As the title says, yes. As shameful as it is, I’ve never played a core Disgaea game, or at least not for longer than a few minutes. Don’t get me wrong though, I love the universe, the characters and the humor that the game has introduced. I’ve watched some of the anime, I’ve played crossover titles like Cross Edge that feature characters from the series, and put hundreds of hours into the two Prinny spinoffs. Yet, the task of pouring another hundred into a game as seemingly large and complex as any of the Disgaea games has always scared me off, even though I’ve had every intention of starting up my copies of the first, second and third games… Someday.

What I did know however, is that the general consencous considers Disgaea 4 the highlight of the series, which delivered on its promise to take the franchise to absurdly new heights back in 2011, both literally and figuratively. Building on that strong reputation is Disgaea 4: A Promise Revisited, an enhanced port for the Playstation Vita, which delivers numerous balance tweeks, all of the console version’s DLC and a slew of new features, none of which I noticed since this was my first go around. Regardless, this was the perfect excuse to finally give one of the main titles an honest shot, and what I was left with was a often humerous, deceptively deep turn based strategy that offers more hours of content than I know what to do with.

Disgaea3

At the start, the game introduces us to Valvatorez, a former Underworld tyrant who values his promises above all else. Since then, his strength has declined, leading him to a demotion as a Prinny Instructor, due in part to a refusal to drink blood, (substituting it with an odd love for sardines). After his latest batch of graduates prepares to head off into a world of abuse and servitude, the Prinnies mysteriously vanish before their instructor can reward them with the sardines he promised them, kicking off an adventure that will take him all across the Underworld in search of those responsible.

Starting with Fenrich, Valvatorez’s loyal companion, Disgaea 4 offers a nearly limitless amount of characters for you to customize your party with, easing you into the game’s mechanics in the process. Starting off with your typical RPG classes as you build a larger team, traditional classes like mages, healers, warriors and everything in between make an appearance. In addition, any class of demon that has been defeated in battle can be recruited, adding even more party variety in both abilities and actions. And naturally, as the story advances, more core party members like Fuka, the human girl who was given a Prinny outfit in lieu of becoming an actual Prinny due to a shortage in resources, are added to the team. As expected, each one is a welcomed addition, bringing the off the wall humor and fourth wall breaking we’ve come to expect from the series on top of their attacks and special abilities.

Using a grid based format, the large variety of weapons and skills all have different attack ranges, so managing space on the field becomes even more important than performing the right attacks. But outside of the standard game play tropes we’ve gone over already, are abilities that are both new and old to the Disgaea franchise, including lifting and geo panels. Lifting allows human units to pick up enemies, allys and items alike, giving players the ability to move farther than they can in a normal turn, or moving enemies out of advantagous spots. Speaking of advantagous spots, geo panels are colored grids that can grant both helpful and harmful effects, adding a layer to the importance of field placement. Special blocks can change the color of the field when destroyed, harming everyone on a affected grid in the process.

Disgaea2

If throwing isn’t your thing, there are plenty of other, equally crazy ways of leading your team to victory. For one, it’s possible to stack multiple units on top of another, leading to devastating special abilities that literally uses your wall of characters as a weapon, (assuming you’ve purchased the right upgrades). More traditional forms of attack include team attacks, where two adjacent characters have a chance to inflict extra damage when using a standard move against an enemy, which is shown through some amazing looking special animations, thanks in part to the game’s gorgeous 2D visuals. But if you’re more of a substance over style kind of gamer, these moves aren’t just for show. Properly utilizing combos, geo blocks and team attacks fills a bonus meter, which unlocks extra items, money and EXP bonuses at the end of each round. It’s not every day that an RPG dishes out extra rewards for playing well.

But if you like games like this, the standard fare isn’t enough for you, is it? Which is exactly why Magichange and Fusion abilities were included during combat. Magichange transforms demon units into weapons for humans to weild, netting both of them valuable EXP points. Fusion joins together two demons of the same type to create one giant version, taking up much more space, while doing an increased amount of damage and pushing aside units who block their path, creating yet another movement option. As you progress, you’ll even be able to Magichange fused monsters into even stronger weapons, which when all things considered, is just a bonus piece of a combat system that is deceptively complex.

With so many combat options at your disposal, it’s vital that you put each one to good use, because after the first episode, the game gets steadily more difficult. But once you’ve recruited all of the teammates you can find, and it’s still not enough, what’s a would-be tyrant to do? Thankfully, the options given to strenghthen your party members are just as varied as combat itself. In the hub world, you can spend your hard earned HL on new abilities, weapons, armor and items, which get stronger in a variety of ways.

Disgaea1

Abilities are strengthened through constant use, but the items themselves can be upgraded by taking a trip to the Item World. Here, your team will give up an item in exchange for the chance to go through a variety of floors, challenging enemy teams along the way. As you progress, the item can get stronger by leveling up the item itself, or the Innocents contained inside it, (which serve as upgrades and abilities for certain characters). With a multitude of floors to discover, and a reward that introduces custom pirate ships to pit online against your friends once you get far enough, the Item World is like a game in itself, which can be a great place for both level grinding, and exploring.

Then again, if you don’t feel like working for your advancements, you can always take your case to the senate! When Valvatorez hauls over to the “Cam-pain HQ”, he’ll be able to build towers on a World Map that net different combat bonuses for each party member in its vascinity. In addition, a second type of currency called Mana, can be spent to call a senate hearing, where you convince various powerful demons to change the game in your favor. These range from hiring new party members, to opening a cheat shop, and even asking to embezzle their own pay for yourself. Obviously, they might not be too thrilled with every proposal you introduce, so much like the real senete, you can bribe each member with items to win their approval. Unlike the real senete, they’ll eventually vote. And yet, if things don’t go your way, you can always pass your ordinance through good, old fashioned force. Just be prepared to get completely slaughtered, unless you find yourself at around level 800.

And yet, leveling is where the game slows to a grinding halt. In between all of the hilarious banter, strategic combat and customization options with the senate, there will eventually come a time where you can’t proceed unless you fight the same enemies over and over again. Between the item world, and the option to replay any stage you’ve completed, you’ll never have a hard time finding a place to grind. Regardless, when every new recruited party member that’s not related to the story starts at level one, getting them up to speed becomes a miserable undertaking, one that wears the good times thin after too much time has passed. It gets to the point where advancing through the main missions feel like a reward for the hours of tedium. Something tells me that this isn’t the intention.

Disgaea4

While on the subject of time, battles tend to feel like they’re going much slower than they should. I know that when it comes to turn based strategy games, slow is kind of considered the name of the game. And yet, I’ve been spoiled by much faster titles in the genre that don’t feel like they drag nearly as much. This tedium, combined with the many times certain mechanics wouldn’t work as intended, leaving me to figure out why on my own made it feel far too frustrating at times.

Luckily, once these moments pass, everything is a blast to play through again. You just have to trudge through some of the expected faults of the genre to get there. All in all, Disgaea 4 went a long way to convert a newbie like me to looking forward to whatever the series has in store going forward. With its impressive visuals, catchy soundtrack, laugh out loud script that’s exemplified by stellar voice acting, a never too serious, yet at times, touching story, and way more content than most of us will ever see, and it’s no wonder that the series has the following that it does. In fact, I’m suddenly inspired to go back and finish the back logged prequels! Just… Not today.

tl;dr

+ A deep, varied combat system with nearly limitless options.

+ The lengthy story, tons of bonus modes, multiple endings and hours of post game content will keep you playing for a very long time.

+ Offbeat humor throughout, which compliments the strong presentation.

– Lots and lots of level grinding.

– Battles can move at a pace that’s much too slow.

– Certain aspects of the mechanics aren’t explained very well, leading to lots of guesswork.

Final Score: 4/5

My god, that felt like the longest wait I’ve ever had to endure. Yet, we’ve survived another two weeks, and the second episode of Sailor Moon Crystal is finally here! No longer on her own, Sailor Moon now has Sailor Mercury at her side! After watching the events of the episode play out again through the rebooted series, it was presented in a way that made the old story feel new again, while fleshing out Ami’s personality quite a bit, (or as much as 23 minutes would allow).

Episode 2 jumps right in to introducing Ms. Mizuno as a talented, genious level student who finds herself alienated by the rest of Juban Middle School for it. Her constant studying makes the rest of the school feel like she’s cold and stuck up, but as rumors spread, Usagi decides she will take the chance to befriend her, (if only for the hope that Ami’s smarts will rub off on her own awful grades). But their bonds run deeper than either of them realize, and once Ami’s genious level after school class begins having their energy drained by a new threat, it’s up to Sailor Moon to rescue her new friend… Or is it?

Moon fans of old will instantly notice how much stronger the character development moved in this episode compared to its mid 90’s counterpart. Between characterizing the newest Sailor Warrior, developing the friendship between Ami and Usagi, showing that there’s more than meets the eye to Usagi’s advisor, Luna, and making the enemies seem far more threatening than they used to, and it’s easy to tell that the production team wastes absolutely no time with what they’re given in Crystal.

Most importantly though, the episode made me feel, which is an impressive feat when watching TV at three in the morning. The innitially selfish intentions Usagi had for befriending Ami quickly fade away, especially during the arcade scene, making these polar opposites seem like they have a legitimate, fast forming friendship. Even during the fight at the end, though I know the story and how it plays out for the most part, I still felt a sense of urgency for Sailor Moon when it looked like she could have been killed, rather than staring at the clock waiting for Tuxedo Mask to save her. This surely has to do with the fact that she used more than just her tiara in the fight, leading to a failed supersonic cry. After being so used to a one and done super attack at the end, seeing a back and forth with a throwaway monster felt fantastic to watch.

Oh, and by the way, the best part? Tuxedo Mask DOESN’T save her, or at least he doesn’t directly stop the monster. He was only able to cut Sailor Moon out of her trap AFTER the newly discovered Sailor Mercury uses her Aqua Mist to distract the enemy. After a mostly faithful transformation sequence, Mercury hits the scene hard, complete with her own battle introduction. Just try watching this episode and claim that she’s useless in a fight. She saved the whole fight!

Yet, at the risk of sounding like a broken record, the 3D animation used during the transformation sequences is still jarring, especially when it switches back to 2D, immediately highlighting the huge contrast between styles. Something about it just doesn’t fit. And while I’m happy that Sailor Mercury’s transformation isn’t almost a full minute, the show would benefit from speeding up Sailor Moon’s overly drawn out one.

Yet, that’s the only real complaint in an episode that accomplished so much in so little time. More humor was introduced in this episode, (especially with Usagi and Mamoru/Tuxedo Mask outside the school), the facial expressions were more varried, and we saw a variety of powers on display. And of course, we’re teased with Jaedite, the current antagonist, getting moe and more frustrated with the intervention of the Sailor Warriors, closing with a teaser of Rei/Sailor Mars, making the next two weeks even harder to bare. With the way the series is playing out so far, at least we know the wait will be well worth it.

