Documentaries very rarely get wide theatrical releases, and therefore film festivals like South By Southwest often provide you with the best opportunity to catch these great movies before they drift off into obscurity. Out of the 17 films I saw at this year’s SXSW, 7 were documentaries. We already ran my full review of American: The Bill Hicks Story but here are some quick thoughts on the other 6.

White Stripes: Under Great White Northern Lights


This concert film documents the eccentric duo as they go on their Canadian tour where they played every province and region of the country, and focused on the small out of the way towns instead of big cities. The tour included surprise daytime shows where they played on a boat, in a bowling alley, on a bus, and even did a show where they played a single note.

This documentary is a must for any White Stripes fan, even though it doesn’t reveal too much about the  band you don’t already know. There are a few candid interviews and you see much more of the notoriously shy drummer Meg White than you ever have before, but for the most part it’s just a gorgeously shot travelogue with snippets of their frenetic live shows. The majority of the film is shot is a stark and grainy black and white, with the occasional red filter, that is completely in line with the bands style.

The White Stripes are arguably the only true rock stars of the modern era. They understand aesthetics and myth making better than anyone else in the business. You never really get a glimpse into who they are as people, what with Jack White controlling their image with an iron grip. This is the reason they are larger than life, and it is key to their success. However, the film closes on an incredibly beautiful scene of Jack White playing a song on the piano while Meg silently cries next to him. Then, in a moment reminiscent of Lost in Translation, he whispers something into her ear and cradles her in his arms. This rare and touching moment of humanity is the thing you will leave the film remembering, and it does nothing but make you want to break through the rock star image and see who Jack and Meg really are.

Under Great White Northern Lights is currently out on DVD, and can also be purchased as part of an amazing box set including a live CD and LP as well as a stunning photography book.

Bear Nation


Bear Nation is an exploration of the sub-culture of “bears” in the gay community. A bear is a large and hairy man that goes against the stereotyped image of the homosexual male. Bear Nation simultaneously tries to define and reveal this outsider group, and show why this kind of labeling and segregation is unnecessary and harmful. It’s really about how we are all the same and we should all love one another.

Director Malcolm Ingram is coming off of his other gay themed doc Small Town Gay Bar which was a film with a certain narrative and never resorted to just being a talking heads documentary. Bear Nation, on the other hand, unfortunately becomes very redundant very quickly. The movie very quickly explains what a bear is, and then it’s just kind of rinse and repeat from there. It is almost all just talking heads, well shot talking heads but talking heads nonetheless, just explaining what they think a bear is and why they like them. You don’t really learn anything new over the course of the film.

It’s all passably entertaining but I think it’s overall a subject that’s stretched way too far here. The closest thing it has to a climax is an extended interview with Ingram’s pal and producer, Kevin Smith. It would have worked as a small part of a larger documentary, but can’t hold up a feature on its own.

The People VS George Lucas


I need to precede this review by acknowledging a certain bias. The makers of PvG are friends with us here at Geekscape and several Geekscape regulars, including our leader Jonathan London, make appearances in the film. Hell, I’m even mentioned in the credits.

But there is a reason we are so attached to this project, and that is because it is about something that has defined all of us. Star Wars, for better or worse, is an incredibly important part of our lives and this movie sets out to hold those responsible accountable for their actions in destroying something great. The film covers the entire span of the Star Wars saga, from George Lucas’ origins as a visionary and rebellious figure all the way to his artistically void corporate present.

Tons of geeks show up in this film to give their passionate criticisms and defenses of the man who betrayed us. And yes, for many of us this is all stuff we’ve heard and said many times before but there is something cathartic about having it all condensed here. This feels like closure. With this film it seems we are ready to move on. And for the non-geeks, this gives an incredibly informative glimpse into a world that they never knew existed.

Anyone with even a passing interest in Star Wars would do well to check this out.

Waking Sleeping Beauty


Waking Sleeping Beauty is about the near death and triumphant resurrection of Disney’s animation division in the 80’s and early 90’s. It goes into detail about the Eisner/Katzenberg era and all of the tensions involved in that relationship.

There have been several Disney documentaries over the last few years and while this isn’t the best of the bunch, it is interesting in that it is comprised completely of archival footage. No talking heads to be found here. Much of the footage was shot by a young John Lasseter and features rare footage of Disney legends like Tim Burton and Don Bluth.

The film is fairly entertaining but there is nothing too revelatory here. The rivalry between Eisner, Katzenberg, and Roy Disney is well documented and a good portion of the film is devoted to a series of “and then we made this movie, and then we made this movie”, without ever going into too much detail.

It is interesting to watch this with the knowledge of what comes after. The looming rise of Pixar and the demise of hand drawn animation casts a shadow over all the proceedings.

Richard Garriott: Man on a Mission


This movie is supposed to be about how a man with a dream can accomplish anything, but it really serves as a exploration of how big a dork Richard Garriott is. All you geeks know Garriott as the man who created the enormously successful Ultima games (as well as the much less successful Tabula Rasa) and watching him prance around in costume with his dual rat tails here is consistently hilarious.

Garriott is the son of an astronaut but due to physical defects he was not able to follow his father’s footsteps into NASA. However, with the fortune he earned from game programming he purchased a flight to the international space station through the Russians. We see his preparation and his actual trip to space. The training can be a bit tedious as Garriott is not the most entertaining storyteller but the footage shot in space is pretty extraordinary. We’ve seen zero gravity antics before but never quite like this. We also get the first ever footage of the violent re-entry into Earth’s atmosphere which is pretty amazing.

This is not quite the epic it should have been, but there is enough here to warrant a viewing.

Hubble 3D


This IMAX 3D sets out to fulfill the dreams of all space geeks who will never be able to go themselves. IMAX 3D cameras followed a NASA crew as they set out to repair the ailing satellite. The footage they got is pretty amazing but unfortunately it’s very limited in scope. Very little of the film is actually filmed in 3D and the scenes that are are mostly close up views of repair work. We don’t really get to enjoy the vastness of space or see objects floating in the blackness.

The most impressive stuff is actually the 2D images the Hubble has captured. They took these images and, using some computer wizardry, allow us to fly light years through space and explore far away galaxies. These are the scenes that took my breath away, even though they weren’t “real”.

The film is also hampered by the trappings of all IMAX educational films. It is only 45 minutes long and has an overbearing and cheesy narration by Leonardo DiCaprio. This was not the experience I hoped it would be but it’s totally worth checking out for anyone obsessed with space.

On a side not, I had to go with the “glasses over glasses” approach for this and there was some ghosting. Whether or not that was due to the dual glasses thing, or just sketchy 3D is hard to say.

 

South By Southwest has had a lot of exciting moments for me but perhaps the highlight of the festival was getting the opportunity to sit down with one of my favorite filmmakers, Jean-Pierre Jeunet, to discuss his new film Micmacs. I sat in with two other reporters and what followed was a lengthy but interesting discussion that I am including in its entirety. I encourage you to read the whole thing but if you want to skip directly to my questions I have those highlighted. Enjoy.

Don Simpson (Smells Like Screen Spirit): Tell us about the thought process of picking Micmacs as your next project  and putting the film together.

Jean Pierre Jeunet: Maybe you don’t know, but I spent two years working on Life of Pi for 20th Century Fox. It was a very beautiful project. I wrote the script and worked on the storyboards. We went location scouting in India. We worked to make wave machines. It was a beautiful project but it was a huge budget for a kid, a tiger, and the sea. You know? We didn’t understand, we had the worst elements. A kid, a tiger, and the sea in the same thing.  So I had to renounce after a while and I was so starving to shoot that I wrote Micmacs very quickly. I opened my box of ideas and there were three feelings inside the thing.  To make a story of revenge because I am a big fan of Once Upon A Time In The West. A story of original peoples, I would say like the seven dwarfs in Snow White. And the first feeling was to speak about weapons dealers because it was on my mind for a long time. I was concerned to mix the slapstick and the cartoon with such a serious issue. I tried, and I hope it works pretty well.

Simpson: Do you consider Micmacs to be a political film?

Jeunet: No. Because I think it’s not a stretch to say it’s not good to sell weapons, and everything we say in the film is true. We made real research. Even if it’s for a comedy or a slapstick, you have to know what you are talking about. We made an interview in a Belgium weapons factory, and they were very nice guys with a passion for technology. We visited the factory and it was like a chocolate factory. They were very nice guys with very open mind “But we work for the right side, we work for the minister of defense.” Very interesting.

Brent Moore (Geekscape): I noticed that the film, after A Very Long Engagement which seemed to be your most restrained as far as your visual style, this seemed to go back to the style of Delicatessen. That’s what it reminded me of the most. Was that a conscious decision? Did you want to go back to where you started?

Jeunet: Because I was starving to shoot and it was a kind of frustration after the two years. I put everything I loved into this film. No limits. Everything. I even put the poster of the film inside the film.

Moore: I saw that. That was a really great touch.

Jeunet: Yeah, it was a joke. You are forbidden to do that. I put humor. I put references about Sergio Leone and Mission Impossible. About so many things. Buster Keaton. Charlie Chaplin. It just was a pleasure to make. And A Very Long Engagement, I think it’s still my style. It’s just different, it’s about the first World War. For the next one I would like to find the same spirit.

Devin Pike (Red Carpet Crash): There is a real balance between the world of the weapons dealers and the world of the trash collectors. You danced a fine line with it and you did very well. Was that a conscious effort where you had to deal with the two worlds separately?

Jeunet: I was very concerned about that. The only way to fix it was with comedy, especially with the two weapons dealers. Martin Scorsese used to say that improvisations comes before, on the set it’s too late. You have the time in rehearsal to try and do different things. Of course I couldn’t have the whole people in the same town because I am not Francis Coppola. You know, on Dracula he had the whole crew and that just wasn’t my case. So I realized what I want, and you have to imagine whole orchestra together. You rehearse with the strings and then afterwards with the trumpets. Then one day you have the whole symphony and you are very relieved that it works.

Simpson: You had mentioned just a few moments ago your use of references, what role to do you see the history of cinema playing in your creations?

Jeunet: Maybe I am stealing from Tarantino but I would say that the real subject of my films is the cinema. It’s just a pleasure to make film. To make is very important. I started when I was eight to make kind of small movies. At this time I didn’t see any movies. The first big movie I saw was Once Upon A Time In The West, and I was seventeen.  But before, I had a view master and I would set the frame and change the order of the frame and record my frame. It was a kind of movie. That’s the best advice that I could give to young people, just do it. Especially now because you just need a video camera and a computer.

Moore: You got your start in animation and you still keep that visual style and charm and innocence that you generally find in animated films. Have you ever thought about doing a feature length animated movie?

Jeunet: I think about that for years and years but I don’t do that because I know animation. A lot of people do that because they don’t know what is animation. When I read about Anderson, the director of Mr. Fox, and how he directed the film by e-mail. That’s not my way. I like to be very close to every technician and very close to the editor. And I know I’m going to spend three or four years, it’s a long process. I am a big fan of animation. If I were to make a film in animation I would make a stop motion. Have you seen Mary and Max? It’s a masterpiece. I met the guys last week in Australia. I love it. I started with, like, puppets but with less talent.

Moore: I noticed in Micmacs you had the toymaker character and I kind of get that feeling about you that you have this fascination with that. You have this one scene that lingers on the dress that’s dancing towards the end. That’s a beautiful scene and I think you would do well in stop motion animation and that toymaker style.

Jeunet: Ah yes! And we didn’t build that for the film, you know? We called up a guy because I discovered him in a museum, an art museum in Paris. Everything was done. Nobody could imagine it wasn’t built for the film.

Pike: You work with several actors that you work with throughout your career. Were you able to approach Audrey Tautou to be a part of the project as well?

Jeunet: No, but I just made another film with her, maybe you don’t know. It was Chanel 5, and we finished the trilogy. But no, because I couldn’t offer a second character for her.

Pike: Not limber enough to be the contortionist?

Jeunet: I thought about that, but I was too shy to offer it to her, you know? It’s a funny story because we were shooting in front of the Moulin Rouge, the real one, and we had a devil with fake flames and there was a fire on the set. A real fire, and Audrey was there. So I said “You’re right, it’s your fault. You put the fire everywhere.” It was a real fire but everybody laughed and the fireman arrived. And now we’re shooting but they cut the electricity and we couldn’t put back the electricity without an electrician. But luckily we had the time to shoot two or three takes before.

Simpson: You’ve worked with multiple directors of photography over the years but every time I watch a film that’s yours I automatically identify it as you. How do you work with them to achieve your personal visual stamp?

Jeunet: In fact, I love a director with a real strong style. When you recognize the style like David Lynch or the Coen Brothers or so many directors. A long time ago it was Kubrick or Fellini. I prefer this kind of director. I have no disdain for a director like Roman Polanski that changes the style for each film, I have a great respect for them, but I love when you love a director and you recognize it. Like Sergio Leone, you always know it’s a Sergio Leone movie. So that’s the way I try to get. As for the DP, ideally I would like to work with the same but after a while they are too expensive or they have other projects. I made three movies with Darius Khonji because he is so very good, but it isn’t easy to work with him so I am the only one. With David Fincher he tried to make two movies but he got fired. It was Panic Room. Bruno Delbonnel for me is perfect, he’s my best friend, but he was hired for Harry Potter because I passed on Harry Potter. But I told him “Make this film for you because it is amazing for your career.” Now I work with Tetsuo Nagata, he made La Vie En Rose. I made a connection a long time ago with him, but this time I rehearse with him a long time. Of course I give him some pictures, some photographs. We saw something together, like La Vie En Rose, and I say “I love that” or “I don’t like that. Don’t do that. Never.” I forgot the Japanese are so stubborn, you know? It was very difficult to get what I wanted. During the color timing, luckily he was busy with another Japanese/American movie so I was alone with the technician and did everything I wanted. We spent seven weeks color timing. Strip by strip with masks. I love that. I was scared, but I love that. In France they love when it is realistic, when it’s aesthetic. If it’s too modern, no problem. For me, it would kill me.

Moore: You mentioned passing on Harry Potter. Your only big franchise film was the Alien film. Was there anything about that project that led to your aversion to take on other franchise projects?

Jeunet: With Harry Potter I think it’s very… well, you have to follow the way. The casting, the costume design, the production… everything is on the table. You are just to point the camera the right way and shoot. Alien Resurrection was different. They hired me to change it. I put some humor inside. I don’t know if it was good or not but I can’t avoid to put humor. They were very open to bring in some new ideas. I changed a lot of the script. But for Harry Potter, forget it.

Moore: I actually liked the Alien film, even though it was such a big departure. I think it was neat to see a new director really put their unique stamp on it.

Jeunet: I read Ridley Scott would like to make a prequel.

Moore: Yeah, he’s working on it.

Jeunet: I would like to see that!

Moore: He’s actually doing that in 3D, do you have any thoughts on using 3D?

Jeunet: Yes, I would have wanted to make Micmacs in 3D but it was too early. We didn’t think about 3D at this time. But when I saw Avatar I thought “Oh man, I would want to make this kind of movie.” It changes completely the perception of the cinema.

Pike: When you are coming up to a new project, and you have such a phenomenal body of work, what gets you excited about a new project?

Jeunet: I need to love everything I shoot. I couldn’t make a film about the 70’s because I didn’t like the cars, I didn’t like the color. I couldn’t make film like Martin Scorsese. The Paris I show is my Paris. I make a lot of location scouting myself with my scooter. I need to love everything. The story, the character, everything. That’s the reason it is very difficult for me to find a subject. When you get older it is more difficult of course. I’ve made six films now, and what else do I have to say?

Simpson: As for writing for your lead characters, do you find that you like writing for male or female leads better? Does one seem more natural or easier for you to approach?

Jeunet: No, it was easy. In fact, Amelie was me. There were so many personal things inside that. I used to say “I am Amelie.” So female of male, I don’t care. This time I wanted to change after two films with a woman. We could say three with her. I wanted to change. I wanted to have a boy.

