contextually appropriate (sometimes entertaining, sometimes funny). Catch the wrong balance and you'll have me actually thinking about what's going on onscreen (which has a place, but only if you have the story and maturity of emotion to back it up). Wanted doesn't completely miss the mark - there are scenes that pull off the action with style or humor. But there were quite a few moments where I found myself thinking "was that really necessary?"
It's a delicate line. For example, stabbing someone in the eye with a carrot = awesome. Shooting someone through someone else's eye socket = gratuitous. It's a shame too, because the triumphant march of bad assery leading up to that moment is nothing short of beautiful.
All the chaos surrounding Wesley Gibson's rise to power left me undecided about his character. He's no lawful good hero, that's for sure. That's fine, I can handle the dark and vengeful hero (hey, it works for Batman). But that doesn’t really fit Wesley either, as he feels far more self indulgent than righteous. I'm not saying that everything has to be black and white good vs. evil, but instead of being complicated everything about Wanted's morality is just plain muddled. They try to fix this by providing a lame back story of The Greater Good, reinforced only by a quick fire-side tale from Angelina, but it doesn't stick.
Apparently this movie came from a comic book. And in doing a little research on the comic to film adaptation I began to understand more where the alignment got all out of whack. In the comic The Fraternity is not an order of righteous assassins, but rather a band of super villains. These quotes from the writer about the adaptation help put things into perspective:
"The only thing that they really changed substantially was where the assassins came from, and that does obviously mean a radical change running through it, because suddenly Wesley isn’t a force for evil – in some ways, he’s a force for good"They changed the justification but let the actions and personality untouched. Maybe it's more palatable by the general moviegoing public, but it doesn't make any sense. Fundamentally, the righteousness is not what Wesley's journey is about. It's about him finding out he's special, standing up for himself, transferring from being shat upon to shitting upon others. It's not like the motivating factor in his transformation is that he found some higher calling to help people. Actually, the turning point is when he checks his bank balance and finds out he's rich (no really, that's the pivotal part for his character - go capitalism). So why bother adding justification to his actions if his journey is inherently self-centered? What was wrong with this being a story about villains?
"if everyone was outright villains, it made it hard to root for the guys, which I could appreciate, but not agree with. The Godfather is all about villains, and you end up rooting for them. You just have to put them against guys who are more evil."This was another shortcoming for me. Even with the changes they made I didn't really feel like the villain was any more evil than the protagonist. I wasn't rooting for anyone in particular. Which is sad, because that's almost the same as not caring. The more I think about it, the more I realize that I liked the original concept so much more. Most of the things that bothered me during the movie are the same things that were changed in the comic to film adaptation. Guess I'm going to have to give the graphic novel a flip through.
Anyway, when it comes down to it I do always try to judge movies on very basic criteria. Was I entertained? Absolutely. Yes, I realize I just spent many paragraphs talking about stuff that bothered me. But there was totally good stuff in there. I really enjoyed how pathetic Wesley is in the beginning of the movie, hitting a little on that vibe that worked so well for Fight Club and The Matrix. Stylistically the movie had some strong images that are memorable. I had a good time watching it. It just didn't bring anything new or particularly impactful to the table, but that's not always necessary if you're just looking for an enjoyable way to pass a couple of hours.