Final Score: 4.75/5

Back in 2012, the 20th anniversary of Sailor Moon was marked with some of the best news possible; the classic series was getting a reboot series! Promising to stick closer to the Manga, the new take on the series was planned for a mid 2013 release. So we waited… And waited… News was scarce and the show never came, plagued with numerous delays. Fast forward to a year after the originally scheduled release, and the highly anticipated Sailor Moon Crystal is finally here! But after building up so much anticipation on top of trying to live up to the legendary go-go boots of a series that got so many people into anime in the first place, it would be impossible to live up to these expectations. Yet, not only does the first episode do just that, but it does so many things better.

Sailor Moon Crystal Episode 1 Image 2Seeing Crystal in motion is a thing of beauty.

Starting off with a dream of a beautiful princess running towards an armored prince, the stage is quickly set in a very familiar way. We’re introduced to Usagi Tsukino, a clumsy, lazy, crybaby of a middle schooler who would much rather play video games and sleep the day away than do anything remotely important like saving the world. In her mad dash towards school, she accidentally steps on a stray cat with a crescent moon symbol on its forehead. This sets events into motion that will lead Usagi towards becoming the pretty guardian of love and justice, Sailor Moon, but how will such a clutzy whiner stand a chance against the evil forces of the Dark Kingdom?

Right off the bat, the show aims straight for our nostalgia for the old show, complete with sequences, scenes and even voice acting that look and sound almost identical to the show we were used to, only with a new animated style. Speaking of the new animation, it’s proven to be a point of contention leading up to the debut of Crystal, but watching it in motion should put these concerns at ease. Nearly every aspect of the episode felt more fluid, with beautiful, bright animation that stands out in so many ways, although the lanky characters still might be jarring for some. After multiple viewings, the only real complaint I have towards the style of the show is that Usagi has the same facial expression for most of the episode, a far cry from the goofy variations of the Serena many of us grew up with. Emotion and slapstick are better conveyed with over the top expressions, so let’s hope this develops more as the series progresses.

Sailor Moon Crystal Episode 1 Image 1No selling cat claws to the eyeballs like a boss

But as a long time fan who’s watched the 90’s series ad nauseam, I really appreciate the more fleshed out story that Crystal presents. While there were plenty of familiar aspects sprinkled throughout this show, this version just made so much more sense story wise. Small things like the foreshadowing of Usagai’s dreams, the fact that the overaged love interest, Mamoru Chiba, (you know, Tuxedo Mask?), has an actual reason to be outside of the jewelery store where Sailor Moon’s first fight takes place aside from waiting for someone to be saved and Jaedite of the Dark Kingdom having a motive other than “collect ALL the energy!”, makes the future pieces that I know are coming fit so much easier. If I were to introduce this show to a brand new viewer, these changes would make the decision so much easier to start them on Crystal. For older fans, it looks like we’ll have quite a few new surprises to keep us on our toes while still staying faithful to the story we fell in love with. What more do you want from a reboot?

 Sailor Moon Crystal Episode 1 Image 3She’s too young for you, bro

So now that Sailor Moon Crystal‘s debut has come and gone, I’m more excited for the future of the series than I’ve ever been. The first episode fired on all cylinders to deliver a fantastic reintroduction of one of the most iconic anime characters of all time, one that has plenty to offer to new and return viewers alike. Some aspects of the series like the expressiveness of the characters and the transformation sequence, (which could do without the 3D/2D hybrid animation and should be a few seconds shorter), might take some time to get used to, but let’s be honest. Did we like everything about the original, or did we just grow to accept some of it? I say give it a few episodes to see if it grows on us, or if it feels like a legitimate downgrade. Still, the worst part about Crystal so far is that we’ll have to wait TWO WEEKS for a new episode. Oh, the torture!

Random thoughts:

–  Just TRY to say the new theme song sucks. It’s impossible. I’ve been listening to it nonstop since the premiere!

– Why is Sailor Mercury crying in the opening? Is she upset that she’s still throwing bubbles at monsters?

– I can’t be the only one that finds it ironic that the lyrics state they don’t need a man’s protection, yet Tuxedo Mask rescues them in almost every episode in the original’s first season. Heh.

– Was anyone else surprised when they saw Usagi’s mom’s hair?

– This bothered me in the original series too. So Sailor V is in the newspapers, is the talk of the school and has her own video game, but Usagi’s seriously never heard of her?

– Why does Mamoru wear the exact same outfit in public compared to when he’s Tuxedo Mask? Worst disguise ever.

– But then again, it’s probably not hard to confuse Usagi.

– RIP bun radar and supersonic cry attack. Episode 1-Episode 1.

Final Score: 4.5 / 5

Knights of Badassdom is definitely one of those movies that viewers could either love or hate. I could see why someone would love this movie, especially someone into live action role playing (LARP). But it’s equally easy to imagine the viewers who don’t love it finding a lot to hate about this film.

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Me, I’m not into LARP, but the movie wasn’t so bad, and there were plenty of funny moments in the film. The storyline is pretty simple; a group of friends band together to fight in a huge LARP event in the middle of the woods, forcing their friend Joe (Ryan Kwanten) to join them after a heartbreaking end to his relationship with Beth (Margarita Levieva). One of his friends, Eric (Steve Zahn), who considers himself the wizard of the fictional group, buys an ancient book on eBay as a prop. As he reads from it, he fails to notice that it is an old book of magic, and he releases a demon that goes on a killing rampage in the middle of the imaginary war in the woods.

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Of course, enter the heroine and future love-interest of Eric, Gwen (Summer Glau), who is only there because she accompanies her insane cousin who honestly thinks these wars are real. She is another reason to watch the film; besides being incredibly beautiful in her old-time garb, her character really places what some would consider an average person into the middle of the battle.

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The film’s best character was played (naturally) by Game of Thrones star Peter Dinklage as Hung. He is truly the character who best earns the title of badass in the movie. As a matter of fact, according to IMDB, the whole cast got training at LARP, and Dinklage was the obvious master of the group. At times funny, often endearing, Hung really made the film worth watching.

The movie had a bit of the same feeling you get from watching The Big Bang Theory, in that you can’t decide if the film is making fun of geeky/nerdy types, or if it is a tribute to those that love the role playing events. It’s entirely possible it is made this way on purpose, so that it would not alienate anyone watching the film.

Overall, if you have fun LARPing, or like some of the actors (or at least Summer Glau) the film is absolutely worth checking out. It’s available on Amazon now.

Grade: 2/5, but fun.

Watch the trailer:

http://youtu.be/6DcRUEiVp-Y

Briefly: All the way back in January, Geekscape Games reviewed one of the best (and definitely the most addicting) games currently available on the Playstation Vita, OlliOlli.

The game is basically a side-scrolling Tony Hawk title (before the series sucked) mashed with an extremely fast paced (and challenging) platformer. The game is a ton of fun, and unfortunately I still haven’t made it on top of the Daily Grind leaderboard; that feat is about to get even harder too, as Roll7’s OlliOlli has just been confirmed for PS3 and PS4.

The announcement states that “OlliOlli will remain a PS Vita exclusive until summer 2014 and Roll7 is very close to getting the crash bug that some of you have complained about fixed. When the patch is released we’ll bundle in a nice little update that should put a smile on people’s faces too.”

If you can’t wait until the Summer, OlliOlli is currently available on PSN (for Vita, of course). Whatever the platform, you need to play this game.

Oh, high school. For many of us at one point or another, it was a place that we couldn’t wait to escape. But whether it was because of our waning popularity, our dread at the thought of another test or the rejection of the cool kids that flip your burgers nowadays, it’s safe to say that these reasons pale in comparison to the motivations held by the Hope’s Peak Academy student body. After all, the only way to graduate is by murdering a classmate!

In Danganronpa: Trigger Happy Havoc, gamers take control of Makoto Naegi, an average teenager who was chosen at to attend this elite campus. Known for educating the “ultimate” students, Makoto’s peers range from the “Ultimate Pop Idol”, to the “Ultimate Fashionista”, and even some bordering the ridiculous, (The “Ultimate Fanfic Writer” and “Ultimate Biker Gang Leader say hello). The students are… Unique to say the least, which is brought to life thanks to some laugh out loud funny dialogue using plenty of nerdy references to get the point across. After blacking out once stepping on campus, the students are introduced to their headmaster, the demented Monokuma. This monochrome colored (not teddy) bear looks cute on the outside, but what he has in store is something far more sinister, initiating this “killing game” that pits friends against each other in a deadly game of detective. But will the students really resort to killing each other? And how can they work together to escape when knowing that they could be stabbed in the back at any moment?

2013-10-03-102648Class is in session.

This is where most of the tension comes in for this point and click adventure game. Makoto must explore the school, communicate with his peers and discover clues to find out exactly what’s going on in this school of despair. Traveling from room to room while looking for clues and hidden coins that can be used to buy presents, (which will be touched on later,) never feels as relaxed as you would expect, especially since you never know who may get attacked next. As the story unfolds, the core of the game revolves around class trials, where Makoto must examine statements made by the others, eliminating contradictions and taking steps closer to the truth in each chapter.

But Phoenix Wright this is not. Danganronpa has unique trial mechanics that make the game play more than just presenting evidence, (as rewarding as that can be.) Each questionable statement is highlighted within moving text, which players have to shoot with their “truth bullets”, to destroy the contradiction. Shooting becomes more difficult over time thanks to “White Noise,” inner thoughts that block potential targets, reducing the time limit if shot. To mix things up, some crazy game mechanics work their way into the court, all of which you’d never expect to see in a game like this. “Hangman’s Gambit” has players shoot letters to spell out words that prove Makoto’s arguments, “Bullet Time Battle”  brings rhythm game play into the mix by having us tap buttons to music in order to quickly target lies, shoot them down and reload truth bullets, and the “Closing Argument,” where blank comic book panels must be filled in to retrace crimes from beginning to end. Surprisingly, this strange mix of game play styles work well, keeping the game moving at a faster pace than we’re used to with Visual Novels while blending different genres.

2013-10-03-094218Hangman’s Gambit is one of many unique game play features.

With a “combat” system as ambitious as this, there’s bound to be issues that come up along the way. Since only targeted words can be contradictions, your choices are narrowed down quite a bit. Add that to the fact that only a few pieces of evidence are loaded as truth bullets, the game essentially spells out what to do, which is unnecessary since most of the mysteries are easy to solve anyway.  Also, some of the comic panels for Closing Arguments are incredibly vague. I’ve lost plenty of health because I placed two similar looking panels in the wrong order, or because I couldn’t tell what was going on in them. A short description of what each one represents without giving away the whole thing would’ve been nice. Either way, this game is VERY forgiving, so failing doesn’t have any real consequences outside of temporarily missing a trophy or two.

2013-10-18-152304I have no idea what’s going on.

Outside of trials and investigations, Free Time gives us the chance to talk to Makoto’s classmates and win their affection the best way we can. And what’s the quickest way to make someone like you? Buy them stuff! Yup, the game goes into full on date simulation mode. For the most part, each one is portrayed as some kind of typical anime stereotype, but these moments allows the player to dig into their motivations to learn that there is some real depth under the surface. Paying attention to each character’s personality traits while giving them the right responses and presents will make them confide in you, which uncovers their backstories while unlocking special abilities that make trials easier, (such as extra health, or more focus to slow down targets.)