Moore: Speaking of that, Danny Boon feels like one of your characters. He feels like a guy that could have been a regular in a Juenet film. Did you know about him prior to the movie? What brought you to cast him as your lead?

Jeunet: In fact I did not write the script for him. It was the exact same story for Amelie. It was for another actor who was exactly the opposite. He was very thin with a handicap and Danny is pretty tall and pretty fit. But of the mind they are pretty similar. They come from a suburb. They have imagination. So I make some tests. It is very important to make some tests, because when Danny Boon read the script he said “Oh, it’s a beautiful script and I would love to work with you but I feel it’s wrong with the guy, so I won’t take the movie.” So I said, “You’re right, don’t do it. If you don’t feel it, don’t do it.” Then it’s “On the other hand, I would like so much to work with you. Maybe we could play together just for one hour for pleasure.” It was a trap.

Pike: I wanted to go back to something you had said earlier about not having an affinity for the seventies, because Micmacs almost had the feel of a 70’s caper movie where it’s a small band of misfits going up against the big government, or in this case the weapons manufacturers. Did you have that sense when you were putting the script together?

Jeunet: When I speak of the seventies it is more for the visual aspect. The cars, the clothes, the hair…

Pike: The Vespa scooters…

Jeunet: Yeah.

Simpson: Going back to Danny Boon and his performance. Did the two of you purposefully set out to mimic Keaton and Chaplin?

Jeunet: It wasn’t on purpose. It’s strange because when we shot the scene when he’s starving in front of the restaurant, I saw Charlie Chaplin and I told him, “You make me think of Chaplin” and he said, “Oh yeah? You think so?” It wasn’t on purpose but I think he thought about that and continued to do it. And Buster Keaton, I think it’s more in concept. Like in the cannon scene is completely slapstick.

Moore: I was wondering if you were aware of the ratings of your films, as far as R rated or PG-13, because most of your films in America are R rated but they have this charm and innocence that you don’t associate with R rated films. Are you conscious of ratings at all when you make your films?

Jeunet: (Sighs and slaps hands on the table) Each time, I don’t understand. I pay attention a lot, thinking about USA. I try to avoid showing nipples. I don’t understand. Even for The City Of Lost Children it was the case because of the girl who is a slut… is it slut? It surprises me all the time. It is a difference of culture. I understand because my wife is American. She is from the Bay Area in San Francisco so every day we have some clash, you know? You have a big problem with sex, guys. I have to tell you.

Moore: I agree with you.

Pike: As incomprehensible as it is for you, it’s more incomprehensible to us that deal with the ratings board on a day to day basis.

Jeunet: You don’t have any problem with the violence. I remember on Alien, I asked the studio “This is not too much is it?” and they go, “No no no, go ahead.” But about sex it’s immediately… remember the time with the football, about Janet Jackson? It’s worse in Italy. There is comedy of prostitutes on the airplane. Even for us it’s a little too much but they don’t care in Italy.

Pike: There is a puritanical aspect at play in America where it’s okay to show violence but no sexual contact of any kind.

Jeunet: It’s a pity because after eight, the kids love the film. I thought about kids when I wrote the film.

Moore: That’s what I mean. You have this innocence and charm that I associate with animation and you don’t think of your movies as R rated movies.

Pike: They just wanted people over seventeen that can read subtitles I guess. I gave up long ago trying to suss out the ratings boards. I know you are focused on Micmacs now but are there in other projects on the fire that you are interested in working on?

Jeunet: I read some books now. As I said, I would like to make an adaptation. I’m looking for a good book like The Lovely Bones. Too late! I have a book on my mind but they gave the rights to the author of Harry Potter. I would like to do this book but too late, again. It’s not difficult to fall in love with a book. I read one book a day, I’m a fast reader. Not thick books. On the airplane I read two books.

Simpson: Did you use a different directing approach with Danny Boon since he has directing experience?

Jeunet: I love to work with directors. I did the same thing with Mathieu Kassovitz on Amelie, and Jodie Foster on A Very Long Engagement. She is a director. It’s easy because you can say “I need to make a track.” And they understand. It’s very easy.

Moore: Going back to your style. I notice you have a very common color palette in all of your movies. That green hue with strong golds and reds. Is there anything particular about that that draws you to that style?

Jeunet: Ideally I would want to change for this film, but the weather was gray every day, no shiny. There is just one way to save a picture when it’s ugly, and that’s a warm color. And on the other hand I needed something warm because to have warm characters you need a warm film. But in terms of technique I would have wanted to change because now I’m ready to shoot faster with a lighter camera. We are waiting to have the perfect camera with 4K like the Red but it’s a little bit too early now. The timer is Ivan Lucas and he made the last Martin Scorsese movie and he made the last David Fincher movie. He’s a star now.  A big star. He told me, “It’s too early for digital. I would spend all my time fixing the defects.” But I think I made a mistake because when I saw Slumdog Millionaire I thought, “You know, on a huge screen it is not beautiful but on the small screen it is perfect.” They work very fast and the spirit is different and I appreciate that and I said, “Wow, I would have wanted to shoot digital with a lighter camera.” So that will be for the next one. Oh, and in 3D!

And that’s it. Micmacs opens in the states in May and we will have more coverage then, including video from this interview.

Filmmakers must hate VH1’s Behind the Music. That show has ruined the standard rise and fall rock and roll drama forever by beating that horse until its whole family died. The Runaways is the latest victim of Behind the Music’s wrath. It’s a good enough movie with some strong performances and fun soundtrack but its story is complete rock and roll cliche.

Part of this is the actual Runaways fault, in that their story just isn’t that interesting. They were an interesting, and some might say important, group but despite being a new kind of rock band, they never diverted from standard rock script. Amateur musicians get together with a manager that exploits their image instead of their talent, they get too famous too fast, they get addicted to drugs, the lead singer gets too much attention and causes jealousy in the group, and they break up. Boring.

Part of the fault lies with the genre. Biopics are inherently limiting for a filmmaker, and almost always devolve into “and then they did this, and then they did this, and then they did this.” This dry recounting of events takes precedent over making something that is stylistically or dramatically interesting. Actors and directors don’t have the space to create art, they are just reading history.

These flaws aside though, The Runaways is not a bad movie. It’s just a serviceable one.

When talking about biopics, the main issue is always the casting. You need to find the perfect people to capture these larger than life personalities, and The Runaways actually does a decent job with this. There aren’t any real standout performances here, but I feel that’s mostly to do with the genre and not the actors. Child actors and Twilight co-stars Kristen Stewart and Dakota Fanning are the main focus here and this is a pretty big step in breaking out of their preconceived images and making way for more adult roles. Stewart’s Joan Jett and Fanning’s Cherie Currie are characters who gave in to the rock and roll excesses of sex and drugs at a very young age. Currie was marketed as a sex kitten at the age of 15 and she lived up to that image in her private life, though the film is constantly intent on reminding you of her soft side. There has been a lot of talk about the sex scene that the two share together but it’s really nothing indulgent. There is some kissing and some artful cuts to conceal anything not appropriate for girls their age.

Stewart has been riding high on the success of the Twilight series, but with that has come a great deal of, somewhat deserved, criticism. She tends to come off as having no personality and being too mopey, but ever since Panic Room I’ve thought of her as an actress with great potential. She doesn’t completely live up to that potential here but it’s certainly a step in the right direction. There is no question that Stewart has the look and “fuck it” attitude to play the role but she doesn’t quite have that raw passion or emotion. She is still a bit too distant here. Everyone knows that Dakota Fanning is one of the, if not the single, most gifted child actresses film has ever seen. She has always seemed almost creepily mature and it’s interesting to see her actually grow into herself. This is a very new kind of role for Fanning. She is playing a sex symbol and one who flaunts that aspect of herself with reckless abandon. I don’t know if it was just my past experience with Fanning or not, but I could never really buy her in this role. She puts in a fine performance but she doesn’t exude raw sexuality. The other members of The Runaways are more or less forgotten in this film, so there is nothing to really comment on as far as their performances. This is really the Joan and Cherie show.

The one actor who completely hits it out of the park is Michael Shannon, who completely embodies the look and feel of the completely outlandish personality that is Kim Fowley. Fowley is the legendary rock producer that put The Runaways together and kept them in the press with his controversy laden marketing. Shannon continues to be one of the most interesting actors out there and was a perfect choice to play Fowley. He is also responsible for the majority of laughs in the film.

All that said, if you’re a huge Runaways fan or if you can’t get enough of Grrrrrl Power then this is a totally decent choice. If you want something new or emotionally affecting, then this will completely disappoint.

Oh great, yet another film where a mild mannered person is driven to go on a killing spree when a loved one is brutally murdered by over the top evil thugs. The revenge genre is fighting slasher flicks and romantic comedies as the single most clichéd genre in existence. So, why do we keep coming back for more? Well, because it’s kind of badass.

Harry Brown makes no effort whatsoever to break away from the revenge flick mold. The difference here is that this stars the great Michael Caine. Caine has been on quite a roll as of late, with his work with Christopher Nolan as well as great parts in movies like Children of Men. Everyone knows that Caine is a bad ass but here you see that really brought to the forefront. He usually commands with his eyes and quiet confidence. Here he commands with firearms and a nothing to lose attitude.

Caine, who is looking more and more like my late grandmother, plays the titular character. A man who is slowly losing everything of worth in his life. He is retired, his daughter is long dead, his wife is dying in a hospital, and his only friend is a half crazy curmudgeon who plays a daily game of chess with Brown at the local pub.

Brown is also constantly confronted with a crazed and violent youth culture. A group of kids who reek mayhem not for any kind of cause, but rather just for entertainment. There is certainly no country for this old man anymore. So when Brown’s one friend is brutally slain by a particularly violent group of kids, he decides to take action.

Seeing Caine in full revenge mode is pretty awesome, and the added tension brought on by his age and failing health really ramps up the suspense.

Emily Mortimer and Charlie Creed-Miles play detectives investigating the series of murders left in Caine’s wake, but we don’t really get to know them too much. This is really a one man show.

My one big complaint with the film, apart from it being completely conventional, is that the gang of kids that become Caine’s target are a bit over the top. This is fine for most revenge flicks but Harry Brown has a sense of realism that just doesn’t jive with this group of pure evil. The climax of the film also feels strange as an impromptu street riot takes place with no real explanation. All of the sudden it’s all riot gear and firebombs, but there is no build up whatsoever.

I’m also getting pretty sick of CG blood. It’s bad enough when you see it in big budget, hyper stylized flicks but when it starts showing up in the small, gritty movies you know something is wrong.

These quibbles aside though, this is an entertaining and visceral entry into the revenge genre that should satisfy genre and Caine fans alike. First time feature director Daniel Barber really impresses with his grimy visuals and effective set pieces. The opening sequence of the film is incredibly memorable. So much so that it kind of overshadows everything that follows. This is kind of a problem since it doesn’t seem to have anything to do with the narrative of the movie and it is visually out of synch with the rest of the film. It seems to serve as just a way to set the tone, which it does wonderfully. It’s a handheld and frenetic bit of chaos that takes your breath away and lets you know what you’re in for.

If nothing else, Harry Brown shows that Alfred should be out patrolling the streets along with Batman. He clearly doesn’t have an issue with shooting a man just to watch him die.

 

Bill Hicks has been called the single greatest comedian America has ever produced. He has had a profound cultural and personal impact, yet has never truly gotten the mainstream recognition he deserved. Given his abrasive and philosophical take on comedy, this is somewhat understandable but that doesn’t it any less of a tragedy. I didn’t find out about Bill until nearly a decade after he died in relative obscurity in 1994. He is a comedian that you found out about through friends, not through television, and it felt something like a secret. This mysterious force that showed up to change your life.

American: The Bill Hicks Story seeks to change all of this. The film hopes to give Hicks the exposure he should have gotten during his time on Earth. American tells the true story of Bill’s life, not just focusing on his public persona as Comedy’s Johnny Cash, the black clad bad ass, but Bill as a clean cut kid, as an alcoholic, as a family man, as a musician, as a friend, as an activist, and as a frail human being who succumbed to cancer at the height of his comedic talent. Bill’s story is a true tragedy. He was someone who did everything he could to understand himself and the world around him and he had to gift to articulate that to others so that their own lives made more sense. He struggled to connect to the American public but ended up performing small comedy clubs until his death, despite finding massive success overseas. His material was as sharp and as fearless as it had ever been at the time of his death, and it’s always painful to see someones talent snuffed out when they are in their prime.

It’s always tough for filmmakers to make an entertaining documentary about a subject where there isn’t much archival footage (apart from his filmed performances). There is a tendency to rely on talking heads which tend to make a documentary feel like a dull lecture as opposed to a riveting piece of cinema. Directors Matt Harlock and Paul Thomas sidestep this problem with an ingenious decision to take the hundreds of photos of Bill and his friends from his formative years and animate them. The result is actually a crude animated feature with the voices provided by friends and relatives of Bill. This is not a boring or somber talking heads doc. It is hilarious and entertaining. It certainly helps that Bill’s friends were comedians.

There are a few moments when the film slips into somewhat cheesy and new age-y territory. Bill’s drug experimentation is well documented and was an essential part of who he was, but it could have been explored in a slightly less “far out, man” manner.

This animated style is interspersed with actual footage of Bill on stage and it is fascinating to watch his material grow and evolve along with himself. His start as a Woody Allen clone and clean cut comedian to his drunken, screaming days and then finally to the enlightened and crassly insightful era that made him a legend is an engrossing tale of rise, fall, and redemption.

As a huge Bill Hicks fan, I am certainly biased but I truly believe that this is a documentary that everyone could enjoy and everyone should see. If only to finally educate yourself on one of our country’s greatest hidden treasures.

Barry Munday is a movie about a guy who gets his balls cut off, or at least that’s the gimmick that’s being sold to the audience. It sells itself as low brow shock comedy when in actuality the testicle trauma is somewhat nonessential to the story and is, in some ways, even harmful. There is heart hidden beneath the broad comedy but it is too often obscured or, alternatively, shoved down your throat in a way that is more off putting than moving.

 

Patrick Wilson plays Barry Munday, an office cubicle resident who spends his time hitting on uninterested coworkers or hunting for women during Happy Hour at Chili’s. That is until his balls get cut off by a trumpet in an accident that feels like an odd non-sequiter as opposed to a natural part of the film. It is the random kind of comedic outburst that you might associate with something like Family Guy.

The real heart of the movie is the story of an unjustifiably cocky womanizer who is forced to become a responsible adult after finding out a one night stand, that occurred just prior to his accident, ended in pregnancy. This is certainly not new territory but Barry Munday walks the well worn path without stumbling too much.

I think the film will have a hard time avoiding comparisons to Judd Apatow’s “loser guy learns to become a responsible man after getting a girl pregnant” movie Knocked Up, and the comparison isn’t always kind to Barry Munday.  In a lot of ways this feels like Knocked Up-lite, and I think that might be its downfall. The movies feature almost all of the same beats, but Knocked Up had a certain truth to it. Knocked Up was hilarious and touching, which Munday can be in spots, but it also felt honest while Munday feels manufactured. When Knocked Up takes you through the standard rom-com tropes, you don’t feel the cliché or the script. With Munday you can’t escape it.

The saving graces of the film would certainly have to be the performances. Wilson’s Munday is a dead ringer for someone you know; most likely the coworker you do your best to ignore. A great caricature from a great actor who seems increasingly interested in playing schlubby emasculated dudes (and who is no stranger to testicular torture, Hard Candy anyone?). Wilson really was transformed with this role. His mannerisms are dead on and often hilarious. Unfortunately he does at times give in too much to the caricature nature of the role, which makes him feel like a guy in a Saturday Night Live skit rather than a real person. This is a problem with almost every character in the film. Judy Greer plays Ginger Farley, the unlucky lady who gets impregnated by Barry Munday. Greer, like Wilson, is an attractive and talented actress who seems to have settled for playing the undesirable. Greer doesn’t fair quite as well as Wilson here. Wilson manages to be funny and subtle and somewhat believable despite the broad nature of his character, while Greer plays her part pretty one note. She hides behind her frizzy hair and giant glasses and constant sniffling.

These are not characters you can relate to. They are characters you can point at and say “Heh, that’s kind of like so and so”. There are a few notable exceptions, such as a scene late in the film where the two are on a couch and they discuss how they came to be where and who they are. In this scene I saw two people, not two characters in a film. If this was true of the rest of the movi, it could have risen above its “almost but not quite” status.

Another great example of this is the smattering of scenes dealing with Munday’s relationship with his mother, played by Jean Smart. Munday’s father left before he was born and the scenes where Barry and his mom talk about what it is to be a father and a man are very touching.

There are some notable supporting roles and cameos by people such as Chloe Sevigny, Billy Dee Williams, Malcolm McDowell, etc. It actually kind of boggles my mind how many interesting names popped up on screen and they mostly do well with their limited screen time.

First time director Chris D’Arienzo shows that he can put together a solid film here, at times even being reminiscent of Mike Judge, and hopefully next time he will have the confidence to move away from convention a bit.

As it stands Barry Munday is a movie that, while being generally enjoyable, is going to have a hard time getting out from behind the shadow of better films that cover the exact same subject matter.

 

Cyrus is a film that has gained a surprising and impressive amount of interest, considering the small scope of the film. You may have heard about it after it screened at Sundance or you may be one of the few that was already familiar with the Duplass brothers and were interested in their first studio film (Cyrus was actually backed by Ridley and Tony Scott). Jay and Mark Duplass have been slowly making a name for themselves for the better part of the last decade making ultra low budget and extremely personal films. They actually kick started a small and short lived movement called “mumblecore” with their festival hit Puffy Chair. The term is derived from the fact that the films are shot in an ultra-realistic manner with lots of improv, which led to characters speaking naturally and mumbling like people tend to do. A strange designation to be sure, but the branding of the Duplass style did wonders for drawing attention to their small films.

Cyrus, which stars John C Reilly and Jonah Hill, maintains the general feel of the Duplass’ early work but is by far the broadest comedy they’ve done. Hill plays the titular character who is threatened when Reilly starts dating his mother, played by Marisa Tomei. Cyrus and his mom have a strangely close relationship that is never described in any detail. They leave their bedroom doors open, Cyrus walks in on his mother in the shower and they both react as if it’s the most natural thing in the world, there are pictures of Cryus breast feeding way past the age when that is acceptable. These oddities give Reilly pause but his desperation after having been single for years after his divorce pushes him to pursue the relationship anyway.

The early character work that Reilly does in the film is great. He plays a complete sad sack but not a guy you look down on. He’s a smart, funny guy who just hasn’t been able to move on after his previous relationship fell apart. He is actually best friends with his ex-wife (Katherine Keener). It is in these early, character building moments that Cyrus most resembles the incredibly natural feel of mumblecore, but that starts to fade a bit once Reilly and Hill go to war over the affections of Tomei. At this point the movie crosses over into “Step-Brothers” territory and it is a weird fit at times.

Hill is mostly to blame for this not entirely working. I think he is a gifted comic actor and have loved his Apatow-related work, but he struggles a bit with the subtlety of Cryus. It’s not a terrible performance at all, and as his first subdued and dramatic role it is somewhat admirable but he still has a long way to go. The relationship between Reilly and Tomei was another sticking point in the movie. It is a love at first sight situation, which I struggle with in general but which is made even worse by the fact that Tomei is beautiful and Reilly, who self describes himself in the film as “shrek” like, is not a looker and spends his first scenes talking about how depressed he is while getting hammered at a party. It was just a big leap for me to believe that Tomei would instantly be attracted to this guy. I felt he needed to earn it a bit more. Over time the relationship became convincing because you could see his charm and good nature, but the initial attraction doesn’t work.

Those complaints aside, though, Cyrus is an impressive transitional film for the Duplass brothers. They are rapidly rising (they have a hand in several features at South By Southwest this year) and may very well take over the Apatow role in the coming years. It is more conventional than the work that got them here but it maintains a more natural and intimate feel than you will find in any other mainstream comedy. They also layer in very interesting themes of dependency, while also building ambiguous and unique relationships that really set the film apart.

Cyrus will be released on July 9th in select cities.

 

Since Jon and I both are going to post our thoughts of Kick Ass, one of the most highly anticipated movies of the year, I’ll try to keep this fairly short.

You know about Kick Ass, whether you’ve read the comic or just got caught up in the media blitz. This is Mark Millar’s attempt at a “realistic” super hero story. One that takes place in a real world with no super powers, just a kid with a lot of free time and imagination. The comic was kind of an instant classic. Kick Ass wasn’t some bad ass, he was just a kid trying to rise above his unhappy existence by doing something great. The comic was outstanding in that it didn’t show the general hero’s journey. Dave Lizewski didn’t rise to power and become the ultimate bad ass, he mostly just got beat half to death and rejected by the girl he loves. The cool thing about Kick Ass was that he just kept going, despite near constant failure. That was something inspiring. It was real.

Kick Ass the movie is the exact opposite. It takes everything that was good about the comic and destroys it, I kind of hated it. I can’t give my honest opinion without some spoilers so here is your warning:

SPOILER ALERT!!!!!

Kick Ass the book ends with Dave having been rejected by the girl and having his balls electrocuted. Kick Ass the movie ends with Kick Ass winning the girl and flying in a jet pack equipped with Gatling Guns. This is all you need know. It’s ridiculous. It loses the realism of the book. It loses the inspiring story of a kid who won’t give up his ideals despite not having the ability to see them through. It takes a character-driven and emotional book and turns it into a glossy, traditional action flick devoid of character. All of the great stuff between Dave and his father is excised, which removes the emotional weight of the character. Big Daddy goes from being a comic book nerd accountant to being an ex cop avenging his dead wife. Red Mist is revealed as a villain right from the beginning so we lose the twist at the end when he turns on Kick Ass. Literally everything of importance was changed about the book and there is absolutely no reason for it.

END OF SPOILERS!!!!!!

Ok, so I’ve got my spoilery grievances out of the way. Now for some positives. Nic (Big Daddy) Cage and Chloe (Hit Girl) Moretz are awesome. Their performances are a joy to watch. I am upset about the changes to their characters but I could not be happier with the way these actors realized them on screen. This really is their movie. You will leave the theater thinking of them, not the main protagonist. Hit Girl is given all the best scenes and is clearly the coolest character, and the movie knows it. It actually kind of fetishizes her a bit, which can be uncomfortable at times. Sexualizing an underage bad ass is not something we haven’t seen before (see Leon: The Professional) but it feels extra creepy here. However, she is totally bad ass and Chloe is going to be a force to be reckoned with in the future. I can’t say the same about the two leads though. Kick Ass, as played by Aaron Johnson, is fairly bland and his voiceover is beyond grating. Christopher (Mclovin) Mintz-Plasse is just an odd choice as Red Mist when compared to his comic counterpart and he’s impossible to take seriously. Which I suppose it what they were going for.

The action scenes are all fairly well done, although awfully derivative of other films (one of Hit Girls biggest action scenes is lifted completely from “Wanted”). Director Matthew Vaughn is someone who I don’t feel has found a voice as a director, and that is evident here. He borrows heavily from others, and while it’s a good imitation it still feels like an also-ran. There is also a surprising lack of violence here. Now, that’s not to say it’s not violent, because it is very much so, but the buzz leading into this made it out to be the hardest of R’s. I went in believing I would see the most hardcore violence in a mainstream film since Robocop, and that’s not the case at all. I’ve seen many more violent mainstream films just in the last year (District 9 is more graphically violent than Kick Ass). The hype probably came from the fact that the violence is coming from a ten year old girl, which is certainly eyebrow raising, but taken on its own the violence is nothing special. Gore hounds will not find much here to love.

The lack of violence and unique vision are actually fairly minor complaints at the end of the day though. What does the movie in is just simply the fact that they took a great premise that wasn’t compromised in the comic version and took every bit of realism and humanity and emotion out of it. Kick Ass is pure Hollywood. It’s as glossy as movies get and as shallow. If you haven’t read the books then you will probably walk away pretty entertained (as is evidenced by the overwhelming positive reaction after the screening) and even if you have read the book you will be able to enjoy the delightful performances from Cage and Moretz. However, if you loved the book or if you just think of the movie that could have been if they had not given into to convention, then this will feel like a blow to the chest.

BRENT: It’s strange to be back in a time where adventure games can be taken for granted. Thanks to the availability of download services like XBox Live and Steam, and the introduction of platforms like the iPhone, adventure gaming is back in a big way.

However, several years ago the gaming scene was almost entirely devoid of the genre, with the exception of the rare standout title like The Longest Journey. It was a sad time for those of us that grew up with adventure games from Sierra and Lucasarts, and that’s why a little title called Indigo Prophecy was so intriguing to me.

I came across a preview for the game that talked about it being an updated take on the adventure genre, something that used new mechanics and aimed for mature and realistic storytelling as opposed to the fantastic and comedic approach of the games of old. Something more in line with Gabriel Knight, which was always a favorite of mine.

So with great anticipation, I downloaded the demo. I was hooked. I played that demo over and over. It was essentially a single scenario. You wake up in the bathroom of a diner along with a dead body. It’s up to you how you deal with this situation. Do you just bolt from the place? Do you try to hide the body and pretend like nothing is wrong? The implications of what this could mean when drawn out over the course of an entire game were staggering.

The opening scenes of Indigo Prophecy.

Unfortunately, the final product didn’t quite deliver on the promise. Many of the options you thought you had were simply illusions that had no story impact, the controls were clunky, the dialog and voice acting were laughable in spots, and the ending abandoned the mature and the realistic for some bug nuts sci-fi.

Despite this, the promise behind the game was enough to have me frothing at the mouth for the next game from Quantic Dream and Game Director David Cage. So, needless to say, Heavy Rain has loomed large on my horizon for a while.

DAVE: 2010 is already scheduled to be a huge year for gaming and, I have to confess, Heavy Rain was probably my most anticipated title for this year.

My first experience with David Cage’s games was when you told me about Indigo Prophecy after one of many discussions we’ve had about how great Sierra and Lucas Arts adventure games are and how much we miss them in the current climate of gaming. So, I immediately downloaded and blazed through what was 2/3rds of a great game and couldn’t wait for more. That’s when Cage and the rest of Quantic Dream fed us the first appetizer with their tech demo, “The Casting,” at e3 back in 2006. The Casting is a short little video showing a virtual actress being filmed for an audition for a movie called Heavy Rain. It showcased how incredible the Quantic team are at designing a world and characters out of nothing. Everything about it was absolutely gorgeous. No complaints. Couldn’t wait for more

BRENT: I’m glad you brought up that tech demo. I too think it is absolutely brilliant and it did nothing but heighten my excitement for Heavy Rain. However, it’s also a great example of how David Cage would probably rather be making movies. He reminds me of Hideo Kojima in that way. These are guys that have these bold ideas for stories and a wonderful flair for cinematic storytelling, but they tend to let that get in the way of creating a solid game. I love the Metal Gear series but they can be awfully unwieldy and feature some inelegant game play elements.

An intense moment from The Casting tech demo.

Cage’s games are so much like movies, actually, that it’s hard to really peg down what kind of game they are. Indigo Prophecy and Heavy Rain aren’t exactly adventure games as we know them, insofar as they don’t have inventories or item combining/puzzle solving. You could almost get away with just calling them interactive movies; something more in line with Space Ace or Dragon’s Lair, but that’s not quite right either. They feature plenty of “press the right button to continue the cut scene” moments but they have just as many moments when you are in full control of the character and are free to explore the environment and partake in the wonderfully mundane tasks of life like brushing teeth or opening window blinds. That’s not to mention the branching story aspects generally associated with RPG’s.

What is Heavy Rain?

DAVE: That’s a tough question to answer. On one hand, Heavy Rain is this wonderfully unique experience. It’s only really comparable to Indigo Prophecy, and it’s still quite an evolution from that game. On the other hand, it’s a rather dull b-rated thriller, straight from the bargain bin.

Heavy Rain should have easily been my favorite game of all time. Indigo Prophecy showed that Quantic Dream figured out how to combine the Sierra/Lucas Arts adventure game play with a Bioware story-changing decision branching system and make it work. The fault lies in that it seems like Cage and Quantic got scared of the enormity of what they set out to accomplish so they tacked on a weirdly done sci-fi ending as a way to answer questions they had no answers to.

Heavy Rain feels like David Cage was so fully impressed by his accomplishment that he crowned himself to be a game-film auteur. The game play was totally sacrificed so that his film vision could be fully laid out. It seems like Cage has completely forgotten that he’s making a game, whereas someone like Kojima is fine with letting you be the director of the action, so long as you let him do his thing with the drama and dialogue.

Madison wondering why this rain is so fucking heavy. 

BRENT: I agree in some respects. Cage clearly has a very defined vision and he doesn’t want to sacrifice that by giving the player too much freedom, but he does want them to have some. So the games live in this uncanny valley of player freedom. The more choices we are given, the more noticeable the limitations are. You start to resent that you are playing in his world with his characters and have no real control.

I’d say Heavy Rain does this better than Indigo Prophecy though. I’ve personally played the whole game twice and have played certain chapters more than that just to see what changes I could inflict on the story and I’ve been pleasantly surprised about the endgame differences you can find, whereas Indigo Prophecy was very limited on how much its story would change.

In fact I’d say the various endings of Heavy Rain are handled more effectively than just about any other game I can think of. Something like Fallout 3, which was touted as having an insane number of unique endings, completely falls flat because of how minor the variations of its story are. Heavy Rain has drastically different fates that can befall its characters.

Where it falls short, however, is the stuff that’s happening leading up to the ending. You can attack most the chapters in different ways but the outcome is always the same. One of the best examples is a chapter where you are tasked with cutting off one of your fingers. You are given a wide array of tools with which to accomplish this, but the end result is always the same. It’s also frustrating because the game was advertised, similarly to Mass Effect 2, with the promise that characters can die. However, this is only true in very specific incidents. You can put the controller down and refuse to play along with the quick time events for the majority of the game with no real consequence.

The endgame is the only thing that seems to be highly malleable.

This is again in contrast with Fallout 3, where the endgame was weak and you couldn’t do much to alter it but all the individual quests leading up to it held a ton of variety.

This illusion of choice in Heavy Rain is very frustrating. It tricks me into thinking I’m making a difference, but I’m really just deciding where my character should sit or which direction they should turn.

DAVE: I think the fact that we aren’t really allowed to impose a personality upon these characters is totally the problem. It turns the experience from a game to a “choose your own adventure” movie by only giving you meaningful choices when the shit is going to hit the fan. It, consequently, minimizes all the game play before it. It’s strange, because when I first started the game, the beginning did so much to draw me into the world. By the time that first chapter ends, I totally feel like I’m Ethan Mars.

In a way, I suppose it’s because I had created an internal narrative for Ethan. Do I shave? No, chicks love stubble. Do I shower? Nah, I’m trying to stay green. Plus, I don’t really look sweaty. Do I let Jason win in our sword duel in the backyard? Of course I do. He’s a kid and it’s his birthday. He deserves to win. As I played through the game, my internal narrative just got shoved to the side and my gaming was pretty much reduced to the experience of having to press fast forward on a badly pirated DVD. It was just something I had to do to keep Cage’s story going. Having beat the game, I see the first chapter for what it is, emotional manipulation. I was never Ethan. I was just a dude in a chair at home, watching a movie.