Bonus abilities are all well and good, but the biggest impression free time leaves is the feeling of attachment that these moments create between characters. While a few of them are painfully annoying, most of the class is well developed, easy to like and sympathize with. Some well done voice acting in both English and Japanese bring them to life, which is why I wish more of the game could have been voiced. Only the trials are fully acted, so you’ll get a ton of repetitive grunts, phrases and sighs during free time, which gets annoying REALLY quick.

Nonetheless, if the goal of the school is to spread despair to its captives, it does an excellent job of spreading it to the player too. Growing attached to each of my favorites, only to feel way more anxious than I should have been every time a new page of the story unfolded out of fear of them killing or being murdered was the biggest memory I took from the game. To make matters worse, each chapter concludes with the guilty party being “punished” in the form of a gruesome, stylized execution that have that car wreck ability to make you watch even if you don’t want to.

2013-11-04-152338Getting attached to your friends is easy thanks to their interactions.

And that style is where the real brilliance of Danganronpa lies. The majority of the game, from the flat, 2D cutout style the characters are given, to the executions being presented in a way that reminded me of a low budget school play, the fluorescent pink blood and Monokuma himself, everything is presented with such an innocent, childlike quality. But having friends stripped away, finding corpses and being trapped against your will is anything but. It took a real sick group of people to come up with this concept. And I loved every second of it.

Aside from some investigations dragging on way too long, (especially the first one,) the confusing closing argument panels and the grating non-voice acting during free time, Danganronpa is one of the best reasons to own a Vita right now. Its creative use of multiple gameplay styles combined with the tried and true point and click formula deliver in ways I couldn’t have imagined, while building a strong supporting cast that are easy to get attached to. With enough content to play into the 20 hour mark, (not including the bonus post story “School Mode” that has the class digging for materials and going on dates in scenarios that feature some of the funniest dialogue in the game,) tons of unlockables, creative gameplay and an incredible story, Danganronpa is a game to die for.

tl;dr

+ Creative game play that brings fresh ideas to the point and click detective genre.

+ A sick, demented setting that draws players in to the world for hours on end.

+ The unforgettable story, characters and scenarios leave a strong impression long after the game is complete.

+ Excellent voice acting in English and Japanese.

– Mysteries are far too easy to solve

– Some of the investigations drag on for too long and feature repetitive, one phrase voice clips.

– Certain gameplay mechanics could be more clear or executed better.

Final Score: 9/10

Remember when the Tony Hawk’s Pro Skater series was good?

The days (and days) that I spent with the early THPS games are some of the fondest gaming memories that I have. A batch of my closest friends and I would rush home from school each (and every) day to throw on the Playstation, turn the volume way up (until we were yelled at by the owner of whatever home we happened to be at that day), and see who could attain the best combo, or the longest H-O-R-S-E streak in the latest THPS game. If you played, you must remember the amazing soundtracks that these games had too, like this classic:

http://youtu.be/XeNKhm09Q88

Sadly, the Tony Hawks Pro Skater series faltered after numerous acclaimed titles (and hasn’t had a game worth playing in years), and as great as EA’s Skate series is, it’s never filled the void left by Neversoft and Activision.

Today, UK developer Roll7 released OlliOlli exclusively on the Playstation Vita, and today, I felt like a kid all over again. Take a look at the game’s trailer below, and read on for my thoughts on the title.

As you saw in the video above, OlliOlli is a tried-and-true arcade style skating game, just like the old Tony Hawk titles, but also a whole lot different. Instead of pushing, grinding, and manualing through a 3D map, the game plays like an extremely fast-paced 2D platformer. You’re simply skating left to right, from A to B, while trying to earn as many points (by pulling-off and combining over 120 tricks and grinds), and attempting to complete as many objectives as you can in a single run. If you complete all of the objectives in a stage, you’ll unlock the far more difficult ‘Pro’ challenges for that level, which will likely have you swearing at your Vita, while having a blast doing it.

The game is extremely simple to learn (via a simple, easy-to-understand tutorial), but it’ll take eons to master, and just like the early Tony Hawk’s Pro Skater titles, I love every second of it. OlliOlli‘s controls are fairly basic, with the X button pushing you up to speed, while tricks and grinds are handled with the left analog stick (much like EA’s Skate series), and the L/R triggers spin your character around. The game also utilizes an interesting landing mechanic; as you approach the ground, you’ll press the X button to determine how successfully you land: too far away from the pavement will result in a ‘Sketchy’ rating, which substantially lowers your score, while a ‘Perfect’ rating will net you thousands and thousands of extra points. You definitely want to make sure you don’t fall though, or you’ll have to press the much-appreciated, always present restart button in the top left corner of the screen. Almost perfecting that ‘Hard’ or ‘Rad’ run when you eat the dirt may reduce you to tears, but each level is fairly short, so as angry as I was for screwing up, I was always happy to replay (the game also loads instantaneously, so that’s a big plus for repeating levels).

Junkyard Kickflip

OlliOlli spans 50 levels through five environments, with half of the stages in the ‘Amateur’ difficulty level, and half ‘Pro’ (unlocked once you beat each Amateur challenge in a stage). Afterwards, the game feels nearly infinitely replayable, as ‘Spot’ mode has you attempting the highest score in a single combo for each level (I’m very competitive against myself), and a ‘Daily Grind’ mode that puts you agains every player in the entire world. This mode is awesome; you’ll be competing on a new level every day, and after taking as many practice runs as you want, you get one shot at the gold. Bail or fail, and you’re done until the next day. I cannot wait to attempt to top the charts for at least one day, and if my OlliOlli skills are half as awesome as my THPS ability, I’m sure as hell that I can do it (and I’ll try, try, try until I do).

The only real downside to OlliOlli (which I’m sure can be fixed with an update) is that the game keeps crashing on me. I can be in-menu or mid-grind, and all of a sudden an error will pop up and my Vita will return to its home screen. It’s frustrating, and I can’t wait until it’s fixed, as it’s really the only thing keeping OlliOlli from perfection.

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Packed with content, and featuring kick-ass 2D visuals and excellent sound, OlliOlli is the most addicting game I’ve had the pleasure of playing on the Playstation Vita, and I can’t wait to stop writing this and get right back to it. The title brings me back to the glory days of the Tony Hawk’s Pro Skater series, while being completely original on its own, and it’s really an incredible breath of fresh air in the all-but-dead skating genre. OlliOlli is now available on PSN for a cool $12.99 ($10.39 for Plus members), and it’s worth. every. penny.

OlliOlli scores a sick 4.5/5.

The Arcs is hell.

No, it’s not a bad book (quite the opposite, actually). Writer/Creator Michael D. Poisson has simply crafted a tale so haunting and emotional that you’ll be praying for a shed of hope on each and every one of its 80 pages.

If you’re not interested in reading the buttload of praise that I’m about to give this book, here’s a TL:DR – The Arcs is among the most original graphic novels I’ve experienced in recent memory, and is a tale that stuck with me for eons after I’d finished reading. At the book’s conclusion, you’ll simply be begging for more, and I sure as hell hope that Poisson and his team have a sequel planned for this one (and more than one at that).

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Yep, The Arcs is fantastic.

I first heard of the title back when its release date was announced this past Summer, and was immediately intrigued by its simple, yet profound plot. The book tells the story of the seven Archangels (the Arcs, duh), who are charged with protecting the Earth after God completely disappears. The angels wage a never-ending war with the armies of Hell, who (of course) want Earth and its inhabitants for themselves. The Arcs open as the angel army is in dire straights: Hell’s army grows more and more powerful, while angels are being torn apart left and right or worse: losing their faith and joining the ranks of the demons. It’s a very original twist on the age-old Heaven vs. Hell storyline, and one with a myriad of clever twists and turns that will keep you guessing until the very end. I absolutely loved the fact that not even the angels knew where God had gone (or when, if at all, he would return), and had to instead rely on blind faith that there was a purpose to their father’s actions.

The story isn’t as black-and-white as it initially sounds (I definitely don’t want to spoil anything, so I’ll stop there), but interestingly enough, the art is. That’s right: beneath Matt Jacob’s gorgeous cover (wonderfully coloured by Carlos Badilla), lies an entirely monochrome book, and I think that The Arcs is all the better for it. Sure, colours can be drab and disheartening, but nothing can give off a feeling of hopelessness as strongly as a completely colourless page. Jacob’s has done some incredible work here, elegantly displaying the invisible war between worlds (with humanity caught in the middle), and intelligently using light, darkness, and shadow to add all sorts of emotion to each and every scene. An incredible amount of detail is packed into each page of The Arcs, a feat that could only have been infinitely more challenging without the use of colour. I often found myself studying pages for an extended period of time, simply revelling in the stark contrast of parties present in each hellish battle.

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The only problem that I had with The Arcs (and what a problem to have), is that it was over all too quickly. The book feels like a phenomenal introduction to a much larger series (and a tale that could go on for a very long time), and at its conclusion, all that I wanted was more (and more, and more). There’s still a ton of tale to tell here, and I certainly hope that Michael D. Poisson and his team, and Fanboy Comics, have a chance to continue it.

The Arcs scores a clear 5/5. You can check out a preview of the book here, and pick up your very own copy here! Already read it? Be sure to let us know what you though! Again, this one is definitely worth the price of admission.

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With all of the Transformers graphic novels being released these days, it’s hard even for a HUGE Transformers fan like myself to get excited for new books. But when I realized Transformers: Monstrosity Volume 1 was one of the new motion books from Madefire, I have to say that I was curious.

The storyline was great. It included some old favorites, such as the Dinobots, who seem to have broken faction from the Autobots and are working on their own. The timeline is just after a great war which the Autobots have won. Megatron is dead (or as dead as can be expected…of course we all know Megatron NEVER dies) and Optimus is struggling with one part of leadership he is not prepared for: politics. As the Dinobots try to find black market goods to sell so they can leave Cybertron, Optimus meets with other leaders trying to win them over while a small group of Decepticons, including Scorponok and Starscream, are in hiding and disposing of an almost-dead Megatron on Junkion.

Not from the motion comic (duh)
Not from the motion comic (duh)

Yes, fans of the original Transformers probably are at least a little excited by all of those names/places, but what really drew me in was the fact that this was my first motion book. Maybe everyone out there is reading them besides me already, I have no idea, but wow did they add to the enjoyment. The combination of images moving along with sound effects (like truck engines and explosions) were so cool. The artwork is amazing as well.

The gimmick of moving graphic novels pulled me into a storyline that was decent enough. I would like to hear the dialogue read along with everything else, but then I guess it becomes a cartoon. The graphics were awesome though.

Overall, I found the experience enjoyable and highly recommend this book to anyone who already loves Transformers. 4/5 Stars.

Sound off: Have you read a motion comic? What do you think? We’d love to hear from you!

If you’re a fan of MLP like we at Geekscape are, then you were more than elated when Season 4 of our beloved cartoon premiered this Saturday. We were greeted with two wondrous, BACK TO BACK episodes, kicking off the newest season with a bang! There be SPOILERS here on out so if you haven’t watched it then GO DO IT!