Ethan Mars isn't gonna let his kid win. He's gotta earn it. Ethan is trying to raise a family of winners, not whiners.></p> <p><b>BRENT</b>: It's interesting that you bring up internal narrative because that is something I had to battle with as well. We are used to games with branching narratives also being games where we can fashion our hero into anyone we like. This is not the case here though. These are well defined characters and our only job is to get them from point A to point B in whatever way we see fit. It's one of the problems of the game straddling the line between genres, we are unsure how to approach it.</p> <p>I didn't have as big a problem with it as you seemed to, however. I loved the moments of just walking around your different character’s homes and just kind of discovering them through mundane action. I grew a connection to the characters by making them pee or shower or get snacks. These actions that I recognize from life humanized the characters and I think it's what elevates the story past its subpar thriller roots. If I had watched this in theaters (and I do think that the story is good enough to have been turned into a releasable movie) I would not have cared much what happened to the characters. But because I had to mime out the motions of feeding my kid or taking him to the park, I felt a very strong emotional connection that heightened the drama significantly.</p> <p>I think this is as good a place as any to discuss the game interface, which isn't always great. I think the fact that we are this far into this discussion without having talked about it is evidence of that.</p> <p>You interact with your environment through contextual button presses that reveal themselves whenever you come near an object you can do something with. So say you walk by a drawer, you will see an arrow pop up indicating where you should point your analog stick to open it. This works for the most part and does its best to simulate that action. It does get cumbersome at times because these prompts show up in the world and not on some HUD, so your prompts can actually be obscured by items in the foreground.</p> <p>The prompts are also displayed in a small white font that can make it difficult to differentiate between your different options. This can be frustrating when you press Circle instead of Square because you couldn't make out the prompt.</p> <p>The big problem with the game play though is, oddly enough, walking. The game employs a strange walking system that just doesn't work and I really can't see any reason why they didn't use a traditional

 

BRENT: It’s interesting that you bring up internal narrative because that is something I had to battle with as well. We are used to games with branching narratives also being games where we can fashion our hero into anyone we like. This is not the case here though. These are well defined characters and our only job is to get them from point A to point B in whatever way we see fit. It’s one of the problems of the game straddling the line between genres, we are unsure how to approach it.

I didn’t have as big a problem with it as you seemed to, however. I loved the moments of just walking around your different character’s homes and just kind of discovering them through mundane action. I grew a connection to the characters by making them pee or shower or get snacks. These actions that I recognize from life humanized the characters and I think it’s what elevates the story past its subpar thriller roots. If I had watched this in theaters (and I do think that the story is good enough to have been turned into a releasable movie) I would not have cared much what happened to the characters. But because I had to mime out the motions of feeding my kid or taking him to the park, I felt a very strong emotional connection that heightened the drama significantly.

I think this is as good a place as any to discuss the game interface, which isn’t always great. I think the fact that we are this far into this discussion without having talked about it is evidence of that.

You interact with your environment through contextual button presses that reveal themselves whenever you come near an object you can do something with. So say you walk by a drawer, you will see an arrow pop up indicating where you should point your analog stick to open it. This works for the most part and does its best to simulate that action. It does get cumbersome at times because these prompts show up in the world and not on some HUD, so your prompts can actually be obscured by items in the foreground.

The prompts are also displayed in a small white font that can make it difficult to differentiate between your different options. This can be frustrating when you press Circle instead of Square because you couldn’t make out the prompt.

The big problem with the game play though is, oddly enough, walking. The game employs a strange walking system that just doesn’t work and I really can’t see any reason why they didn’t use a traditional “move left analog stick to move” method. 

 

 

DAVE: I think you pretty much nailed the problem with the way you get to interface with the game. I’d almost entirely blame it on the fixed cameras. It seems like Quantic Dream tried to fix the problem by adding a couple of fixed cameras that you could switch through, but never tested them all to make sure the prompts work.

A perfect example of how frustrating the interface can be

I actually didn’t have a problem with the size of the prompts, but rather the design of them. The prompt for you to press something repeatedly is a square with the name of the button inside. The prompt for you to hold down something is a triangle with a square below it, containing the name of the button to hold. When the situation is tense and all the prompts flash frantically, it’s so easy to mistake one prompt for the other.

The walking seemed to have a lot more finesse than the demo, which you didn’t play. In the demo, the walk and talk Jayden has with Blake is completely ruined because Jayden will veer off into any direction rather quickly. In the finished game, I could slow my roll sufficiently enough to keep up with Blake. So, in the end, my walking was only messed up by a quick change of the fixed camera, which is something anyone who has played Resident Evil or Silent Hill is totally used to.

BRENT: I think another thing that distracts from the prompts is just how amazing the game world looks. During some of the intense action scenes I’m just captivated by the visuals so much that I can’t be bothered to search for the prompts flying around all over the place.

I think the one area where the game doesn’t falter at all is with the graphics. The character models are incredible, I was captivated by the close ups of character’s faces during loading screens. It’s a shame that graphics of this quality aren’t viable for most games since most games have to deal with stuff like physics and draw distances and environmental destruction. This game has none of that stuff to suck processing power away from making things look awesome.

Norman Jayden, FBI, catching killers with powerpoint></p> <p><b>DAVE:</b> The game does look incredible, but apparently it's so incredible that it's been known to cause some problems. I guess a fair amount of users complained about the game freezing or there being problems with clipping or being blocked. I know we both had a few problems with clipping or objects lingering when they weren't suppose to. I only had one incident where it screwed up my game play, but it just made my story go in a different direction, so it wasn't anything that made the experience unplayable.</p> <p><b>BRENT:</b> I also wanted to make special note of the character designs. These look like real people, not the genetically perfect, over designed people generally featured in games. This probably comes from the fact that they were modeled directly off the actors playing the part.</p> <p>Speaking of the actors, the voice acting is really hit and miss here. This wasn't produced by an American team and most of the actors are not American, but the setting is in America and they are attempting American accents. The results are not great. At best you don't notice it, at worst it's laughable. Overall the voice acting is a step up from Indigo Prophecy though.</p> <p><b>DAVE:</b> I totally agree that the character designs are totally incredible. I don't think I've seen a more perfect character in a game than Scott Shelby. Literally everything about that character was done correctly. Everyone else kind of lives in this place of being almost fully realized, which is almost totally to blame on the voice acting. A Brit playing a New York cop in a game directed by a French man was probably not the best call.</p> <p>Props also have to be given to the score, which is amazing and does a lot for the atmosphere. It totally rained heavy rain style in Boston the day after I beat this game and I couldn't stop myself from whistling the main theme while I walked to the train.</p> <p style=

DAVE: The game does look incredible, but apparently it’s so incredible that it’s been known to cause some problems. I guess a fair amount of users complained about the game freezing or there being problems with clipping or being blocked. I know we both had a few problems with clipping or objects lingering when they weren’t suppose to. I only had one incident where it screwed up my game play, but it just made my story go in a different direction, so it wasn’t anything that made the experience unplayable.

BRENT: I also wanted to make special note of the character designs. These look like real people, not the genetically perfect, over designed people generally featured in games. This probably comes from the fact that they were modeled directly off the actors playing the part.

Speaking of the actors, the voice acting is really hit and miss here. This wasn’t produced by an American team and most of the actors are not American, but the setting is in America and they are attempting American accents. The results are not great. At best you don’t notice it, at worst it’s laughable. Overall the voice acting is a step up from Indigo Prophecy though.

DAVE: I totally agree that the character designs are totally incredible. I don’t think I’ve seen a more perfect character in a game than Scott Shelby. Literally everything about that character was done correctly. Everyone else kind of lives in this place of being almost fully realized, which is almost totally to blame on the voice acting. A Brit playing a New York cop in a game directed by a French man was probably not the best call.

Scott Shelby, P.I. is suspicious of the shady area></p> <p><b>BRENT:</b> There was so much about the game  world that just felt off. This didn't feel like an America that I know,  it's slightly other worldly. I attribute this to the culture  clash.</p> <p>I do want to give Cage some props though. His directing and  staging is quite good in spots. Some of the action scenes are genuinely  exciting. The overall feel of the game is also very effective and  atmospheric.</p> <p>I'm also very happy that the game is so unapologetically adult,  in a real sense. Not like something like Gears of War that just equates  cursing every other word with maturity. This deals with dark subject  matter and treats violence, language, sex, etc in a mature way that you  just don't see in games.</p> <p>This is also a pretty big step towards acceptance of nudity in  mainstream gaming, which I am all for.</p> <p>And yes, the music is quite good.</p> <p><b>DAVE:</b> I can totally see what you're saying, I  just wish that Heavy Rain made me feel like more of an influential  force in my experience. In the end, I don't feel like I did anything to  find out who the Origami Killer was. The clues I had to work with  pointed in two directions, and if you paid any attention, it was pretty  obvious which was the right choice. I felt like more of a tool to  trigger Jayden into delivering exposition to explain this choice to  me.</p> <p><b>BRENT:</b> I'm glad you bring this up. I have to  say that the detective portions of the game were by far my biggest  disappointment.</p> <p>The way you gather and analyze your clues is so ridiculously  simplified that you don't feel like you are doing any work at all. It  basically points a big arrow at the clue and then tells you exactly what  that clue means. It would have been way more compelling to have you do  some actual detective work.</p> <p>However, I think we've talked plenty about the game and should  get down to brass tacks. How Heavy was this Rain?</p> <p style=

Props also have to be given to the score, which is amazing and does a lot for the atmosphere. It totally rained heavy rain style in Boston the day after I beat this game and I couldn’t stop myself from whistling the main theme while I walked to the train.

BRENT: There was so much about the game world that just felt off. This didn’t feel like an America that I know, it’s slightly other worldly. I attribute this to the culture clash.

I do want to give Cage some props though. His directing and staging is quite good in spots. Some of the action scenes are genuinely exciting. The overall feel of the game is also very effective and atmospheric.

I’m also very happy that the game is so unapologetically adult, in a real sense. Not like something like Gears of War that just equates cursing every other word with maturity. This deals with dark subject matter and treats violence, language, sex, etc in a mature way that you just don’t see in games.

This is also a pretty big step towards acceptance of nudity in mainstream gaming, which I am all for.

Showing Madison naked would have been too easy.

And yes, the music is quite good.

DAVE: I can totally see what you’re saying, I just wish that Heavy Rain made me feel like more of an influential force in my experience. In the end, I don’t feel like I did anything to find out who the Origami Killer was. The clues I had to work with pointed in two directions, and if you paid any attention, it was pretty obvious which was the right choice. I felt like more of a tool to trigger Jayden into delivering exposition to explain this choice to me.

BRENT: I’m glad you bring this up. I have to say that the detective portions of the game were by far my biggest disappointment.

The way you gather and analyze your clues is so ridiculously simplified that you don’t feel like you are doing any work at all. It basically points a big arrow at the clue and then tells you exactly what that clue means. It would have been way more compelling to have you do some actual detective work.

However, I think we’ve talked plenty about the game and should get down to brass tacks. How Heavy was this Rain? 

DAVE: It could have been heavier. In keeping with the punny, I wasn’t singing in this rain. It was more of a hum. It’s definitely worth a look when you’ve got an evening with nothing to do and no other games to play. I will say that this seems like a good game for anyone trying to tackle the “how do I get my non-geeky girl/boyfriend to let me keep my ps3?” problem. Sit your baby down, make some popcorn, and help Ethan/Jayden/Shelby/Madison make some good or bad decisions together.

BRENT: I’m pretty much in the same boat (which I need because of all the rain), though I may have liked it a bit more than you. I’d have a hard time recommending that anyone buy this at full price but it’s totally worth renting or picking up for cheap. I think it’s a very interesting experience, particularly if you don’t try to delve too deeply into the mechanics and just enjoy interacting with the story being presented to you.

I think it’s a good step forward for Quantic Dream and David Cage and I still hold out hope that they will hit one out of the park in the future.

Writing a review for a film like Inglorious Basterds, the latest from geek auteur Quentin Tarantino, is a difficult task. It’s a movie that you can’t really discuss without spoiling the things that make it great. It’s also something you have to experience for yourself in order to really understand. Few other directors can craft such a unique and complete world. Every line of dialogue and camera movement put there with a purpose and with a perfectionists precision (we can just forget about that half assed Death Proof).

So, do yourself a favor and skip this review until you’ve seen the movie, and you SHOULD see this movie. It is not without its faults but you will not see a more audacious, grand piece of filmmaking this year. You will not see better performances this year. You will not hear better dialog this year. You will not see a bigger tribute to film this year. This is one of Tarantino’s best.

Ok, now that you’ve done that, feel free to read ahead to see my spoiler-ish criticisms of this brilliant film.

Inglorious Basterds is a strange one. It’s a movie where every single scene is great. I loved everything I saw. Yet, there is, at the same time, too much and not enough. The film is structured like a novel. It consists of several (five, if memory serves) chapters and each chapter feels like a short film unto itself. This lends the movie a unique feel and each chapter is brilliant on its own. However, the novel structure just doesn’t really work on film. It kills momentum. You lose sense of the overall plot and who the main character even is. When the fiery climax of the movie occurs, it doesn’t have the impact it feels like it should. When a certain historical figure is violently disposed of in a fantastic piece of revisionist history, your joy comes from your own knowledge of this person, not because the film properly built up to this event. Quentin has built a world here and populated it with wonderful characters, but you are only getting snapshots.

Speaking of wonderful characters, go ahead and give Christoph Waltz his Oscar. The race is over. As the “Jew Hunter” Col. Hans Landa, Waltz creates one of the best villains to ever grace the screen. Every moment with him is full of energy, every word a veiled threat. He is a character with a smile on his lips and the devil in his eyes, and he is terrifying. He is also quite possibly the main character of the film, despite what the advertisements would lead you to believe. Brad Pitt and his Basterds actually don’t get that much screen time. The movie is really about Hans Landa and Shosanna Dreyfus, played wonderfully by the striking Melanie Laurent. At its heart it is Shosanna’s revenge movie, and it is full of the grindhouse flair that you’d expect from a vengeance flick, despite the fancy WWII dressing.

And the Oscar goes to...

We actually learn very little about the Basterds, we learn of their legend but we don’t get to know the people. Only three are given any semblance of a backstory. Most don’t have any lines and serve only as faces in the background. This is somewhat unfortunate. It would have been nice to get introduced to the team and give each member a unique personality, to see each of them have their specialty and their moment to shine. There is a great moment when we are introduced to Til Schweiger’s Hugo Stiglitz where we get a stylish and anachronistic backstory segment and it makes it seem like we will get this for each of the Basterds. But no, it only happens this once, which makes it feel a bit odd. As it stands, we understand these characters only as much as the Germans do. They are mysterious, larger than life, and threatening. They are legends, always looming in the back of our minds, but they are never people we get to know. Perhaps that was the point.

Brad Pitt is fantastic as the leader of the group. His accent may have been off putting in the trailer but works wonderfully in the film and lends itself to one of the best jokes of the movie. Actually, accent and language play an incredibly important part in Inglorious Basterds. Many different languages are present and the movie is mostly subtitled, and language isn’t only used as a method of lending authenticity. It serves story purposes and is used as a strategy in the verbal chess matches that litter the movie.

Yes, like all Tarantino flicks, this is a very talkative film. It’s a movie about people talking about what they’ve done and what they are going to do instead of a movie about people carrying out those actions. There is very little actual action, as a matter of fact, yet Tarantino uses his dialog the same way he’d use bullets and explosions. There are battles, no doubt about it, but they are battles of words, of body language, of hidden meanings. The first chapter, which is actually my favorite of the entire film, involves an interrogation between Landa and a French farmer, played by Denis Menochet who only appears here yet gives one of the most memorable and subtle performances of the movie, suspected of protecting Jews. This interrogation is performed with a great deal of formality and pleasantness. A situation where two men are trying their best to appear casual while both knowing that this is a life and death situation. Just watching these men maneuver through the conversation, trying to get the upper hand, trying to conceal their moves and motives, is fascinating. It’s more tense and engrossing than any action scene could be, and the climax is startling and heartbreaking. This chapter serves only to give the character of Shosanna a motivation for revenge and could have been handled quite quickly and efficiently, but Tarantino draws it out and turns it into its own mini-movie and that’s the wonderful thing about Inglorious Basterds.