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We’re greeted with a lovely scene of the Mane Six, trying to teach the newly winged Twilight how to fly. See, if you didn’t remember, she became a PRINCESS! A Unicorn with wings is an Alicorn (or Peggacorn, viewers may choose their mythical animal naming convention on their own accord). Her friends are more than excited to help her with her Royal Duties, and all bow and praise her as the new Princess of Ponyville. This is when we are reminded of this show’s very positive qualities. Twilight is a very humble individual and doesn’t feel that she deserves to be worshiped. Her friends bowing to her just doesn’t feel right. We can see that even though she has changed physically (dem wings baby), she hasn’t gotten up to the level of Princess emotionally or mentally. Yeah, I am getting next level on the deconstruction of this cartoon horse.

We are soon thrust quickly into the plot. Our dear Twilight has to get things ready for the Summer Sun Celebration. Yeah, we’re getting some season one call backs here. The Mane Six all pack up and head to Canterlot to help their friend with the preparations. Here we get a few glimpses of some evil afoot. Black, devilish looking vines come cropping up out of the ground. They seem to have an objective. An EVIL objective, but that is for later on. While the entire city is getting all hyped up for the Summer Sun Celebration, Twilight’s friends decide they need to go back to Ponyville to get their town’s own party ready. This is when Twilight is faced with another new daunting change in her life as Princess. Isolation; her friends all seem to eagerly leave her in the city. In reality they’re excited and happy for Twilight and just want to celebrate with her.

On the eve of the celebration, Twilight wakes up in the middle of the night to something very out of the ordinary. The Moon and the Sun are both in the sky, like together. So of course the citizens of the city begin to flip their proverbial Horse Apples. We are quickly informed that Princess Celestia and Luna are both MIA, thus explaining the Moon/Sun issue. When it is decided for Twilight that she is in charge, due to the fact she is the only Princess around. I mean, they COULD go get Cadence, but she is written off as being “too busy” running the Crystal Empire. I’m sure she’d find the time to rescue the two horses in charge of controlling the day night cycle, but whatever. Twilight, the President pro tempore of the Senate, quickly jumps to action. This is where I start to get impressed with the show’s writing again. Her timid, shyness is quickly replaced with a fast-acting plan-making pony. She orders the citizens of Canterlot to bunker up and wait while she goes to Ponyville to get the show’s Deus Ex Machina. The Elements of Harmony, which are stored in her library back at home.

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Is it really a good idea to keep the most powerful defensive magic items unattended in a library?

She quickly returns to Ponyville to see it overrun with mischievous happenings and the evil vines from before. The Mane Six are soon reunited and they gear up with the Elements of Harmony. All the “pranking” magic that is plaguing the town gives Twilight an idea of who is the culprit. She summons up some heavy looking magic and who of all people shows up but Discord! Voice amazingly by the one and only John de Lancie. After a back and forth, we’ve come to the conclusion that he is NOT the cause of the evil goings on! What ever will the Mane Six do? The vines all seem to be coming from the Everfree Forest, so the team gets all Fellowship of The Ring on us and gets ready to go adventuring, but not before they run into Zecora, the voodoo witch doctor Zebra that lives in the woods. She produces a potion that only an Alicorn can activate, and once activated will grant the user the ability to find the source of the evil goings ons. Of course Twilight zaps it and doses up with the magical stuff. What follows is a series of narrative plot points dumped in our laps. We are shown, through Twilight’s eyes, three major events in the Equestria Timeline. Starting with the more recent, turning of Princess Luna into Nightmare Moon and following banishment. Then the first defeat of Discord, and finishing it all up with where Celestia first found the Elements of Harmony.

Many years ago the great Princess harvested the Elements from the Tree of Harmony. The  only magic powerful enough to defeat Discord, she says that the Tree has enough magic in it to keep things in…harmony. Well it appears that magic has run out! The team now has their objective, find the Tree of Harmony and fix it. Soon into the journey it is decided that this is dangerous work, too dangerous for the likes of Royalty, and Twilight is sent back to the safety of the town. The feeling of abandonment hits Twilight harder than Rob Ford hits an innocent constituent. She finds comfort and personal growth help from the strangest of places, Discord! She soon realizes that splitting up the Deus Ex Machina in the name of royal safety. She braves the bramble once again and joins up with her friends.

The Fellowship soon finds the Tree of Harmony and it is in a bad way. The evil vines have sucked its energy away. The only way to fix things is to return the Elements to the Tree. Sacrificing the writers get out of jail free card for the sake of plot. WHAT A TWIST! Twilight gives the Tree back the Elements and once powered up, it pushes back the evil and Celestia and Luna are returned safely. The Tree then buds a new flower and inside of it is a crystal box with six key holes. Season 4’s plot is then dumped in our laps. No one knows where the keys are but they all know that they must find them, for some reason. Back at town we soon find out that the evil vines were actually planted by Discord way back in his first tussle with Celestia. He just figured it wouldn’t take this long for them to kick in. OH YOU!

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The Tree of Harmony in all it’s glory!

Hard cut back to Canterlot for the Summer Sun Celebration. Just as it is wrapping up, the once embarrassed Twilight jumps in to give the ceremony a little bit of Swag, and joins Luna and Celestia on stage, she finally accepted her roll as princess. Credits.

Final Thoughts

First off, this was a long read and if you made it this far I commend you. It being a double episode full of plot and narrative it really was a lot to cover. I was giddy as a schoolgirl when the show started, and had a visible smile on when the end credits rolled. I was a little leery about the direction the show was going; the coronation of Twilight was rumored to be the cause of Hasbro executives wanting to sell more toys (as well as the idea of the Equestria Girls movie). The writers of the show really know how to create something charming together. This premiere was intelligent, funny and really showed Twilight’s growth into the big shoes (or tiara) that a Princess needs to wear. I am very excited to see what happens next week, and you can be sure that I will have plenty to say about it!

If you are a fan of Borderlands and a fan of Halloween, then you are in luck! T.K. Baha’s Bloody Harvest, the brand new Borderlands 2 DLC pack, incorporates the best of both worlds into one piece of awesome gameplay.

For only $2.99, Borderlands 2 players can travel to the new Hallowed Hollow location. There they will find a variety of new spooky enemies, locations, and objects. From blowing up skeletons, smashing pumpkins, and eating candy powerups, this DLC truly gives players the best of Halloween and Borderlands fun.

While the DLC is short and can completed in one sitting, the low price and the goodies to be had by completing it easily make up for that. It is the first in a series of compact and modestly priced Headhunter pack DLCs for the game.

So if you want some fun holiday gameplay and have a couple bucks to spare, I highly recommend picking up T.K. Baha’s Bloody Harvest! The DLC is available for the PS3, Xbox 360, PC, and OS X versions of the game.

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Junji Ito’s horror manga, Uzumaki, will be released in an omnibus edition tomorrow October 15th and will retail for $27.99 US. This edition will be a hardcover format including all 19 chapters plus a bonus “lost chapter” (and 12 color pages).

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The story follows young Kirie Goshima and her boyfriend Shuichi Saito who live in a small fogbound town on the coast of Japan. Shuichi believes the town is cursed by spirals. It sounds a little silly at first but this manga is definitively dark and disturbing. In the beginning, the stories are in the format of a “monster of the week” but towards the last third of the book a plot evolves that explores what is behind the spiral curse.

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The characters/environment/situations are drawn in a realistic way and sometimes you could say there is too much detail. This makes you become more attached to the characters because they seem like they could be real people. However, there is not a lot of character development besides the two main characters but that is partly because most of the side characters do not survive to the next chapter. The characters are drawn in such a way that all of their emotions are easy to read and when they are exaggerated, they are that much more intense. The art style utilizes shadows and an overall darkness that contributes to the horror feel of the story.

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Many of the stories have some of the creepiest and gut wrenching visuals that stay with you. I do not want to give too much away but I included some pages/visuals to give you an idea of the art style and convey some of the gruesome imagery. I would not say it is “scary” but it creeps up on you and grosses you out. Ito did an excellent job of showing movement in stationary 2D images. There is a part (spoiler) where a woman holds a pair of scissors up and is about to smash them into her ear. You do not see it happen but your brain fills in the movement. Numerous parts in this manga are like that. They lead you into a horrendous situation and suddenly another horrible thing is happening.

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I enjoyed Ito’s previous collection, Museum of Terror – Tomie, and he did not disappoint with Uzumaki. This is a must for horror readers! You get tons of gore and horror in this big package! Side note, if you feel as wigged out as I did after, make sure to read the humorous afterward to make yourself feel a little better.

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Having started only eight years ago, the Calgary Expo is still a relatively new convention. In that time however, it’s come to be the second largest in Canada. This year the event sold out three weeks before the doors opened, and this is the second year in a row where tickets have sold out completely. Last year’s gathering was a bit more turbulent, as people who bought weekend or VIP passes couldn’t get in. From the people I spoke to over this past weekend, there were vast improvements from the previous year, but the Calgary Expo is still experiencing a few growing pains.

Just a few of the convention's attendees.
Just a few of the convention’s attendees.

The home of the Calgary Expo is the BMO Centre on the stampede grounds. This year they expanded to include the Big Four building as well. Between the two buildings there were really three sections; the Big Four had registration, photo ops, and the gaming zone, while the BMO Centre had the show floor, panels, and the autograph/entertainment area. The two buildings were helpful in making the event a success this year, but there were still some problems. First, you would stop into the basement of the Big Four building to get your badge. From there they funnel you upstairs to where the gamer’s lounge and food court was. By doing this they were able to prevent people from trying to act like salmon by pushing through the crowds to get out. The only downfall with this was that the basement is also where they’re holding the photo ops which were all scheduled by times, which is all fine and dandy, but if your photo op was at a time when there was a line to get into the building, you weren’t getting in right away. The volunteers were pretty good about getting people who were in line to their photo op on time by pulling them out and bypassing the line altogether.

A major complaint about the expo in 2012, were the lines and utter disorganisation of it all. I’m pleased to say that it was fixed this year (but of course, there were still some issues). The show opened daily at 10:00, and on average there were about 6,000 people waiting outside to be the first to get in. This is common behaviour for all the cons I’ve been to, the only problem with this is that you lined up for what you wanted to see and there would be different lines for the different things to do. At the Calgary Expo they had two lines: one at each of the main entrances in the morning. There were enough entrances to have one for the panels that start at 10:00, one for the autographs, and one for the show floor. The organisers didn’t open the doors for the attendees until promptly at 10:00. I spoke with Lindsay who had arrived at 08:00 to try and get Nathan Fillion’s autograph; she was amongst the first 200 people into the autograph area and went right to the line for Nathan. When she arrived, the volunteers had shut down the line so she couldn’t get in it. The only people that were in line were the volunteers and people with press badges. These people were able to bypass the lines to get into the building and in turn get in line for autographs before the paying attendees even entered the expo. When the line cleared and the volunteers were letting people into it again, Lindsay said that she was able to get into the line, but shortly afterwards one of the volunteers told her and everyone else in line that they couldn’t line up yet. Immediately after they got output of the line the volunteers were letting people in again. Lindsay did eventually get into the line and finally received her autograph, but it took nearly an hour just to get into the lineup.

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An important message from the Calgary Expo

The panels at the Calgary Expo were top notch; with over 50 guests including Stan Lee and Carrie Fisher, few expected them to be bad. A few announcements were made in Calgary, including Wil Wheaton revealing that he will be hosting another season of Second Watch. There were also a few firsts, including the first time the two ladies who have played Sarah Connor (Linda Hamilton and Lena Headey) have ever met. For the most part, the panels in Calgary were just to get the fans close to the stars of their favourite shows and movies. In fact during the Q&A portion of the Game of Thrones panel one person asked for spoilers and got booed off the microphone. With the major panels aside from Game of Thrones, Supernatural, and Doctor Who, the rest were cancelled series or old movies, which isn’t a bad thing, as it allows fans to relive the experience of watching those shows and films. I would have loved to be at the Terminator panel just to see them all together again.

'Arrow's John Barrowman
‘Arrow’s John Barrowman

For the readers who have never been to a convention, the Calgary Expo is definitely a good starter con. As it gets older, it grows bigger and learns from the mistakes that it made each previous year. The calibre of stars that attend continues to get better and it’s no wonder that in its eight year history it has grown to be the second largest comic expo in Canada. I look forward to seeing the Calgary Expo grow over the next five years. Due to the BMO Centre’s capacity, I don’t foresee the Calgary Expo becoming the largest in Canada, but it’s well on its way to becoming the best.

So by now you likely know the story behind this latest stab at Shakespeare’s, arguably minor, work. Joss Whedon, fresh off of directing mega blockbuster The Avengers, decided to restore a bit of his sanity by making a small movie with his friends. Luckily enough for him, his friends just happen to be a stable of charming and loyal actors that commonly get together at his place to do Shakespeare readings. Much Ado About Nothing is the result of 12 days of hanging out at Joss’s house, drinking a copious amount of alcohol, and playing with friends.

It’s also worth noting that Whedon made the, not entirely unique, choice to set the play in modern day and using modern speech patterns while maintaining the original text. Shakespeare is not as difficult as many make him out to be but when his words are set to a modern cadence it can be a bit hard to follow if you are not intimately familiar with the words already. I’m a fan but by no means a scholar, and as such it took me a little while at the beginning to get my bearings.

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Once it gets going, it becomes clear how perfect a match Shakespeare is to Whedon. Whedon, despite his history of horror and sci fi and recent turn as action blockbuster director, has always lived and died by dialog and character. Seeing him bring his sensibility to the some of the best dialog in literary history is quite exciting and his troupe of actors are clearly having a blast with it.

And they really are having fun with it. This is no reverential work. Joss and crew allow for improvisation. They alter some text and characterization. They attack the play from a different angle to allow for a darker interpretation. They even poke fun at some of the bards more curious lines and archaic ideas. It never quite breaks the fourth wall but it comes close at times.

The cast is full of Whedon regulars who, if you are familiar with their previous Whedon roles, get to play wonderfully against type. Alexis Denisof, who played the stuffy and awkward Wesley Wyndam-Price in Buffy and Angel, gets to play a showboating lothario as Benedick. Amy Acker, meek and vulnerable in Angel, gets to be a strong independent woman in Beatrice. Fran Kanz, geeky comic relief in Dollhouse and Cabin In The Woods, makes a revelatory turn as a dramatic and romantic lead with Claudio. Sean Maher, virtuous and protective in Firefly, turns villainous and deceitful with Don John. The list goes on, but nearly every actor brings a unique element to the film and gets their own moment to shine.

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There is a downside to all this fun and camaraderie, however. Much Ado About Nothing never quite feels like a real movie. Never quite escapes the feeling that you’re watching a bunch of friends goof around. It often times feels like the actors are seconds away from laughing and breaking character. It sometimes feels like a skit. It veers wildly in tone between heart wrenching monologues, slapstick humor, dark sexuality, self aware camera winking, and wide eyed romanticism.

It’s a strange conundrum. The reason the movie is worth watching is the fact that it explores a myriad of interesting ideas and allows itself to have fun with them, but that also keeps it from feeling real or substantial. It’s all a bit of a goof, but it’s a damned entertaining one.

This eerie and chilling comedy is shot in B&W and completely illegally at the Walt Disney World resort in Orlando, FL.  While this may really affect distribution options, director Randy Moore and his movie are already the talk of Sundance, so who knows…maybe that was a very wise move.  The film chronicles the final day in a family’s vacation in the Sunshine State at its biggest resort.

 

The monumental day starts with Dad, played beautifully by Roy Abramsohn, getting a call from his boss that he is being laid off for no particular reason.  Not wanting to spoil the fun, Dad doesn’t tell his wife and two young kids, but is clearly immediately affected.  The family takes the monorail from their hotel to the Magic Kingdom and engages in a day of surreal rides and amusements.  By mid morning, Dad notices two barely legal French girls and becomes increasingly engrossed with them to the point where he starts following them. While the girls weave in and out of the narrative, a host of hallucinations, marriage issues, mistaken identities, scrapes and bruises, and general mayhem start shortly thereafter.

 

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Having grown up in Florida, Moore was shaped by the “artificial fantasy” of such family entertainment amusement parks and still has issues with wanting to live in a world that doesn’t really exist.  Through clever framing, good story telling, and a slight bit of VFX, Moore makes the actual Disney rides that the family takes feel really creepy and borderline horrific.  This is particularly effective as many of us were on these rides many times and kids and didn’t have such an experience. But a horror film this is not, because by making Abramsohn’s character likeable and a inserting a bunch of funny one-liners, Moore keeps his social commentary firmly cemented as a dark comedy.

 

The team shot for 45 days on location and sunlight or practical fixtures is the lighting source for the majority of the film.  Moore was very keen on avoiding making a “home movie” and even with the lighting and location restrictions, he and his DP, Lucas Lee Graham, made a cinematic film.  The B&W greatly augments the picture as it offers both a layer of surreal and covers several of the technical issues that run and gun shooting creates.  Personally, the B&W also offers homage to the zany horror films of the 1950s that feel referenced in some of wacky situations that the family encounters.

 

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Ultimately, the film is more of a mainstream story than some of the ‘insane’ buzz it’s getting at the festival. However, after watching this film, you will look at any family amusement park differently on your next visit.

 

Cast and Credits

Director: Randy Moore

Screenwriter: Randy Moore

Producers: Soojin Chung, Gioia Marchese

Cinematographer: Lucas Lee Graham

Editor: Soojin Chung

Production Designers: Sean Kaysen, Lawrence Kim

Composer: Abel Korzeniowski

Sound Design: Paul André Fonarev, David Lankton

Principal Cast: Roy Abramsohn, Elena Schuber, Katelynn Rodriguez, Annet Mahendru, Danielle Safady, Alison Lees-Taylor

 

Check out Anna’s other reviews from Sundance 2013 here!

 

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Let’s get something straight. Bungie created a hell of a universe with great characters to populate them. In conjunction with 343 Industries, the universe has expanded to a size impossible for anyone to predict eleven years ago. This, above all else, deserves the highest of praise. Halo 4 is the first step into a new trilogy spearheaded by the folks at 343i, and I can safely say I couldn’t be more excited.

STORY

Right off the bat, the emotion involved with Halo 4‘s campaign takes off right where we left off in Halo 3, and then takes it to the next level.

It wasn’t far into campaign when I realized the ties I’ve developed with Cortana and Master Chief after starting my Halo career ten years ago. Halo 4‘s innovation and ambition skyrockets when 343i incorporates A LOT of information and events that took place in novels released in between Halo’s 3 and 4. Now, when I say A LOT, I mean A LOT. Many reviewers have already commented on this and listed it as a negative. The fact that they did this, and I won’t mention any names, astounds me. Halo isn’t just a video game anymore. I know it, you should know it, and every gaming journalist out there should know it too. Halo 4‘s story is the story fans deserve.

Halo 4 isn’t just the next big FPS. When I think Halo, I think story. I think universe. Fans have hundreds of thousands of years to play in. We are able to find canonical information in past campaigns, terminals found in Halo 4 and Halo: CEA, novels, comics, short stories, animations, and other media forms. Halo is at the forefront of transmedia and a universe so dense and emotional such as Halo should have fans of video games clamoring for more universes like it from both developers and studios. The Halo franchise has achieved the gold standard for video games, and should be looked upon as so, starting with Halo 4.

MULTIPLAYER

It’s not the same ‘ol, same ‘ol. Halo 4’s multiplayer is beauty coupled with an extreme amount of fun. It’s faster-paced than Halo: Reach and fills the void many had missed with Bungie’s last installment. My memory may be hazy, but Halo 4 doesn’t exactly harken back to Halo 2’s multiplayer, which is totally a good thing. 343i has come and established itself as a AAA studio with its first title.

Just as the gameplay, every vehicle you thought you knew is also different for the better. Trust me, you’ll have a blast.

Weapons, especially the ones that belong in the Forerunner arsenal, look amazing. I’m sure you’ve all seen a Forerunner weapon form before your eyes already!

While I haven’t picked a favorite map yet, it doesn’t mean they’re all bad. I often finding myself playing Big Team Battle Slayer more than the regular 4v4 Slayer’s, which tend to feature smaller to mid-range maps.

 

There are a wide variety of matchmaking gametypes. While some old favorites may be missing, there’s no question that 343i will be injecting more than a few matchmaking updates, starting as soon as next week. Rest assured we won’t be playing the same ‘ol games forever.

SOUND & MUSIC

The games sound, and this goes for all modes, is something every video game fan should demand from all developers. The first thing I noticed was the thumping of Master Chief’s boots hitting the ground as I walked in the first campaign mission.

I was just in theater mode taking a screenshot of a sniper rifle. To my amazement, the shell casing of a sniper rifle round made several “ding” sounds as it bounced down a rock. I admit, when playing, I didn’t hear a thing due to being in the moment.

It’s also extremely important to note that 343i went above and beyond to create unique sounds to every weapon in the game. Watch the sounds of Human and Covie weapons below!

 

 

The great Marty O’Donnel may be gone, but Composer Neil Davidge has made his fantastic debut into the Halo universe. Fans should rejoice that the soundtrack sounds like Halo while including atmospheric tones and themes in conjunction with what we’re experiencing in Halo 4.

 

SPARTAN OPS

Yet another ambitious move to further Halo 4’s replay value, like it needed any. Spartan Ops is ambitious in the sense that it will advance the Halo cannon while providing new missions in weekly episodes. Each episode is meant to be played with friends. I recommend everyone play on Heroic or Legendary to get the full experience, otherwise you may blow through each chapter quicker than you’d like. Still, while on Legendary with three friends, Episode 1 lasted about one hour. Check out the trailer below!

 

The best part of Spartan Ops? It’s free.

Halo 4 has arrived and should be a milestone among video games. Halo 4 is a game for Halo fans and fans of FPS alike.