Another treat for movie buffs is the fact that this is as much about film as it is about revenge or war. Like all Tarantino films, he wears his influences and love of film on his sleeve. This is, all at once, a spaghetti western, a grindhouse film, a 40’s war epic, and a propaganda film. The climax of the movie takes place in a theater during a film premiere from one of Germany’s top directors. Film is quite literally used as a weapon. This is the kind of movie that makes you love movies, and that’s perhaps the best thing I could say about it.

There are other things I could talk about, from the multitude of wonderful and wonderfully brief performances (Mike Meyers, Eli Roth, BJ Novak, Diane Kruger, etc.) to how stunningly beautiful it is (props to Quentin and DP Robert Richardson), to the great bits of ultra-violence (courtesy of KNB) but you should see it for yourself (and hopefully if you’ve read this far you already have). It may not be the movie I enjoyed most this year, it’s not something I love unconditionally, but it is the one that I will likely think about and revisit more than any other. It’s too ambitious and awesome not to.

We seem to be in a period of vampire resurgence as of late. Zombies owned most of this decade but there can be too much a good thing and audiences seem to be growing tired of the undead. Plus, vampires have the capability of making preteen girls, in the words of Kevin Smith, “moist”, which is good for business. However, if the vampire trend had nothing to rely on other than the preteen porn of Twilight, the trashy fun of True Blood,  or the information, procedural approach of the Chuck Hogan/Guillermo Del Toro book The Strain, then the fad would have no real impact and would likely blow over to make way for the next monster. I vote for The Creature From The Black Lagoon, dude is getting no love these days.

Luckily for us, but unluckily for Mr. Lagoon, we have people like Park Chan Wook who are interested in delving into what the vampire myth has to say about us. The metaphor of the vampire is the reason it has survived so long, not the teeth. On the surface it’s easy to assume that vampirism is all about sex, and in a way it is, but there is more to it than that and Wook is smart enough to know this. In his newest film, Thirst, he explores these other themes, of selfishness, faith, desire, the fall from grace, and, yes, a lot of sex.

Thirst Poster

Park Chan Wook made a big splash in the international film scene with his brilliant Oldboy, but his work beyond this flagship film is equally noteworthy. Wook has developed a very strong personal style that is present through all his films, and it is something uniquely him. His movies commonly deal with the same themes and all feature very dark and violent subject matter but he shows this with an almost whimsical elegance. Whether it be his use of classical music, his tendency to pull his camera back and let shots go a little too long to capture the awkwardness of a situation, or his interest in the quirky minutia of his characters. In this sense, Thirst is a completely typical Wook film. You could possibly fault him for not evolving his style much, but it just works so well.

Thirst tells the story of a priest, played by Wook veteran Kang-ho Song, who feels unfulfilled with his life and decides to take part in a medical experiment under the guise of wanting to help people. This seems to be a ruse, however, because the experiment is very dangerous and it is shown to be not uncommon for men of faith to take part as a form of assisted suicide. After falling very ill, the priest is given a blood transfusion which has failed to cure all the previous test subjects, but miraculously he is revived. His recovery has people believing he is blessed. He gains a group of devoted followers believing his prayers can cure them of their ailments, yet he himself doesn’t seem to believe there is anything miraculous about this event. There is also the problem of the side effects of the blood transfusion; enhanced senses, aversion to sunlight, and an intense physical reaction to the smell of blood.

This set up paves the way for what could have been a perfectly good movie about temptation, corruption and the loss of faith, as many vampire stories are. But, without giving too much away, this is really more the story of the Succubus, not the vampire. There is a girl, and this is really a twisted love story.

Ok-vin Kim plays a young woman that seems in need of saving, but looks can be deceiving. Her performance is fascinating. Watching her transformation from a cute, shy victim into something…else, is both amusing and terrifying. Her performance, and the film itself, is also very sexually charged. There is one sex scene in particular that pushes a lot of buttons. It goes from being romantic, to frightening, to hot, to awkward, and even funny. Because all sex is funny if you think about it. Wook does a great job playing all these different emotions in this scene.

Of course, you can’t talk about a vampire movie, or a Park Chan Wook movie, without mentioning the more grisly or fantastical elements of it. Thirst definitely has enough fucked up violence to satisfy those looking for purely visceral thrills. There are several incredible sequences involving jumping from or falling off of very high places where Wook not only shows off some snazzy camerawork but also manages to make you laugh and squirm at the same time.

If there is anything negative to say about it, it would be that there are some pacing issues. Like most Wook films, the structure is a little strange and he allows himself to go off on a lot of tangents. A little over halfway through I was sure the credits were going to roll, but it keeps going and turns into something else entirely. All the stuff works, but if you aren’t prepared for it the movie can seem a bit meandering.

All that said, you can definitely mark this as another win for Park Chan Wook, who has yet to put out a bad movie. I truly feel he is among the top working directors today and you should definitely seek this out to see why.

Plus, boobs. So that’s cool.

This is not a love story.

We are told this via narration from the very beginning, but it’s hard not to give in to expectation as we watch this young couple fall for each other because after all, we’re kind of falling for them to, or at least falling in love with the idea of falling of love. And we want things to work out for them, for us as well, and we’ve been told our whole lives by movies and books and music and television that love works a certain way. We have a preconceived notion of how these events will play out. Sure there will be a misunderstanding, some time apart, but true love always wins out in the end.

Well, this is not a love story.

(500) Days of Summer

(500) Days of Summer is the feature film directorial debut of music video director Marc Webb and comes from the writing team of newcomers Michael Weber and Scott Neustadter, whose only other credit is Pink Panther 2 but don’t let that scare you. It stars Joseph Gordon Levitt and Zooey Deschanel as Tom and Summer, respectively, two twenty something’s working at a greeting card company, something that serves a thematic purpose, in LA. It’s an examination of the process of falling into and out of love; from the initial meeting, the flirtation, the passion, the loss of passion, the break up, the pain, and eventually the healing. It covers each important step in a way that rings incredibly true and should speak to anyone who has ever been through a similar situation. It’s the kind of movie that will have you thinking “this was made just for me” even as half the audience is thinking the same thing.

One of the more interesting aspects of the film is that it doesn’t show this process in a linear fashion. The movie is constantly jumping around within the 500 days in which it takes place. The transitions are never jarring and are often quite clever, such as when it shows the stark contrast between an event taking place when the couple is at their happiest and then immediately cutting to a similar event when the relationship is all but over.

This may sound like a somewhat somber film, but it’s absolutely not. It doesn’t shy away from heartbreak and doesn’t give in to romantic clichés but it’s an absolute joy to watch. It’s directed with a certain whimsy, almost as if it were a fairy tale, and in that way reminded me of Stranger Than Fiction. It’s also full of humor, often of the “sometimes you gotta laugh to keep from crying” variety. There is a brilliant musical/dance sequence that perfectly captures the feeling of absolute euphoria when you think you’ve succeeded at capturing your object of desire. It includes a “Star Wars” moment that caused an uproar, in a good way, in the audience. It’s one of the best uses of a Star Wars reference I’ve ever seen. The film is actually loaded with clever and meaningful pop culture references but never goes overboard with them. They actually contribute to the story instead of just serving as a way for the filmmakers to say “look how hip we are”.

The performances from the two leads, particularly Gordon Levitt, are very charming. It’s surprising to me that Levitt isn’t a huge star by now. He’s finally appearing in some big budget films with GI Joe later this summer and Christopher Nolan’s Inception next year. It’d be nice to see him break out big. I generally don’t like Zooey Deschanel and her wide eyed “deer in the headlights” approach to acting. She is usually devoid of charisma but managed not to annoy me this time out, so that’s saying something. More than the performances though, I was impressed with Marc Webb who really knocked it out of the park in his first time at bat. He infused an incredible visual style into what could have been a by the numbers indie flick and is definitely a director to watch out for.

So if you’re looking for a romantic comedy, which I suppose this could be labeled as, that doesn’t insult your intelligence and actually leaves you with a lasting impression then I highly recommend that you seek this out. It’s currently vying for the number one spot on my favorite films of the year.

 

The entertainment industry is not often credited with being very original. Ideas are ripped off wholesale so often that every song or story you hear is likely a retelling of some earlier idea. There is, however, usually some distance between the original and its copycat, but every now and then we’ll see these dopplegangers arrive on the scene at the same time, leaving us to wonder, “Who ripped off who?”

Filmgoers are perhaps the most acquainted with this phenomena. We had the classic pairings of A Bugs Life/Antz, Amageddon/Deep Impact, Dante’s Inferno/Volcano, or more recently Paul Blart: Mall Cop/Observe and Report. This month, gamers can get a taste of the double dip with two hotly anticipated open world superhero games, inFamous and Prototype. And in these rough economic times it may benefit you to know which one you should plop down mom’s hard earned money for. So here it is, a step by step breakdown of each game’s strengths and weaknesses.

First Impressions (Graphics):

The first thing anyone notices in a game are the graphics and these two triple A titles are sure to deliver in that regard, right? Not by a long shot. Both titles seem to have been hit by the ugly stick a few times.

inFamous actually features a fairly detailed world, nice character models, and fluid animation but all this is brought down a peg by the fact that it seems to have been put through a PS2 filter. This is one jagged edged game, something that should never be a problem in the new era of high definition gaming. Add to that a bland art style and color palette and you’ve got a game that won’t be impressing anyone with its visuals.

Prototype suffers from a different problem. It’s got the smooth edges and sheen we expect from the current generation games (Wii excluded, of course) but it just seems unfinished. The game has very simple textures, low polygon models, terrible draw distance, and jerky, unnatural animations. It really feels like you are playing the alpha build of what is sure to be an awesome looking game. The buildings are just big rectangular structures with almost no detail. There is almost no environmental damage that can be done but there are a few predetermined buildings you can destroy and the explosion animations will have you yearning for the days of sprite graphics.

Winner: inFamous (by a hair)

I'm slightly less ugly!

Playing The Hero (Gameplay):

Ok, so the games aren’t stunning but that’s not why we’re playing them. The idea of being a super powered being in a living vibrant world is not a new concept and not one that hasn’t been tried before but these games promised to deliver where others have fallen short, so how do they stack up?

In inFamous you play as a normal guy who, through a freak accident (or was it?), is imbued with the power to wield electricity. Could be cool right? Wrong.

Other that your electricity powers you really aren’t that powerful. You certainly never feel as though you’re some unstoppable force with a city as its plaything. Sure you can survive long falls and eventually hover for short periods of time but you won’t be leaping buildings in a single bound anytime soon. What you will be doing a lot of though is climbing. This marks the games first similarity to Assassins Creed. The best way to get around and escape trouble is to climb up the random water pipes and crevices of buildings (none of which are very tall), a process made very easy by the fact that you have an almost magnetic attraction (I guess a side effect of you being electrically charged) to any surface you can grab unto. This makes it seem like the game is pretty much playing for you while you just press jump over and over again.

This wouldn’t be so bad if it was just confined to climbing, but the game also features a fair amount of platforming and this magnetism completely ruins this aspect of the game. What’s the point of having extensive platforming set pieces if it requires nothing out of the player other than pressing x to get to the next platform? It’s almost a quick time event in disguise. The other major problem is that there are many, many surfaces to grab onto and climb and the game oftentimes chooses the wrong one, forcing you in the wrong direction during some pivotal moments.

So movement is a bit busted but hopefully the combat will make up for it. Wrong again. Where this game fails at making you feel like a bad ass superhero, it succeeds in being a “stand on rooftops shooting lightening bolts at other rooftops” simulator. Trying to do any close quarters fighting leads to punishing beatdowns as you are often surrounded by enemies you can’t see and who have perfect aim, so your best bet is to always stay high and just shoot lightening bolts over and over while the auto aim takes care of things for you. It’s monotonous and no fun. It also renders almost all of your character upgrades useless. Upgrade your defenses and your main attack and thats all you need to get through the entire game.

The last mark against inFamous is torturous repetition. It is not quite as bad as Assassin’s Creed’s famously redundant gameplay but it’s close. The missions are unimaginative and follow the same structure everytime. So instead of offering an open world where you are free to do what you want it ends up making you underpowered and enslaving you in rigged, repetitive gameplay.

So, that brings us to Prototype, does it suffer the same faults? No! It’s actually fun!

In Prototype you play as a character who wakes up one day infected with some crazy virus (think the Symbiote suit from Spider Man) that makes him able to shape shift and gives him super strength, and the game actually succeeds at making you feel like a bad ass. You can leap great distances, run at super speed, run up walls, glide through the air, and you have a ton of different (and useful) options when it comes to combat, whether it be through your own shape shifting powers or by grabbing military weapons and vehicles. The upgrade tree is pretty large and just about everything is useful.

Whereas inFamous was a platformer disguised as an open world sandbox game, Prototype is more of a brawler. Missions generally consist of putting you in an “arena” and throwing a ton of enemies at you for you to dispose of however you see fit. This can get a bit annoying towards the end of the game as the amount of enemies is really overwhelming but it really lends a chaotic and breakneck feel to the proceedings. The two big negatives here are that things don’t seem to have the proper “weight” to them and the graphics just don’t do the action justice (it also turns into a slideshow when things get too hectic).

The missions are nicely varied so you don’t fall into the repetition that you see in inFamous and traversing the city is fast and fun since you can move at great speeds and leap and glide over things whereas in inFamous you ran slowly and couldn’t even jump over a chain link fence.

Winner: Prototype

My City Screams (Open Worlds):

One of the biggest keys to success in open world games is the ability to create a convincing city to play around in. Grand Theft Auto reigns supreme in this regard with it’s utterly convincing alternate worlds full of small little details to sell it.

In inFamous you play in a fictional town that has been ravaged by a terrorist attack and this is where the problem starts. There is one explosion in inFamous and it is an electrical explosion that is confined to one area of the city, however the whole city is ravaged in the aftermath. Only a couple of days after the incident it looks like it’s well on its way to Mad Max territory with its dilapidated buildings and ruined vehicles and flamboyant street gangs. Why exactly did normal looking gangs all the sudden start dressing in cloaks and trash bags after the explosion? This is never explained. Also, in a matter of days these gangs have managed to erect a tower built of scrap metal and trash? None of it rings true. You have clearly delved into some fantasy realm here and that really takes away from the feeling of being an extraordinary being in an ordinary environment.

The town also fails to feel vibrant and alive, with only a few pedestrians roaming about and enemies randomly placed on rooftops (it seriously feels like the developers were just lazy and put an enemy on every rooftop instead of creating a convincing sense of territorial gangs roaming about. Why are they hanging out up there? Once again, I don’t buy it.). Everything about the world in inFamous feels false.

Prototype on the other hand is based in the real world location of Manhattan and this goes a long way towards establishing a sense of reality. It also has natural and convincing enemy placement with each faction (the military and the infected) having their own bases where their forces are amassed. The streets are also brimming with life which always helps.

It’s not without its faults though. For one, the detail is so bad in the city that it really hampers believability. You can never quite convince yourself that these are real functioning structures. Also, there seems to have been no time spent making the behavior of the citizens believable. They just run around randomly like ants after their mound as been kicked. Watching the crazy ways people drive is a constant source of entertainment (there are constant pile ups and weirdness like people driving in reverse everywhere). You could maybe convince yourself that all this is intentional and is meant to convey a populace losing its mind on the verge of destruction but given how unpolished the rest of the game is I think it’s much more likely just lazy programming.

Winner: Prototype (by a hair)

With Great Power (Story):

The final thing we’ll be looking at here is the story in the games.

In inFamous you play as a courier of sorts whose world is changed when a package he is meant to deliver explodes and sends the city spiraling into chaos while at the same time granting him superpowers. You are an established character here, with existing relationships, yet the game does a terrible job of conveying any of this to you. You don’t have a real sense of who the main character is or what his relationship is like with his best friend and girlfriend and that makes it very hard to care about any of them.