I’ve been a big fan of the Paranormal Activity series up to this point. The first film was an incredible success story that you don’t get to hear too often these days: Oren Peli crafted the first film with a few friends in his own house, and after a few years of unsuccessfully trying to sell the finished product, Paramount would pick up the $15,000 picture which would gross nearly 200 million. The sequels would go on to mostly build on that success, and weave a clever tale of haunting that spanned the entirety of the first three films.

The first movie managed to feel like a breath of fresh air in the crowded horror genre. It would go on to launch the “found footage” craze that nearly every film seems to take on these days (other films used the style first of course, but many people seem to forget that fact). Paranormal Activity was a simple story of a haunted house (or so it would seem) and its living inhabitants, that would be told with an incredible amount of polish. Just as Jaws made moviegoers afraid to step into the ocean, Paranormal Activity made people afraid of their own homes. I personally know some folks who felt the need to sleep with their lights on for days after seeing the first film.

I was equally as impressed with Paranormal Activity 2. Instead of the forced perspective of the single camera first film, the sequel managed to get cameras all over the house and have it make sense. The plot managed to coherently span from long before the first film would have started, to just after it ended. It also managed to expand on the mythology introduced in Paranormal Activity in a way that felt completely natural, and arguably in a way that even improved the plot of the first film.

Paranormal Activity 3 would turn back the clock to 1988, and show us just how all the activity began. Again, this sequel expanded on the plot and mythology of the first two films, and made the series most powerful when thought of as a whole. It also revolved around children, which added at least a few levels to the creepiness of the picture.

This is where I feel like Paranormal Activity 4 takes its first misstep. The film opens with a quick recap of the end of the second film before jumping ahead 5 years (to 2011), and introducing us to a new, unrelated family. This immediately breaks a lot of the connection to the first few films. I don’t really know how it could be done differently, seeing as Kristi died and the end of the second movie, but it simply doesn’t work for me here. We’re introduced to a slew of new characters that really have nothing to do with the last ones, and we’re expected to care about them before shit starts to go down. The biggest problem with the film is just that: I don’t care. In all cases, Paranormal Activity 4 feels more like an uninspired spin-off than any sort of sequel.

Our main character, a new family’s teenage daughter.

The plot of this fourth film has also taken a turn for the worse. Katie (from the other movies) and her “son” Robbie live across the street from this new family. Katie (somehow with a new identity as you’d think the police would be after her) ends up being taken to the hospital, and as Robbie has no other family, is set to spend a few nights in this new house. As in the second film, our main character falls to the family’s teenage daughter. She happens to have an annoying-as-hell boyfriend who happens to record her sleeping via Skype (weird as hell, right?), when he sees something odd. The youngsters determine that they want eyes all around the house to check for any other weird happenings, before realizing that Robbie seems to be the source of them. Instead of security camera footage or old home movies, the feeds we’ll be looking at are those of all the many computers in the house. I’m afraid that I simply couldn’t suspend my disbelief here. The video feeds are way too high quality to be coming from these computer webcams, and magically these hard drives never seem to fill up despite these videos recording 24/7. There are also numerous scenes in the film where the computers are most definitely sleeping, as in you can audibly hear them waking up, and yet they’ve managed to keep recording the entire time.

Kinect comes up CONSTANTLY

The real star of Paranormal Activity 4 seems to be the fucking Microsoft Kinect system. Boyfriend Ben introduces early on that the Kinect shows cool looking tracking dots all over the room when viewed through a camera’s infrared mode. Somehow Ben’s hacking skills get the Kinect recording constant video too, and the film returns to this disco-looking room for a huge amount of the scares that it tries to throw at you. Lame as hell, and an almost laughably impossible situation. There’s even a scene that insinuates that the freaking kid was playing Kinect with the ghost…

The Blu-Ray casing should feature this sticker.

For me, the only real saving grace in the film is its conclusion. The Paranormal Activity franchise always manages to do endings extremely well, and the fourth film is no exception. The ending was creepy as hell and definitely made me jump more than once. This also left me feeling slightly more positive when the credits began to roll, though that likely was just because the movie was over. It also doesn’t really leave much setup for another sequel as the other films have, so I really wonder where they’ll end up going with the franchise.

Again, I was a big fan of the series, and very impressed at the way the creators managed to weave the first three films together and have everything make sense. Paranormal Activity 4 forgoes all of that, and instead introduces a lame plot, with lame characters, and scares that by now we’ve seen multiple times (how many times can we be terrified at a slightly moving door).

Paranormal Activity 4 is by far the worst film in the series. Hopefully the inevitable fifth film can bring back the things that this one was lacking (nearly everything). In any case, I know I’ll be going into the next one with caution.

Paranormal Activity 4 scores an Kinect Ready 1.5/5.

In any case, let us know what you thought of the film if you end up seeing it!

October is here and that means that it’s time for horror movies to hit theaters. While there will be plenty of movies to see, Scott Derrickson and C. Robert Cargill’s Sinister may actually be one you want to check out. Sinister is by no means a revolutionary horror flick, but it’s definitely a solid and well made movie as well a slight breath of fresh air in the horror genre which has become generic and stale these days.

Ellison Oswald (Ethan Hawke) is a true crime writer who has had one big hit book that was followed by two subsequent failures. He moves his family into the house of a murdered family to research his latest book, and of course being that it’s a horror movie, some not-so-normal events begin to occup as he discovers the true details behind the crime. Oswald  discovers an old box of 8mm film in the loft, but there’s more to these films than we know.

Sinister actually kind of takes a new twist on the now overly played out found-footage device that has become popular among horror flicks. But rather than follow the same formula, Derrickson and co-writer Cargill mix it into a classic thriller style flick to scare you in unexpected ways. Rather than attempt to scare you with visuals they favor a more bump-in-the-night style approach. The scariest things about Sinister are not what see you but rather what you don’t actually see. Well, minus that creepy as fuck opening sequence.

The highlight of this movie is Ethan Hawke’s fantastic performance which will be the only one you remember. And even though his character is constantly putting his family in danger you remain sympathetic in spite of it. The rest of the cast is pretty forgettable and the chemistry between Hawke and Juliet Rylance, who plays Oswald’s wife, just isn’t there on her side. It’s good to see Hawke in more films because his performances are usually really enjoyable. Yes, even in Daybreakers.

Scott Derrickson does a fantastic job directing on this film. The movie doesn’t feel cramped, while we never actually leave a handful of rooms. The first half of Sinister is kind of takes it slow in order for us to get more familiar with Ellison and really grasp on to what he’s uncovering. But the lingering and creepy feelings do end up delivering with real scares and action in the second half of the film. The film does have it’s share of stupid moments that may make you scratch your head for a moment. But when it comes down to it, honestly, what horror movie doesn’t?

Sinister is by no means a big game changer and it doesn’t try to be. However, it is definitely a chilling and compelling date night flick and definitely possesses the same entertainment value as any of the big budget competition in the genre. This movie is sure to make it on to many peoples guilty pleasure lists.

Rating: 3.5/5

Prepare to have all your expectations met and more. Much like I stated in my piece that took a look back at the other films… some had their doubts about The Dark Knight Rises‘ casting. I am here to say have no worries. This is Christian Bales finest performance as Bruce Wayne/Batman. Forget about Heath Ledger as The Joker and do not try to compare  that performance to Tom Hardy’s Bane. This is an entirely different beast and Bane is both menacing and vicious. The muzzled voice due to the mask makes the character all the more real and for me made him even more threatening. Anne Hathaway is great as Selina Kyle and pulls the role off quite well. The standout performance to me, thought, is Joseph Gordon-Levitt as John Blake. Going in, I underestimated the importance of the character. He brings humanity, decency, and probably a bit more physicality than you might be expecting to the story. The only person I expected more from would be Marion Cotillard, but I am going to avoid spoiler territory here. She is good but I expected a bit more from her.

Is the movie better than The Dark Knight? In some ways… yes it is. There definitely is more action in this one. That’s for damn sure. Some of the interaction between characters is really touching, especially between Wayne and Alfred. It’s really hard to compare the two because they truly are two different films that are going to be incredibly hard for many to pick between as the best chapter of the trilogy. It is a satisfying ending that lives up to all expectations. Whoever makes a Bat-film after Nolan is going to have their work cut out. That ending alone is going to be talked about for weeks on end. Whether it be praise of the whining of the internet purists who are never happy with anything. I hope they realize that this is an interpretation just like the many we have seen in the comics over the years and a damn good one. We can’t see the same stories and endings we already know because as cool as it would be…they’d grow stale and boring. I already expect that there are some out there cracking their fingers getting ready to type angrily. But let us move on past that and to the end here.

I cannot comment too much on the ending because I refuse to spoil anything. The last fifteen or so minutes of the movie are phenomenal. There was a really short period where I was almost angry at Nolan until the first plot twist eased my worries. You will get it when you see it. I am still thinking about it right now as I write this. Some have even gone on to state “Holy fuck!” after. No, really. The person that I went to the theater with absolutely did.

This movie goes out with the appropriate bang that was needed to conclude Nolan’s trilogy. I agree with those praising it and stating that this could be the first comic book movie to win an Oscar. Between the writing, the performances and the incredible visuals, the movie is on par with anything we can expect to see come Awards Season. So, why are you still reading this? Stop reading reviews (and definitely avoid spoilers) and just go see the damn movie, already!

5/5. Hands down. Bravo, Nolan and Company.

So, let me start off by saying I was in a packed theater with no more than ten females present. I guess they were all off seeing Channing Tatum’s bare ass while I was seeing Mark Wahlberg’s bare ass. There was the one spoiler I am giving you. I know ladies…you are now trading in your tickets for tonight to see ‘Ted’ instead.

Earlier this year I made the statement that ’21 Jump Street’ would be the funniest movie to come out this year. I now retract said statement. ‘Ted’ brought me to tears due to laughter more times than I could count. If you had any fears that Seth MacFarlane’s humor wouldn’t translate to the big screen…have them no more. It translates and it translates oh so well.

‘Ted’ tells the story of John Bennett (Mark Wahlberg), a grown man who must deal with the cherished teddy bear who came to life as the result of a childhood wish…and has refused to leave his side ever since. John’s girlfriend Lori (Mila Kunis) wants to move on with their lives together and feels Ted (Seth MacFarlane) is in the way of that happening.

If you’re looking for “smart funny” go somewhere else. Why the fuck would you be expecting that? This movie is exactly what you think it’s going to be and that’s a great thing. While this movie can appeal to everyone it’s definitely aimed at the products of the 80’s and 90’s. There are some jokes that may be lost on the younger crowd. But even if you you’ve never seen them you will probably still laugh and sort of get the numerous ‘Top Gun’ and ‘Flash Gordon’ references. And how would it be a Seth MacFarlane movie without the cameos? As stated I am keeping this review 99% spoiler free but there are moments you are not going to expect in this movie and they are great.

One worry I had about this movie was how believable was it going to be seeing Ted throughout the movie. The CG is great and there are times when I honestly forgot that it was CG. There’s a scene in the opening when Ted meets a certain late night talk show host that left me wondering “How did they pull that off?”

Overall ‘Ted’ is a hilarious and fun movie. If you don’t laugh at all within the first five minutes of the film…go get your money back and go see something else. But then again if you’re on this site I honestly expect you to laugh multiple times within the first five minutes and the entire duration of the movie. ‘Ted’ is one of those comedies that you will be able to watch over and over again and still laugh at the jokes.

Score: 4/5

Warlock is best described as a game with an identity crisis. I feel as if the developers wanted to please so many different crowds. There are parts from Civilization, Battle for Middle Earth, Magicka and Warcraft all peppered throughout the game.

Now don’t take my opening paragraph as a letter to say I hate this game, on the contrary. I loathe it. The only thing this game has going for it it’s install size and the graphics. There are so many little things gone wrong that just make me feel sad. I was really looking forward to a Fantasy style Civ game.  Let’s start at the beginning, with the menu.

I fired up my copy and started a game, and because of a misrepresented arrow I ended up choosing the default character by accident. A white wizard whos name was something along the lines of ‘ MOBIAS THE HAT ‘. I remember the hat part fondly.

That brings us to the beginning tutorial, or as I like to call it, ‘Bad Sean Connery Impersonator Theater’. It was funny at first but then it became very obvious they were trying for a bad Sean Connery narrator. The tutorial is a complete joke. It seemed as if it was only putting up new prompts at random. Best example, I built some warriors and moved them out and killed a few groups of skeleton swordsmen.  Then a group of rogues came into my field of view and suddenly it was time to get the combat tutorial! I literally won three battles but that was all bullshit what I was doing before, I knew DICK about combat according to Shawn Conory.

The diplomacy mechanics are there and I feel like if they spent just a tad more time working on it they would be manageable. At one point during the my time playing, another army requested I do a trade with them. They demanded I give them 0 Mana. Thats right 0 as in Zero as in none. Of course me being the dictator enemy to all I said no and chose the “WAR” option. Then the next turn the same guy had the same demand, 0 Mana. Again I said no. This went on for six turns. Fed up I just gave into his demands and gave him the 0 Man, hoping it would stop. It didn’t. I had to declare war on him to shut his face up.

While we’re on the subject resources lets talk about the gold system. After a round of building structures and units I found myself at -31 gold. I thought that the game offered a debt system, but no. They just didn’t program a stop in. I was able to spend that -31 gold and offered it in diplomacy with another army, they became my ally and were fond of the -31 gold, which left me at -62 gold for some odd reason. This game has no concept of numbers.

The interface is a fuck bag. If a unit of yours is sharing a hex of a structure, there is a 50% of selecting the unit or the structure. There is no way to accurately click around between units. Building new structures is weird one. You can build something, after the required turns are up it becomes usable, but if you click on its icon after it is built, it puffs out some smoke and becomes unusable for a few rounds which seem to be random. I don’t know if this upgrading the building or just firing all the workers, the stats of the building DO NOT CHANGE.  At one point I was unable to build in my town because of “Low Population”. I couldn’t figure out what the fuck this arbitrary variable means.  I moved all the units I could into the town, still “Low Population”. I tried EVERYTHING, but I guess this was just another bullshit thing the game decided on its own without informing the player. A few random turns later, the “Low Population” message went away.

The emotions Warlock tries to evoke also seem to be completely random. The skeleton archers make this wacky bugs bunny metal spring sound when they shoot their bows, but when those arrows kill some female rogues, their blood curdling screams of pain and sorrow make me feel slightly uncomfortable.

So what should you take away from this? At $20 dollars and under 2 gigs this game is horrendously over priced. If someone said this was a mod for Civ 3, I would say “Hey, that one guy who built it did an ok job for his first go around.” I did not enjoy this game

Well, to begin… if you’re not reading Ultimate Comics X-Men… drag yourself to the store tomorrow and buy all twelve issues. It’s that good. This series is one of those books that when you’re done reading the last page you keep trying to turn it to find more hidden pages and upon giving up you read the issue again trying to catch things you missed. The book has been telling multiple story lines and doing a great job at it so far and leaving you hungry and wanting more each time. I was particularly excited for this issue due to it focusing on one of my all time favorite characters… Alex Summers aka Havok.

It picks up months after the Ultimatum wave where we find Alex Summers checked into a mental institution.

I’m going to try and make this review as spoiler free as I can so here goes…

The art is clean and fantastic. The story flows well with what has been going on in the past issues (like I said… spend your kids lunch money) and even makes it make less sense but in an awesome way. Flashbacks, hallucinations, bears… oh my. Well minus the bears that is.

The secondary focus of the issue is a mysterious character who you wont find out the identity of until the final page. And when you do find out his identity and you also pay close attention to that page and the “… what the hell” aspects of it… you’ll definitely go back to page one and give this book a second read. I’m more bummed that I have to wait another month to read the next issue than I am by the news of GI Joe being pushed back a year.

Maybe I’m being a tad biased due to my love of this series (and trust me… I used to be quite anti-Ultimate)

Score: 8.5/10

I’ll admit. When I first heard the announcement that Minecraft was moving to the Xbox 360 I wasn’t that impressed. I figured it would be very limited. After playing with it for a week, my impressions have changed.

Every gamer nowadays knows what Minecraft is all about, but if you aren’t in the know I’ll give you a quick overview. Minecraft is a survival game in a world that is made of bricks. You can cut trees to get wood, make tools and mine minerals to make better tools and the circle continues. It doesn’t SOUND that compelling, but its addictiveness is on the same level as crack. The ability to make tools and housing items is very intuitive and the creative level has no limit. I’ve had extensive time playing and managing my own PC server of this game, so my curiosity to see how well this version stacks up was very…curious.

The Xbox version is not any different. The biggest change is instead of having to guess at the crafting recipe of whatever you want to create, you can pick from a list of items and if you have the materials then it will allow you to make the item. This made the exploration of new tools and furniture very intuitive. Best example is while scrolling through the different lighting methods, me and my buddy learned we could make torches with CHARCOAL (which can be made by burning wood) as well as COAL (which is found in ore form inside mines). That changes the start of the survival aspect of the game drastically, even though we learned this fact three nights too late.

The best selling point for me in this version was the ability to have splitscreen multiplayer, when I read about this I had flashbacks to Goldeneye matches from my youth. So I grabbed my Xbox and headed over to my buddy Dylan’s house to start the adventure.

We started our first world and the first appeal was to see what our character models were. (WARNING: My screen capture device was not working, so the only few screen shots I got came from my cellphone, please bear with me)

I was the default skin, Minecraft Steve, but Dylan (Station1337) appeared to be some fancy tennis instructor. We dubbed him “Tanner”.

Being the Minecraft veterans we are, we knew that the first thing to do was find some Coal and create torches to keep the monsters at bay during the first night. That didn’t go so well. We dug out two fairly large hills looking for Coal…we found absolutely none. The first night was spent dug into 1X2 sized holes in pure darkness, with the sounds of monsters just outside. We weren’t even in the same hole! It was a lonely hole the first night.  As soon as the sun rose, we went  on the Coal hunt again…with zero yield. Again, we slept in our shallow graves while Zombies and Skeleton Archers clawed at the dirt trying to kill us.  As the sun came up, which would ultimately burn our enemies into dust and give us a relatively safe gathering area, it began to rain. Blotting out the sun. The absurdity of how dire and depressing our situation was palpable.

We proceeded to delete this world and create another one. That one didn’t turn out so well, the resources weren’t very abundant either. So third times a charm, and this created world ended up being the one we played for over 12 hours.

Upon spawn, in a giant rain forest, we found some pumpkins and a decent mountain on the water for us to carve out and begin our underground journey.

Now we really started to get into the meat of the game. Creating a wheat farm underground for baking bread. Creating a bedroom so we could move our respawn location.  Creating the first of many strip mines in order to get some raw materials so we could create weapons and gear in order to survive the ultimate test, venturing into the Nether Realm.

We soon realized the game was way too dark right off the bat. Upping the gamma and the brightness on the TV did the trick. We also felt that the torches in this version had a slightly less powerful radius. We believe that this weaker light radius allowed some monsters to spawn on the outside walls of our bedroom which let them spawn MORE monsters near them which ended up in our bedroom, whom quickly attacked us. It took a few tries to get a full sleep cycle in (which would move our respawn location indoors), this may or may not be just a glitch for our world. I was unable to recreate this situation so I do not feel the monsters-through-the-wall-spawn to be something the every player should expect.

Once that issue was sorted, Steve and Tanner were able to have some alone time…

About four hours later we had a sizable mine dug out and we started stock piling materials to gear up for our trip into hell. Our next session playing we brought two more players with us, our friends Josh and Dan, with us. Josh being another veteran Minecraft player and Dan who was fairly n00b at it. Their character models were just as interesting as the tennis instructor. Josh was a man in a tux with a nice flower on his lapel and Dan was a black man in a wife beater with a large gold chain with a blingy medallion on it. Our new group of miners started on the goal of adventuring into the Nether Realm to get a few rare and valuable minerals. It was nice to see how quickly Dan picked up the Xbox 360 version. The included crafting guide made his first few hours in the game to be smooth. With little instruction he crafted a few tools and wandered into a natural cave and preceded to get murdered by a Skeleton.

The four of us started prepping for the hell trip. Dylan created the most efficient strip mine possible, alternating 1X2 tunnels which yielded copious amounts of diamond and iron ore. Josh created a large tree and wheat farm so that we could harvest raw wood and bake bread to heal our characters. Me and Dan started exploring the natural cave we stumbled upon in search of interesting times.

I feel that this was the best feature of this version. Being able to sit on a couch with your friends, share a few drinks and share mine ideas was ideal. It removed the slight level of loneliness we all felt while playing the PC version. Yeah, we always played on Skype together but being in the same room brought back memories of Halo 2 LAN parties from high school. The robust features from the PC version were still around. We all had our own missions but were able to work as a team together. Josh was farming wood so that Dylan could build check point throughout our mine. Hours flew buy while we gathered minerals to arm our characters for the adventure into the inferno, armor and weapons to take on the monsters while we gathered the valuable materials.

During this prep time I took the opportunity to get in a boat and sail about exploring the various islands. This is when I ran into the biggest disappointment of the game. The size of the playable area is very limited in comparison to the PC version. The starting map you get, that is as big as it gets. I literally hit an invisible wall. This small play area made us realize there are only so many mineral blocks available. On the PC version when your mine was almost completely dry, you could pack up some gear and walk a few miles and start a new camp gathering minerals. The upside to this limited area was the high amount of natural cave formations. These are usually filled with monsters and veins of the high value minerals. Me and Dan explored a few and filled up our inventory with Iron Ore to arm ourselves.

Hours continued to tick by, which seemed like minutes. The pizza I had heated up with the intention to eat HOT was ice cold by the time I got to it. The addictive nature of the game wasn’t impeded by the limited size. When 2 A.M rolled around we knew it was time to armor up. We forged iron weapons and armor and started the Nether Portal which would bring us to Hell.