The game also fails at putting you in the shoes of a person who has just gained powers. After the chaotic beginning of the game where you gain your powers, it fast forwards a few days and shows a character already accustomed to his new abilities. It would have done the game wonders to have a tutorial chapter where we get to know a bit about the character and his relationship and get to learn about our abilities in the same way he does, to really have a sense of wonder about what is happening.

The major selling point for the game was its morality system. Yes, it’s another game where you can either be good or evil and the options for doing so are comically disparate. Few games are really able to pull this mechanic off in a subtle and believable way, and inFamous is not one of those games. I initially played through on evil and didn’t for a second buy that my character would do any of the things I was making him do. Since he was already an established personality, I knew enough to know he was at least a decent guy, not a serial killer.

But as I said, this is not a problem confined to just this game. As long as it succeeds at giving you a unique experience depending on the actions you take then it would have succeeded, but again, it doesn’t. I slogged my way through a second time to see the good side of things and was shocked to find that NOTHING is different. Apart from a handful of lines of dialog you are getting the EXACT same game no matter what you choose to do. All the events play out the exact same whether you go the evil or the good route, the cutscenes are the exact same, the ending is the exact same. It is horribly disappointing and borderline infuriating that they’d hype up a game mechanic that has NO IMPACT on the game whatsoever. Even the different powers you get don’t matter because all you’re going to be doing is shooting from one rooftop to the other the whole game.

The story in inFamous is also very comic-booky, and not in a good way. It’s got over the top villains, a non sensical story, and a complete lack of character development. Yet again, inFamous fails.

Prototype starts off a little better because you play a man who can’t remember his past and who is being overtaken by a virus/parasite. So you basically have a blank slate that you can project whatever personality you like onto. Which makes it much easier to swallow some of the evil stuff you do in the game. And let’s be clear, you’re a bad dude in Prototype. It doesn’t muck around with morality, you are the kind of guy who will rip the head off an innocent woman and drink her blood to give you a little bit more health.

Much of the story of Prototype is delivered through small flashback scenes that are acquired when you “consume” certain individuals. In order to regain health or gain new abilities in Prototype you basically allow the virus to assimilate that person into you and you gain all their memories and abilities. So there are certain key characters throughout the city who you can consume to fill in the backstory, which is shown in fun little sequences that mix live action with computer animation.

The story itself is simple and not particularly well told, but it gets the job done. Instead of coming off like a bad comic book, it comes off like a mediocre action film. Something Bruckheimer might make. You understand all the archetypes at play here and you get just enough info on them to carry you through. It also moves at a brisk pace that makes it hard to put the controller down.

Winner: Prototype

So there you have it. At the end of the day Prototype is the superior product but don’t walk away thinking that means it’s a great game. Both of these are fairly mediocre and quite disappointing for games that carried so much promise, but at least Prototype is a solid rental while inFamous isn’t good for much of anything.

Now I’m going to go back to praying that Rockstar makes a GTA game with a superhero lead.

 

Well here we are. After a long and arduous journey, Fanboys has finally made its way into theaters. The film, whose plot revolves around die hard Star Wars fans trying to break into Skywalker Ranch in order to get an early peak at Episode One, has been on the geek radar for a while now and its struggle to make it onto actual screens has fueled an intense anticipation. This is a movie seemingly made for us and it’s an underdog. Who doesn’t love the underdog?

So was it worth the wait?

Well, the film itself is actually a pretty by the numbers teen road trip comedy. A group of buddies hatch a plan and hit the road but things don’t go as planned and they are lead on a series of misadventures (with celebrity cameos) during which they learn about themselves, mend broken relationships, and finally grow up. This tried and true formula is altered only by it’s immersion in geek culture. This aspect of the film is the reason the movie has gotten as much attention as it has but at the same time it holds it back from being great. It simply tries too hard at times. The movie is unable to go five seconds without including a forced Star Wars reference and these are generally very hit and miss. Fanboys would have benefited greatly from taking a cue from someone like Kevin Smith who is able to write geeky characters and have pop culture references without it ever coming off as forced or unrealistic. The characters in Fanboys are written as if there is literally nothing in their lives apart from Star Wars and as such seem unrealistic and unrelatable at times.

The pain of the occasional eye rolling attempts at Star Wars humor is relieved somewhat by the very likeable cast. There are lots of familiar faces here and they do the best they can with what they are given. The only real weak link here is Dan Fogler who is just plain annoying as Hutch. The character is written as the zany, immature comic relief that everyone loves. He is basically the Stifler of the movie. However, he comes off as someone you would never want to hang out with… ever. There is a fairly impressive collection of celebrity cameos here as well, which I won’t ruin for you in this review.

There is a major subplot in the movie that gained a lot of attention in the press because of studio pressure to get rid of it. This involves the character of Linus, as played by Chris Marquette, dying of cancer. This provides the motivation to the group for trying to see Star Wars early since he will likely not live long enough to see it released. Getting rid of this would have been a horrible mistake because it provides all of the heart the movie has. The culmination of this was enough to bring a tear to my eye.

It’s interesting that the movie takes place prior to the release of Episode One. It was a time where Star Wars fans still had hope. When their franchise had yet to be soiled. I remember sitting in the theater opening night of The Phantom Menace and feeling that something magical was taking place. I remember the moment it hit me, after years of anticipation, that I was finally going to see a continuation of the series that helped define my childhood, that helped shape me into the person I am today. It’s hard to think about now, but Star Wars was important. Unfortunately, we live in the future and as super smart future people we know what ultimately happens. This knowledge gives Fanboys a similar feeling to something like “Titanic”. We are scared for these kids. We know this boat is fucking sinking.

However, the movie deals with this fact in a very clever way. Instead of focusing on the quality of the movie they desperately want to see, it shows that the movie doesn’t really matter. It’s the anticipation, it’s the thing that brings friends together, that lets you dream. It’s movies like Star Wars, good and bad, that created this culture that has enriched our lives, that have brought us together, that are the whole reason sites like this exist. And in those moments when Fanboys isn’t desperately trying to prove to you that it knows Star Wars by throwing references out of its ass, it successfully taps into this love.

“Oh shit, Boomer!”

“Oh shit, Smoker!”

“Oh shit, Hunter!”

“Lights off! Witch!”

“Oh fuck me, it’s a Tank!”

Left4Dead is as much a game about screaming and cursing as it is a game about shooting zombies. It’s also one of the most entertaining multiplayer experiences I’ve had since the old days when we would crowd around a television for some split screen Goldeneye.

The game comes from Valve. A company that knows a thing or two about how to make multiplayer experiences work. Team Fortress, anyone? Here they do something a bit different though. It’s hard to describe Left4Dead, as it’s quite unlike anything that’s come before it. It manages to exist in its own space between the competitive multiplayer of a game like Counterstrike or Team Fortress and the co-op campaigns of something like Halo or Gears of War. It bears a similarity to both but adheres to neither.

You and three friends take on the roles of four survivors of the zombie apocalypse and you play through four different scenarios or “movies”. Using the term movie is a bit misleading because the story is thin enough to be nonexistent. Just get from point A to point B and try to have at least one man standing. There is no character development, no long cut scenes, no conspiracy. Just a whole lot of fucking zombies.

Now, I’ve been talking specifically here about the co-operative multiplayer aspect of the game because that really is the heart of it all. However, you can also play a versus mode where some players take control of zombies while others play the survivors. This is an interesting diversion but doesn’t come near to matching the brilliance of the other mode. You can also play by yourself, but I don’t know why you’d want to. Almost all of the enjoyment from this game comes from the screaming and cursing emitted from you and your friends (microphones are a must). The actual gameplay is fairly shallow and repetitive and there is no story to become engrossed in, so playing alone is a pretty empty experience.

Get four people together though, and the game takes on a real life. You experience the shock and surprise of the randomly generated zombie attacks (the game employs a sophisticated A.I. director that tailors the game around your skill level and makes sure each playthrough is different) together. You rely on each other to survive. You plan together. You are a real team. As long as one of you survives you win and as such you’ll give away the last of the health packs to the person that really needs it. I’ve seen people sacrifice themselves to distract a horde so the others can get to safety. Stuff like this just doesn’t happen in other multiplayer games. Walking through a dark and seemingly empty hall only to have a swarm of zombies come busting through a wall and hearing four people repeatedly yell “Oh shit!” in unison while firing wildly never gets old.

So is the game perfect? No. Like I said, the game only really comes to life when you can get several people together and with microphones. It really is a shallow experience otherwise. There isn’t much game here (if you manage to not die a lot you can breeze through everything in a few hours) so you really need other people to make it an experience worth revisiting. Also, the difficulty is wildly uneven. Normal is incredibly easy. Expert is damn near impossible. Advanced is the mode we default to but it fluctuates between being Normal easy and Expert impossible. This can be very frustrating if you’ve breezed your way through a level only to have the game fuck you at the very end. There are no checkpoints, you just start over. This can lead to severe fatigue if you’ve had to replay a level several times because even though it’s different each time, you’re still just shooting zombies and without that feeling of forward motion it becomes hard to enjoy yourself. It becomes a grind.

The game was made using Valve’s aging Source engine. The same thing that powers Half Life, Portal, and Team Fortress. Other reviews mention this as a negative but I don’t agree at all. The Source engine is still incredible and looks great here. It also won’t tax your system the way a Crysis would, which is good since speedy play is necessary for survival.

So, if you want an unequalled multiplayer experience then you are doing yourself a disservice by not picking this up. However, if you are primarily a single player gamer, I would suggest passing on this one.

If you do pick up the game, look for me on Steam. My username is Renegrenade and I need someone to keep the hunters off me.

The Alcoholic is a newly released Vertigo graphic novel by writer Jonathan Ames and artist Dean Haspiel. It follows the “fictional” character of Jonathan A as he recalls his lifelong addictions not only to alcohol, but to love, to pain, to redemption, to himself. The Alcoholic is the first foray into comics for Jonathan Ames, well known for his published memoirs and one man shows where the admittedly self involved writer takes his audience on a humorous and self deprecating ride through his past. This comic inexperience comes through a bit here.

The Alcoholic doesn’t read like a comic, but that isn’t necessarily a bad thing. It instead has the feeling of a story being told verbally. It is loose. It skips around in time and comments on itself. Actually, if it wasn’t for the strong, simple art of Dean Haspiel this would seem more like an excerpt from a diary instead of a comic. Reading The Alcoholic gives one the feeling of sitting in a smoky bar at one in the morning listening to a man spill his guts to you in a way you can only really do to strangers. There is no veil here, no attempt to cast himself in a better light. It’s just the truth and, and as the truth generally is, it’s heartbreaking, hilarious, and a little bit too honest for comfort.

Even if you don’t relate to Ames’ battle with alcoholism there is likely much here that will hit close to home. He very often comes out and says things that you’ve always known about yourself but try hard not to admit. Listening to Ames endlessly repeat his small victories and failures in an attempt to define himself, to give his life the sense of importance that it’s missing, is almost painful. He habitually self destructs just so he can recover and have that momentary feeling that he’s won. He is addicted to this fleeting victory as much as he is to drugs and feeding his own ego. For a sexually confused, apolitical agnostic it is pretty much all he has to hold on to.

While the book often feels like an elongated “the world sucks and then you die” exercise in self loathing and apathy, it is actually very funny and, I think, important in some way. Ames gets to the heart of some problems that plague many of us and recognizing these problems is the first step to recovery. Does Ames use these self revelations in order to heal himself? You’ll have to read to find out but I will say it doesn’t give any easy answers.

I can’t go through this review without mentioning Dean Haspiel’s art. Haspiel uses clean and simple black and white art to great effect here. His slightly cartoony illustrations help to bring levity to what can sometimes be a very dark book. I was also very impressed with his character work. His ability to create unique looking characters and be consistent with them is impressive. So often comic artists rely on colorful costumes to differentiate characters who otherwise would be very hard to tell apart. Haspiel draws normal looking people who you will remember and recognize based on their facial features, not the big S on their chest. Watching as they subtly age over the course of the book is a treat as well.

The Alcoholic is another great release from the startlingly reliable Vertigo line, and definitely deserving to be read along with your latest superhero hijinks.

Kevin Smith is one of the most idiosyncratic writer/directors out there. He has cultivated a devoted geek following by creating his own world to play in. A world full of long winded, inhumanly witty pop culture junkies stuck in a state of extended adolescence. Basically he populates his universe with different versions of himself.

Until now, Smith has only ventured outside of this safety net once. The result was the universally reviled (unfairly so in my opinion) Jersey Girl. Zach and Miri is Smith’s second outing outside of his “View Askewniverse” and interestingly enough is his first film that isn’t marketed heavily as a “Kevin Smith” movie.

You see, Smith clearly took notice of the recent success of Judd Apatow, who in many ways is Smith’s successor in the film comedy world, and he has filled his cast this time around with Apatow regulars and the film is being marketed as a Seth Rogen movie. This is reflected in the movie itself as well. The dialogue and performances are much looser here and feel more ad-libbed a la Apatow than overly written a la Kevin Smith.

Fortunately, this change in tone doesn’t diminish the humor, and yes, Zack and Miri is funny. Very funny.

The movie follows some very Smith-esque characters. Vulgar, dirty minded twenty-somethings caught in a state of arrested development. Zack and Miri are best friends and roommates who are barely making rent working as cashiers at a coffee shop (yes, another Smith film that takes place largely behind the counter). They attend their 10 year high school reunion and try to convince themselves they are better than they were when they graduated but both know that they are not. They’ve done nothing with their lives and when the electricity finally gets cut off they are forced to face this fact and resort to drastic measures to get money. And of course they come up with the only logical solution, having sex with each other. On tape.

In the age of free internet porn, this concept seems a bit ludicrous but Smith actually manages to make it credible. They only want to make enough money to pay off their bills and figure they can sell to their old classmates thinking that anyone would pay to see someone they went to school with naked. The world of porn is pretty ripe for comedy (it’s basically one step removed from being comedy anyways) and Smith definitely takes advantage of this and creates some hilarious bits out of it.

And thus the ball gets rolling on a pretty by the numbers plot. You know all of the story beats from here on out. The experience will make Zack and Miri realize that they have feelings for each other. They will sabotage the relationship through their own stupidity. Finally, after some self reflection, they will get back together and live happily ever after. You’ve seen the movie a thousand times but luckily Smith fills this clichéd plot with some great jokes and moments that brought the house down at this US premiere. Also, boobs. And let me break the news to you now so you aren’t utterly disappointed when the film is finally released: Elizabeth Banks doesn’t get naked. I know. I was bummed too.

The MPAA battles that Smith has faced with this movie are well documented and it is indeed a very hard R with explicit nudity and sexual dialogue. There is one scene in particular that will have you reeling from shock and disbelief. If you thought the (deleted by editor because it’s a serious spoiler) scene in Burn After Reading was the most shocking thing you’d see in theaters this year, just wait.

If you are an Apatow or Smith fan then you should check this one out. It won’t move you or surprise you but it will make you laugh and that’s all you can really ask of it. Also, any movie that features Superman’s Brandon Routh and Apple’s Justin Long as gay lovers deserves some credit. I’ve been waiting to see that for years…

So every year at Comic Con there is one thing that steals the show. It’s the one thing above all others that you can’t stop talking about, that leaves you ravenous for whatever product is being sold. Now, this is generally a big movie presentation on Friday or Saturday when the Con is in full swing. It’s usually in the main exhibit hall and prefaced by a fair degree of pomp and circumstance. And it’s always something you haven’t seen before. Last year it was Iron Man. The year before it was 300.

 

This year was a bit odd. The coolest thing at Comic Con (and perhaps this has more to do with an underwhelming Comic Con than anything else) was early on the first day, it was in a small upstairs hall, and it was a presentation on something we had all seen and heard an awful lot of for an awful long time. It was Spore.

 

Legendary game designer Will Wright (The Sims, SimCity) took the stage with a laptop in hand and proceeded to give one of the most interesting lectures I’ve ever heard. He spoke of the history of media, of the repetitive cycle of new media going from utility to entertainment to art, of his love of science, 2001: A Space Odyssey, and an awful lot about his love of space in general. The speech was fascinating, funny, and educational. It was one of my favorite things I have ever seen at Comic Con and he hadn’t shown a bit of the game yet.

 

When he finally did show the game and you could see how he was applying all the elements from his lecture into the gameplay, it really was amazing.  My mind raced with the possibilities of all this game could be. Then, the early reviews came out.

 

I was shocked to hear the game being called shallow and repetitive. How could this be true? Had Will Wright pulled the wool over my eyes? Had I drank the Kool Aid?

 

Well, yes and no.

 

As a game, yes, Spore is shallow and repetitive. To steal an analogy (from Ars Technica, I believe), Spore is like the world’s largest kiddie pool. 5 miles wide and two feet deep. The game covers the whole of the universe. You start as a microscopic organism and end up conquering the cosmos. However, every step of the way involves an extremely stripped down and rudimentary version of much better games and pretty much everything can be played using only the mouse.

 

The first stage, Cell, is very reminiscent of the PSN downloadable game Flow. You simply swim around trying to find things to eat while not getting eaten yourself. It’s short and simple but also fun and charming. The visuals here are the most impressive of the game until you get to space. It’s also here that you’re introduced to the creature creator, albeit an extremely stripped down version of it. I would explain the creature creator but it’s unnecessary. You already know how it works unless you’ve been without the internet for the last few years, in which case you’ll never see this.

 

From there you move to the Creature phase where your creature moves to land. Here the goal is to befriend or kill the other wild animals in your area. The gameplay is reminiscent of an MMORPG. You basically walk around and click the same button over and over to either kill or communicate with other animals.  Yes, it is repetitive and dull. But it is here that the game’s true draw becomes clear. The creatures on the land with you are culled from the vast amount of user created content in the Sporepedia. Everything you create in the game is stored in a giant online database, and the game periodically downloads these creations to populate the galaxy. It also serves as a sort of social network as you are able to befriend people, which greatly increases the chance that their content will show up in your game. It’s fascinating to see the things people come up with and incredibly satisfying to destroy a colony of your buddy’s creatures.

 

Once you’ve evolved enough in this stage you move on to Tribal which works like an extremely simple RTS. You gather resources and create troops to defend or expand your tribe. There isn’t a whole lot to do in this stage as far as creation goes because your creature is pretty much finalized by this point. You can outfit them with some clothes, however.

 

From here you advance to Civilization which, unsurprisingly, plays like a stripped down version of Sid Meir’s Civilization. You no long control individual units. Instead you control towns and your goal is to take over the globe my force, economics, or religious conversion. Civilization is also the most creation heavy phase in the game. You create each individual building and vehicle and as such this phase can be quite time consuming. However, another great thing about the Sporepedia is if you don’t feel like creating your own content you don’t have to. Everything that anyone else has created is available to you and you can simply search through the database to find something you like and then download it into your game.

 

Now, up to this point everything has definitely fallen in line with the reviews saying the game is shallow. All of these modes are pretty substandard for what they are. However, they move along at a brisk pace so you are never spending enough time in any of them to become bored and you can have a great time creating, sharing, and viewing content. The game changes significantly in the next phase however.

 

Space is a whole other monster and in many ways is the “real” game. This will probably come as a surprise to many as Spore has been sold mostly based on its creature creator and early stages of the game. Creatures are front and center in the marketing. However, all that is over and done with in a few hours and then you are left with the massive space phase. All the depth that is missing from the game prior shows up here. You literally have the whole galaxy to peruse at your leisure and to do with as you wish. You can terraform and colonize planets, make alliances or go to war with other star systems, harvest and trade spice, explore to find rare artifacts or creatures, accept missions from other civilizations, or simply explore the galaxy and take in the sights. There is no real end game. You earn badges by doing various tasks and there is a point where you will have earned all the badges you can but the game doesn’t stop. You could quite literally play this mode forever.

 

You can feel Will Wright’s love of space here. It really is a beautiful and wonderous thing. Coming across a black hole or twin suns is almost awe inspiring. And it makes you realize what the true purpose of Spore is. Spore isn’t so much a video game as we think of it. It in fact does rather poorly as a game in many respects. Instead, it is more of an experience. A fascinating hands-on look at evolution. An incredible content creation and sharing tool. A true virtual playground.

 

I am reminded of that Will Wright speech as I play. That feeling of learning something new, that joy of discovery, of realizing what a vast and wonderful world we live in. Sure, this is the pop-up book version of science but it sparks an interest, it opens your mind, it encourages creativity, and it manages to be entertaining at the same time. And I think that deserves credit.

 

Of course, if you are looking for something with in-depth gameplay that will test your wits and dexterity and you could care less about creating and sharing your own world or exploring the darkest reaches of space then this means nothing to you. You will hate this game. I am quite fond of it but even I have to admit the gameplay early on stinks.

 

But I traveled through a black hole in a pirate ship powered by hot air balloons and propellers to meet an alien race of mustachioed bananas who I allied with in order to go to war with vile creatures created by our very own Scapists. And that, my friends, is AWESOME.

 

Hyperbole is often a problem in reviews. You often see reviewers speak in grand terms about the successes or failures of what are actually just middle of the road products, to the point that we as readers have been someone immunized to it. If we see reviews proclaiming a game to be brilliant, innovative, a masterpiece, or what have you, we just kind of shrug it off. These words don’t carry the weight that they should because of their overuse.

So, you may have heard of this game, Braid. You may have seen all these hyperbolic phrases being used to describe it. And you may have just shrugged it off as another overhyped game that will be forgotten in the weeks to come. Well, I am here to tell you that these reviews are not hyperbole in this case. Braid just really is that good.

At its core, Braid seems like a fairly straight forward old school puzzle platformer. The kind of stuff we have been playing since Mario Bros. But this is underselling the game to a great degree. Braid is the pinnacle of the genre. Everything about it is perfect. There is no filler, there is never a moment where you aren’t thinking and puzzle solving in ways you never have before. And the puzzles are so incredibly well thought out, they are challenging but never cheap and unfair. You can come to a logical solution on all of them if you just think clearly and remember the rules of the level. Yes, at times it seems impossible, at times you may get insanely frustrated and curse the difficulty of the game, but just take a break, come back, and you’ll find that the answer was right in front of you all along and it was never that hard to begin with.

It’s rare these days to feel a real sense of accomplishment in gaming. So much of the gameplay experience these days consists of just grinding your way through repetitive fights and fetch quest to get to the next plot point. It’s a test of patience rather than a test of skill. Braid is not a long game, only a few hours, and you aren’t clamoring to get the next part of the story because the story is abstract and non-linear and meant to be thought about as opposed to completed. It’s just a few hours of completely original gameplay that never ceases to challenge you and never stops paying off with a true feeling of accomplishment.

The unique gameplay twist in Braid is its use of time manipulation. Each world deals with this differently. In one you may have an object that can slow time for things within a certain radius, in another time may move forward or backward depending on the direction your character is moving. The only consistent ability you have is the ability to rewind time much in the same way as you could in Prince of Persia. So, for instance, if you fall to your death, no worries, just go back in time and try again. This is not just a way to correct mistakes however, it is an integral part to many puzzles.

In a lot of ways, Braid is this year’s Portal: a game that, in a short amount of time, provides you with more challenge and enjoyment than most big budget major releases. They both feature unique gameplay elements that force you to think in ways you never have before. And they both feature surprisingly compelling but very different stories. Portal made you laugh, Braid may very well make you cry, or at the very least, think.

It’s shocking to see such amazing writing and such powerful and groundbreaking storytelling in a downloadable arcade game. Braid tells the story of Tim, a man who is in search of his Princess. What the Princess is is open to interpretation. It could be a lost love, an ideal, a purpose, or a bomb. It may very well be all of these things, but Tim’s quest for it is driving him away from the people that love him. This story is told through fractured and poetic writing before each new world, and it culminates in one of the most unique and compelling endings to a game ever. You may not leave with a complete sense of closure or understanding, but you will think about it for a very long time and that is the highest compliment I can give the games story.

All of this is helped out by the wonderfully somber and violin heavy music, and the games unique and beautiful art style. Braid is presented as a living painting with subtly moving backgrounds and deceptively simple character animation. It’s truly one of the best looking and sounding games available on Xbox Live.

I think we are witnessing a gaming revolution that is the unexpected by-product of the inclusion of small downloadable games for the major consoles. It has given an outlet to unique, independent developers, who don’t have the budget of the major companies, to experiment and be rewarded for doing so. If we continue to see games of this quality on these services, we may begin to question why we should spend four times as much on games that don’t provide a quarter of the enjoyment.

In short, go download the game. You’ve got work to do. Your Princess is in another castle.

Ah, High School. That largely insignificant four years that provide a lifetime of emotional abuse. It’s funny that the period of our lives that most of us would just as soon forget is so often revisited in film and literature. Why do we have an interest in watching something we all went through? Something we all survived?

And the answer is right there in the question. We all went through it. There are very few things as universally relatable as the High School experience. Very few subjects that provide such clear archetypes. We all know the Jock, the Nerd, the Outcast, the Popular Girl, the Heartthrob. Basically, we’ve all seen The Breakfast Club.

Well this very familiar story is presented to us again with American Teen, the documentary that made a huge splash at Sundance. I was lucky enough to attend an early screening of the film with a very entertaining Q&A with the main characters afterward.

So, is it worthy of the hype? Kind of.

The movie doesn’t tell you a story that you haven’t seen before. It doesn’t shed light on anything new. It doesn’t have the benefit of a great script. It’s just real kids making their way through their senior year. However, it’s that universal relatability that makes it work. Yes, you already know these characters. Yes, you already know this story. But damn it, you can empathize with these kids. You know exactly how they feel. You want to take them aside and assure them that yes, life does get better.

The movie has been compared to a real life Breakfast Club but that’s not a very good example. Sure they deal with high school and have representatives of high school cliques, but Breakfast Club is about the characters overcoming their prejudices and seeing each other as people. It’s about coming together. American Teen doesn’t do that. It’s concerned with each character’s personal story, there are very few instances of overlap between them. It’s not about people coming together, it’s about them growing up and moving on.

Luckily the chosen kids are all interesting and all have stories to tell. Everyone has some goal to accomplish, there are stakes in each of their lives. For Colin the Jock, it’s to get a basketball scholarship so he doesn’t have to join the military. For Megan the Popular Girl it’s to make it into Notre Dame to keep up the family tradition. For Hannah the Outcast, it’s to find the personal strength to make it on her own and move away. For Jake the Nerd it’s to find love. These dreams are all represented in great little animated sequences that are unique to each character.

The filmmaking is pretty solid with a few exceptions. Sometimes the transitions between stories are abrupt and awkward and there are times when we leave characters alone for entirely too long. There are also a few instances when it feels more like you are watching fiction than watching a movie. Like recreations of reality. I don’t know if that is just due to the kids being uncomfortable on camera, just a trick of editing stories to play out in the most entertaining way, or if they actually did recreate or set up some things.

It’s a problem with any documentary. How much can you trust? How much has the truth been manipulated?

Luckily I had the benefit of seeing the real people after the movie and it was enough that I can say that the movie is a very close approximation of the truth, if not the whole truth. But more importantly, it’s entertaining.

So if you want to take another walk down the halls you swore you would never return to, then this is a good way to do it.

WARNING! SPOILERS ABOUND! <— that should be enough…

There are two ways to handle an adaptation, one of which is right and one of which is wrong. The right way to adapt a story to film is to stay true to the theme and story of the original work. You can tweak the details all you want. Take a few characters out, add a few new ones, change locations, whatever. The fanboys will bitch but as long as you stay true to what the original material is about you will have done your job, and it’s just a fact of life that that stuff needs to happen sometimes to make a book or comic work on film.

The wrong way to adapt something is to completely neglect what the original is about or was trying to say but then try to cover your ass by staying true to some of the details. Unfortunately, this is the route that Wanted went. It’s got dialog and scenes lifted directly from the comic all over the place to remind you that, yes, this is the Wanted you know and love. However, they could not have missed the mark further as far as staying true to the message of the original.

Wanted, as written by Mark Millar, was a comic about breaking out of your mundane, meaningless existence and just giving into your id fully. It was unapologetic, it was brutal, it was amoral, it was nihilistic. It was a book that you want to be repulsed by but somewhere deep inside there was a primal part of you that was cheering with joy.

The movie attempts to take a book about bad guys being bad just because they can, and makes it a movie about good guys being bad because they are trying to make the world a better place. It tries to spread the message of giving into your id and giving a big “fuck you” to the world, but at the same time is apologetic about it. Like a kid throwing a temper tantrum until he accidentally breaks something, then cleaning up the mess while uttering a non-stop stream of “I’m sorry’s”.

The movie also decides to change up the story a bit. The comic revolved around a secret society of super villains that had killed off all of the super heroes and now control the world. The movie is about a secret society of assassins that was started by a group of weavers who get their assassination orders from a secret code imbedded in the thread of cloth woven by the Loom of Fate. I’m not making that up and it is exactly as stupid as it sounds.

At least they kept with the main thread of Wesley Gibson, as played by James McAvoy, being a completely normal, boring, insiginficant person before learning that his father was a bad ass killer and now he has to follow in his father’s footsteps. Kind of. The father is a different person than he is in the comic, and really the whole dynamic is thrown off because of it. You know what, they really didn’t get any aspect of the comic right.

So we’ve got a movie that is a horrible adaptation with an absolutely retarded plot. Case closed, right? Not quite. Despite its many failings, Wanted is one hell of a fun ride.

Director Timur Bekmambetov gained fame by directing the absolutely bat shit crazy Russian flicks Nightwatch and Daywatch, and all the strengths and weaknesses he showed there are present in Wanted. Bekmambetov is all about big ideas and big set pieces. He is a visual artist that wants to show you things you haven’t seen before, and they can be thrilling. Wanted is a series of set pieces strewn together with the weakest of threads. Bekmambetov hasn’t learned to tell a story yet, and I’m not sure he wants to. He wants to show you some cool shit and the story is just the excuse to do that.

If he could manage to be more consistent, Bekmambetov (man that is not a fun name to type) could really be a powerhouse director. As it stands, Wanted is wildly inconsistent in every way. There are moments of visual extravagance and humor but they happen too seldom to ever feel natural. There are times when they go all out with the in your face nihilism from the comic and then moments when they back step and try to be moralistic or dramatic. One scene happens and then the next scene happens and they rarely feel connected. The movie has more montages than a Rocky flick. It’s kind of a mess.

James McAvoy does a decent job in his first big headlining role but the real stars of the show are Angelina Jolie and Morgan Freeman. I’m not the biggest Jolie fan but she really comes off as effortlessly cool here. She’s also charming and manages to be sexy despite her increasing resemblance to Christian Bale in The Machinist. Morgan Freeman is always basically Morgan Freeman, but this was a Morgan Freeman that said “Kill this mothafucka” and could bend bullets and that’s just fun.

So at the end of the day we have a neutered and bastardized version of the comic, a ridiculous plot with more than a few nods to Fight Club and The Matrix, and inconsistent messy filmmaking. But none of that really matters, just turn off your brain and let yourself enjoy watching James McAvoy attack a textile factory with explosive rats. It’s really kind of cool.

For those of you who have not joined our forums (shame on you), we have been running a Geekscape Movie Club for a while now. Every week a different forum member picks a movie for the rest of us to watch and then we discuss and much joy and merriment is had by all.

Well, the Movie Club will no longer be confined just to the forums. This is the first edition of the Movie Club Review. We will be doing this every week as a way to kick off discussion about that week’s movie.

If you’d like to join in on the discussion then become a member of Geekscape and suggest a movie in the Movie Club thread, and maybe one day we’ll be talking about your movie and you’ll get to be one of the cool kids. That is, until the next week when we start hanging out with our new friend and stop returning your phone calls.

A little info about us. I’m Brent Moore, better known as Keyser_Soze on the forums, and I started and do my best to run the movie club. I’m joined by Elizabeth Coffman, Margaret_Six on the forums, who’s here because, well, she lives close enough to watch movies with me. Also, her opinions are pretty good. I guess.

This is actually week 20 of the Geekscape Movie Club. You can find the discussion threads for the previous 19 movies in the forums if you’d like to catch up or add your own thoughts.

This week we are talking about Stander, the 2003 movie starring Thomas Jane and directed by Bronwen Hughes. This pick was brought to you by forum member Zensho!. So, without further ado, let’s get down to the discussion. Feel free to add your own opinions in the comments below.

Brent: So, we starting with Stander, starring Thomas Jane and directed by Bronwen Hughes. Hughes actually hasn’t actually directed a feature since this and has instead focused on television work.

Liz: That’s probably a good idea.

Brent: Whoa, was that a hint as to what you thought of the movie already?

Liz: No, absolutely not!

Brent: Hmm, ok. Well this is of course based on a true story of a South African police officer who gets sick of the system and decides to be a Robin Hood figure.

Liz: Kind of, he’s like a Robin Hood once in the movie.

Brent: Yeah, and then he buys mansions and lots of cool wigs. I think it’s interesting to note that this was directed by a female.

Liz: Especially given how masculine the film is.

Brent: Yeah, you could say it is an action movie and you don’t see too many female directors doing this kind of thing. The only other one I can think of would be Lexi Alexander who did Green Street Hooligans and is now doing the new Punisher movie.

Liz: I’ve never seen Green Street Hooligans. And is Punisher going to be with Thomas Jane again?

Brent: No, it’s with Ray Stevenson who was in the HBO series Rome. It kind of looks like ass.

Liz: Well, it’s a Punisher movie. What do you expect?

Brent: You know, I actually thought Thomas Jane was a good Punisher. He was just in a shitty Punisher movie.

Liz: I think he was a hot Punisher.

Brent: Speaking of him being hot, I think Stander is mostly about his ass. It’s certainly a focal point in the movie. It’s like how many times can we show Thomas Jane’s ass here?

Liz: I loved it. I wish I knew before I saw it though that you would see his dick flapping in the wind, because that happened a few times and it’s been like a trend for me in 2008 to watch movies that feature penises. But Thomas Jane’s ass is beautiful. He’s a God.

Brent: Did you see where Thomas Jane is campaigning to star in the Jonah Hex movie?

Liz: That’s awesome. There isn’t enough Jonah Hex in stuff. I remember seeing Jonah Hex in the JLA cartoon. I love it when they bring the little characters on there. They had Booster Gold on there once.

Brent: I think Thomas Jane would be a good Johah Hex. I like Thomas Jane and I think he gets a lot of undue shit. I think a lot of it has to do with the Punisher which I don’t think was his fault.

Liz: You can’t be mad at Thomas Jane for the Punisher. Thomas Jane is not a bad actor. He’s very good looking and as is evidenced by Stander, he can definitely hold a leading role. I think he just needs to choose his scripts a little more wisely.

Brent: And for being such a man’s man and such a hard ass kind of guy, he is really catering to the geek crowd a lot. He writes a comic book called Bad Planet, he’s campaigning to be in Jonah Hex, he was an integral part of the Punisher and wanted to make the second one a good film but dropped off because that didn’t look like it was going to be the case. And of course he just did The Mist which was based on a Stephen King story. So he’s really becoming kind of a genre king instead of just another action star, which is kind of cool.

Liz: Maybe he could be like the new Bruce Campbell. He’ll probably never reach that level of awesome though.

Brent: He doesn’t have the camp level I don’t think.

Liz: I don’t know. Did you see Stander?

Brent: Ha, ok let’s go ahead and talk about what we thought of Stander instead of beating around the bush any more. I’ll let you start since you obviously have things to say.

Liz: It’s awesome for me that the first movie we are doing for Geekscape is set in South Africa.

Brent: Yeah, I wanted to ask you about that. How was Thomas Jane’s accent?

Liz: Jane had the least thick accent. Everyone else had this amazing thick Boer accent and a really think Afrikaan accent. I think he tried to speak as little as possible, but I give an A for effort. I saw in an interview he did that he had to go through a lot of accent coaches for the role, but his accent was just ok. Everyone else was amazing. His supporting cast was so believable. I love how historically accurate the movie was too. I thought the first 25 minutes of the movie was phenomenal. The credit sequence was beautiful with all of the flying shots going over Houghton, which is the neighborhood I lived in, and then going into Soweto which is the Southwest Township. It’s historically significant in Joburg. For those that don’t know, my Dad actually lives in Joburg right now and I graduated high school from the American International School in Johannesburg. It was really cool to see all that stuff. But yea, his accent was kind of weak especially since the Afrikaaner accent has to be really thick. I was actually debating in the beginning whether he was even supposed to be an Afrikaaner or if he was British. At the end of the movie when calls his Dad…

Brent: When he is impersonating the house servant?

Liz: Yeah, that was the worst South African Bantu accent I’ve ever heard. I laughed really hard though because Yebo means hello, yes…. It’s one of those words that means a bunch of things. It’s almost as versatile as fuck, and I really loved the fact that he used it.

Brent: That’s funny because from an outsider’s perspective and not knowing the proper accent, I thought he was doing a great job.

Liz: Ha, well accent aside I think Jane actually did very good. The first 25 minutes of the movie are great. Watching come down the street of the township and doing the Toyi Toyi, which is what they are doing when they stomp on one foot and then the other and then do the chant, during the riot scene was gorgeous. I’ve seen lot’s of archival footage of the apartheid and particularly the riots and it was just beautifully done. After that though when the movie becomes more of a bank robbery movie I didn’t like it as much. I wish they had included more of him not liking the Apartheid. It would have been more interesting to see that portrayal of a heist movie with a good cause. For that to only be a very small aspect of what could have been a very moving picture made me sad.

I think it’s beautifully shot. You really have to give Bronwen Hughes an A for effort. I love the colors and the way it’s shot, especially during the riot scene. It also had an excellent cast. I loved Ashley Taylor. His performance was so subtly awesome and think a lot of people will overlook that. I also loved that they used the word amandla. That was a very important word during the Apartheid and it means power. There is a great documentary about protest music during that time called Amandla that you should definitely check out if you want to learn more about the Apartheid.

You know, overall I’ve said all these great things about the movie but at the end of the day it was kind of unremarkable. Some wonderful things went into it but the end result is just another movie.

Brent: I actually feel really similar. I’m just looking at it from a film perspective and from a genre perspective because I don’t have that South African background. To me the beginning, while good, felt a little aimless. I wasn’t invested in the Apartheid aspect because I didn’t grow up in the times but once it fell into the more conventional role of a heist movie, I was on board. That’s when the film picked up for me. At that point it became a very enjoyable movie go watch.

I think Jane did a great job. He’s a very charismatic guy and seeing him rob bank after bank with the confidence that he had was very fun. I also liked that it was a heist movie not about one big heist but a bunch of small heists.

Liz: It reminded me of Catch Me If You Can and I really enjoyed that aspect. I’m not saying I didn’t like the heist stuff, it just didn’t have the same significance to me as the beginning.

Brent: Well of course, you have that personal background. But yeah, at the end of the day I watched it and enjoyed it but you’re right, it was a bit unremarkable. Once it settled into being a movie about the rise and fall of these robbers, it became very conventional and you could kind of see where it was going. It followed a familiar path. Everything in it is good, or at least adequate, but it’s not the kind of movie that will stick with you. I have no desire to see it again.

Liz: I think that if they could have honed to movie and made everything as good as that riot scene, this would have been Oscar material. That scene was Oscar material. I enjoy a fun Hollywood movie as much as anyone else but don’t tease me with a strong political moving film and then give me a typical heist movie. Like, you know going into Blood Diamond that you are going to see a political movie that will make you upset. You go see Ocean’s 11 and you know you are getting a fun heist movie. You can’t put those two together.

Brent: I kind of agree with you but I have the opposite take on it. I didn’t like Blood Diamond at all, but I really liked Ocean’s 11. So in this one the movie started for me when they got to the heist stuff. That’s when I was entertained.

So, in closing, good movie. Check it out if you’re interested but if you want a movie about the Apartheid you can do better elsewhere and if you really want a good heist movie you are probably better off with Catch Me If You Can or Ocean’s 11.

Liz: Catch Me If You Can is one of my favorite movies of all time. Great heist movie.

Brent: Better than Stander.

So that’s it for this week. We’ll be back next week with Django. Remember to join the forums and give us your thoughts on Stander or any past Movie Club pick.

“War has changed.”

These are the first words we hear in Hideo Kojima’s highly anticipated Metal Gear Solid 4: Guns of the Patriots. They come from the familiar gravelly voice of David Hayter, the man behind our hero Solid Snake. This is not a mere statement of fact. This is a recognition by Snake that his time has ended; that he no longer has a place.

You see, Snake is not the same person he was the last time we saw him. He’s old. He’s beat down. He’s grown into that weary voice of his. He is still a lethal fighting machine but things aren’t as easy as they were before. Even with the aid of his new high tech muscle suit, we see Snake grunt, breath heavy, and rub his back. We see the added effort to do what used to come easily.

Snake is following in the tradition of our other great action heroes in his fourth outing (yes, I know that technically there are more than four). Indiana Jones, John McLane, and John Rambo have all returned recently with their own part fours. They all returned as old men facing new worlds. However, those films tried their best to show that these guys were not quite dinosaurs yet, that they could still hold their own and kick ass with the best of them. Metal Gear doesn’t attempt this. Sure, Snake does his fair share of ass kicking but you know from the outset that he has reached the end of his road. It’s kind of the whole point.

You see, war has changed. The battles waged by Snake, his contemporaries, and his mentors were battles fought with purpose and meaning. They were battles of ideologies, of good and evil, but they started a chain of events that has led to perpetual war. In this new world, war is the basis of all economy and it’s a self perpetuating machine. Wars are not fought with purpose. They are fought because, well, that’s what you do. The game makes a strong case that war needs to end, and as a result so does Snake. He is like the embodiment of war.

You may notice that this is a video game review, yet I’m five paragraphs in and have yet to mention any actual gameplay. Anyone familiar with the Metal Gear series should find this of no surprise. The series blurs the line between video games and movies. The story and themes of the game are just as, if not more, important than the game itself. The first Metal Gear Solid on the original Playstation brought a cinematic quality that had not been seen in video games before. This, along with its unique blend of philosophy, social commentary, melodrama, and low brow humor, really set the series apart and earned it a rabid fan base. Metal Gear 4 certainly comes through in this regard.

To try to summarize the story of Metal Gear would be a fruitless endeavor. To call the plot labyrinthine would be to give too much credit to labyrinths. I’m sure Jennifer Connelly had a much easier time making her way to David Bowie than I did trying to understand exactly what was going on, and I’m someone who has beaten all the previous Metal Gear games multiple times. Even a thorough scouring of Wikipedia did little to help.

However, that’s not to say the story is bad. This is billed as the last Metal Gear game (although there are hints in the cutscenes that more games are in development) and as such does a fairly good job of tying up the enormous amount of loose ends left by its predecessors. It also does a great job of infusing a sense of history and nostalgia into the proceedings. The games have always been self referential but this one is more reflective, more reverent. At one point it really hit me that, wow, I’ve been following this story for a decade now. It brought back memories of me as a high school freshmen, sitting in my best friend’s living room trying to figure out how the hell to beat Psycho Mantis. There is one chapter in particular that will really be a treat to long time fans. Does everything make sense? No. There have been too many twists and turns throughout the series for everything to come together neatly. So there are some plot holes, some questionable character moves, but overall the story here is wholly satisfying.

This is good because you are going to be spending a lot of time experiencing this story… a whole lot. There have been many rumors about the length of the cutscenes in the game, with some reports saying that some reach ninety minutes in length. It’s hard to give a specific length here because the game uses different methods to get the story across. You have non-interactive cutscenes, codec conversations, mission briefings, etc. However, if you count a “cutscene” as the period of time in between areas where you are fully in control then I can say that yes, there are a few cutscenes that exceed the hour mark. I would say that at least half of the game, probably more, consists of these story segments. Which, since this is a twenty hour game, means that you’ll be watching the game for over ten hours. If this sounds torturous to you then this is not your game.

So what about that other ten hours? You know, the actual game part. Well, it’s good, but maybe not as good as the story. Metal Gear has always been a somewhat clunky game. You often times feel like you are battling the controls just as much as you are battling the crazy bosses. The game is nowhere near unplayable, just a little unintuitive.

It also borders on giving you too much to do. Particularly given that you have so little time to actually do any of it.

The trademark gameplay aspect of the Metal Gear series has always been stealth. This became more difficult in the previous entry, Snake Eater, due to the lack of a radar displaying the line of sight of the enemies. Metal Gear 4 follows suit and eschews the traditional radar for something that just shows the location and general awareness of the enemies around you. This, coupled with the fact that enemies no longer follow a set pattern of movement, make it much harder to sneak around unnoticed. This is alleviated somewhat by the inclusion of a new camo suit that allows you to hide in plain site by blending your surroundings. However, this didn’t help me out much and I ended up in a lot of gunfights. Luckily, this tactic has become easier as guns and ammo are more plentiful than ever before.

The amount of weapons that you can pick up is astonishing and blows away any FPS you could think of. You are also able to modify these weapons by adding things like silencers, laser sights, or grenade launchers. This is all done using a new addition to the series, which is a weapons shop that you can visit at any time. Picking up weapons on the battlefield earns you point that you can use to buy new weapons, upgrade current ones, or just buy ammo. All of this weapon variety is nice but the reality of the situation is that you will find a few weapons that you are comfortable with and stick with those throughout. I never touched a large number of the weapons at my disposal.

You are also given some new toys to play with, like a little robot friend given to you by a whiny as ever Otacon. This robot can be camouflaged and sent to scope out an area before you make your way through. It can also be used to safely recover items from fallen enemies and can even incapacitate guards with a nice little electric tentacle to the nuts (did I mention the low brow humor? There is also a hairless monkey addicted to soda and cigarettes, yeah). This guy got very little use from me however.

Then of course there are the various ways to deal with guards. Take them in hand to hand combat, stick them up and rob them, use them as human shields, knock them out, tranquilize them, sneak by them undetected, distract them with porno magazines, or just shoot them in the head (my preferred method).

The point is, you have a lot of options on how you play the game and while it’s great to have this at your disposal I think a more streamlined approach might have been more satisfying and less unwieldy.

I can’t finish this review without talking about the graphics. Metal Gear Solid 4 is an absolutely stunning technical achievement. I used to be a big fan of pre-rendered cutscenes (something we see less and less of these days). One of the reasons I played through games like Final Fantasy and Resident Evil was to get to the next cutscene. I dreamed of a day when the game I was playing looked as good as those cutscenes did, and now we’re there. All the cutscenes in MGS4 are done with the in-game engine and they look every bit as good as the pre-rendered scenes of old, only this time the game doesn’t switch to an inferior looking game after the scene is over. The transitions from cutscene to gameplay are absolutely seamless here. So much so that you’ll sometimes not even realize that the game has started. It’s a wonderful effect, especially during some intense chases that turn into incredible on rails shooters. The motorcycle chase through eastern Europe is one of the coolest looking action scenes I’ve ever seen… and I got to play it.

The production values of the game are top notch all around. Everything works together as a seamless whole. Everything from install screens (yes the game does have a few short install periods) to the amazing score is polished to a ridiculous extent. It’s a very impressive package.

At the end of the day, Metal Gear Solid 4 is an experience more than it is a game. It tells a thought provoking story, it wows you with its technical achievements, it plays on your emotions with powerful nostalgia, and it provides a pretty good game as well. Which is cool, I guess.

So if this sounds at all appealing then you would be doing yourself a disservice to not experience it. In my personal opinion this trumps other recent giant franchise games (GTA, Halo). Now excuse me while I start playing through it a second time.