We stood around the portal, and jumped in one at a time. As soon as the group was on the other side we made a makeshift base. Carving out a hole and putting up some doors. The doors would keep the Zombie Pig Men but not the giant fireball spitting Ghasts. A good 45 minutes was spent venturing in the hellish Nether Realm. Killing pig men, hiding from Ghasts and getting lightstones to create powerful lighting back at the main mine. Afterwards we jumped back and decided it was time to be moderately responsible adults  and stop playing Minecraft at 3 A.M.

FINAL THOUGHTS

Nursing our sore tired eyes over a quick smoke we four discussed our experience. We all agreed that the controls for the console were very well done. Everything was labeled properly and the “Quick Move” option in menus made moving large amounts of items around very easy. The lack of cheats, which forced us all to actually play the role properly, made all of our achievements much more rewarding. There was a slight chugging felt when all four players were moving at once, but it did not affect game play that much. Everyone in the group enjoyed the splitscreen mode. Being able to sit around the TV and hangout in person made the mining and crafting fun. It was like playing LEGOS after school with your best friend, but with booze! Dylan felt the size restriction was a big mark AGAINST the Xbox 360 version, he wasn’t able to make a judgement call on how it would affect the end game. Even with a large LCD TV with and HDMI cable, we had to move the couches closer to the screen. The small “pixel text”  was soon illegible  on our individual quarter screens. I didn’t feel the eyestrain on the single player mode. When asked if he would buy it, Dylan said ” I thought I kicked this Minecraft addiction, but it looks like I will be buying the Xbox version”.

We all had reservations, most of them were dissolved quickly in and we were quickly absorbed in the tunnels we were digging. If they are able to keep updates consistent. Possibly offer mod support or content expansion packs, then I feel this version will offer the same Minecraft experience but tuned perfectly on the Xbox 360. If you haven’t already bought Minecraft and the idea of computer gaming and modding scares you do not even hesitate. Buy this version, just don’t let any pigs in.

Mass Effect 3 is a game I was anticipating for a long time. The 1st game completely immersed me within its universe, an experience that really drew me in. I played Samuel Shepard, a paragon vanguard who strove for peaceful dealings and diplomacy in his dealings, but was not afraid to fight back with a shotgun.  A year later, I bought Mass Effect 2 and was quite impressed with the sudden change in game play, an increased focus in character development, and seeing some of the decisions I made in Mass Effect 1 having visible consequences that made me rethink how I played. My Shepard continued to use his diplomacy and combat skill well, which ultimately led to his entire squad surviving the Suicide Mission and delaying the Reapers from attacking. Another year after that, Mass Effect 3 is now in my hands and I can safely say that the conclusion to my Shepard’s story is complete, if not abrupt.

Between the 2nd and 3rd game, the human Alliance had Commander Shepard grounded and took back the Normandy SR2, with your squad mates from the previous game splitting up to do their own respective tasks. After some time has passed, the leaders of the Alliance call Shepard into a meeting to inform that the Reapers have arrived. You run into Virmire Survivor from the first game (Ashley in my case) and in the meeting, you confirm that the Reapers are here. Immediately, Reapers attack Alliance Headquarters, with Shepard and Admiral Anderson being the only ones alive. Shepard comes across a young boy who he is unable to rescue and later sees dying while escaping from the Reapers. After escaping from Earth, you learn of  a Prothean super weapon that has enough power to supposedly destroy the Reapers, and Commander Shepard is tasked with uniting the different alien races and finding assets that will not only help attack the reapers, but also build this super weapon which is later known as the Crucible.

In my opinion, the story is the weakest of the three, but it is a Bioware game which means that it is still well-written and epic as ever. Development for many of the characters reaches their conclusion as everyone is now focused on the war. It is still satisfying to interact with them and hear their personal observations on the war, and there are still great moments despite the war being the primary focus. Ironically, Commander Shepard gets the most character development. While your Shepard has always built his own story based on your choices, the death of the child as well as maintaining leadership in rallying both his squad and entire races to fight the Reapers has started to wear him down, though that has not affected his ability as a leader. With the exception of some story elements, particularly with the Crucible and the ending, the story is mostly excellent, and what doesn’t work all depends on how you partake in suspension of disbelief. For some elements, it is easier said than done. As for the decisions you made through all three games, they definitely have an impact as some of the major decisions you made will have conclusions to its stories, and these events will succeed or fail based on some these choices. These moments helped make me feel that the choices I made were not wasted.

Combat is similar to Mass Effect 2. You still have the same battle mechanics: running from cover to cover, firing from cover, and using your powers tactically. There are some tweaks, like how Shepard can run (Unlike the running from Mass Effect 1) and dodge attacks by rolling, which will help as enemies are more aggressive than before. You have a few more ways to attack with melee, like a heavy attack, a stealth kill, and a short combo. There is also another combat: the inclusion of weight in weapons. The weight of your weapons determines how fast you recharge your powers, and you can also equip all 5 weapon types in the main game, so having all 5 weapons equipped will slow down your power usage. Depending on your class and play style, it may be beneficial to have one-two weapons to maximize power usage, or have a variety of powerful weapons with minimal powers, and it is possible to equip all 5 weapons and have a decent power recharge if you pick the lightest weapons and choose skills that reduce your overall weight. I actually like this change as it ultimately refined my play style. With this system, you choose how you play even more. On a side note, what’s disappointing is the removal of Heavy Weapons as part of your standard arsenal. Instead, they now appear in a few specific missions and are used more as a situational weapon. I ultimately did not bother with Heavy Weapons in Mass Effect 3, but I do miss having another option available.

Outside of combat, you still are able to interact with NPCs and engage in meaningful dialogue aboard the Normandy and the Citadel, and the decisions you make not only boost your Paragon/Renegade meter, but also your reputation. When you talk to people, or complete a side quest, you get a Reputation boost which essentially enables more dialogue options as you play through the game. I assume that with higher reputation, not only can you use high charm/intimidate decisions, but there is no major penalty to mixing up Paragon and Renegade.  I do appreciate having some Renegade options open thanks to reputation, but I ultimately didn’t notice it’s effect as I played typical Paragon and chose Paragon options all the way. Aside from side quests, you can also repurchase all of your equipment from Mass Effect 2, including DLC-exclusive weapons and armor from the different stores. I was disappointed that my inventory did not import directly into Mass Effect 3, but I did appreciate being able to buy DLC gear with in-game credits. On that note, armor works exactly the same as in Mass Effect 2: You buy pieces that have various stat bonuses, and you mix and match to form the best armor for you. There are also full suits of armor you can’t customize, but they offer bonuses in various stats, which are definitely more accessible if you’re waiting for a specific armor piece.

The scanning from Mass Effect 2 has been improved as you are scanning for military resources and artifacts instead of hoarding minerals for research. The new scanning not only help you finish side quests, but also build up your War Assets which determines the ending of the game. However, when you scan the system, it attracts Reapers, so when you scan too many times in a single system, they will come to kill you. You have to evade the reapers quickly, or else it’s game over. This adds tension and it makes flying around the galaxy a bit more exciting. You can easily leave and come back to scan while reapers are after you. It’s definitely more enjoyable to scan planets this time around. Aside from this, there are no other mini-games, not even hacking from the previous games, leaving combat as the only gametype.

Your squad is definitely smaller compared to Mass Effect 2, which I did appreciate. While I really enjoyed the large cast in Mass Effect 2, I found myself favoring Garrus and Tali in every mission and did not use anyone else except for their loyalty missions. While I did the same thing in Mass Effect 3, because of the smaller roster, I did enjoy that each character was more or less unique with their abilities. While I did appreciate the smaller-sized roster in general and seeing former squad mates in their individual mission, I was hoping to have them tag as a temporary party member, similar to how Liara was used in ‘Lair of the Shadow Broker.’

Is It All Good?

The technical issues are where Mass Effect 3 falls short. To start off on a positive note, the visual aesthetic of the game is fantastic, especially with how the environments are awe-inspiring in how it shows the Reapers destroying everything, setting up a well-executed mood of constant struggle, hopelessness, and determination to succeed against all odds. However, there are some low-resolution textures in the game which also has some really slow loading, otherwise known as pop in. A prime example would be when you exit from a planet after a mission, and seeing the various landmarks load one at a time. On top of that, some characters glitch with their attention focusing on another object, their eyes spontaneously rolling up like they’re possessed, or completely disappearing. They were very few of these technical errors, but they do stand out.  In terms of the soundtrack, there are some great pieces of music, particularly with the multiplayer tracks and some of the boss fights, but the score is more orchestral, and you can tell the change of focus in music styles. It’s not bad at all. Actually, the music is really good as I wanted to listen to the soundtrack more than once while working. However, it doesn’t stand out as much as Mass Effect 2’s soundtrack. As a matter of fact, the only thing that really stood out to me as WRONG is the technical errors. If these errors can be fixed through patches, the overall experience will be much more immersive.

Multiplayer is the same as it was in the demo. You make a character and play on different maps against enemies in 11 waves of co-op action. You earn credits as you play, and these credits are used to buy equipment, weapons and powerups. It still has the same strengths and faults as it did in the demo, so I’ll explain what’s new. What are new are the different maps and the enemy factions. You have 6 maps total and three enemy factions: Reapers, Geth, and Cerberus. Cerberus plays exactly the same as in the demo, and they are the most tactical enemies. The Geth are powerful and have a variety of enemy types though their weaknesses can be easily exploited. The Reapers are the most aggressive and difficult of the enemies as they will continuously move forward, keeping you mobile.  Each faction requires different strategies and tactics, which keeps gameplay fresh. The store has a new item pack, the Spectre Pack, which costs 60000 credits and will let you get more powerful items. You can also use real world money to buy these packs. It’s optional to purchase these, which is much better than being forced to pay with real money.  Multiplayer is holding my attention, but I don’t know how long it will last. Thankfully, there seems to be DLC coming that will add more characters, items and hopefully, new maps. I would also love to see more gametypes personally, as co-op play is fun, but is starting to get a bit old.

The Controversial Ending

Despite how many people have enjoyed the game, there has been a nearly universal outrage over how Bioware chose to resolve the third game as well as Shepard’s story. (SPOILER ALERT AHEAD) Many people stated that the endings were too similar to one another, the decisions you made essentially didn’t matter in the game’s conclusion, and that collecting War Assets was also pointless as the battle proceeded the same way as if you collected minimal assets.  On top of that, by activating the Crucible, you destroy all the Mass Relays, crippling all of galactic civilization and potentially destroying all life since Mass Effect 2’s ‘Arrival’ DLC established that destroying a single Mass Relay would create a supernova that would destroy an entire planetary system. People were also angry that the Normandy ran away from the main battle and into a relay, essentially trying to escape the explosion caused by its destruction. (SPOILER ALERT END)

The outrage was so significant that fans had started a facebook page called ‘Retake Mass Effect 3’ as well as a charity for Child’s Play to raise awareness of a petition for Bioware to change the ending to make much more sense and provide proper closure to the series. series (Although the petition had just recently ended with an official statement from Child’s Play on Reddit, which makes a lot of sense from the charity’s point of view) One fan even went so far to make a complaint against Bioware to the Federal Trade Commission for ‘false advertising.’ This has also led to a fan theory, the Indoctrination Theory, which basically tries to prove that Shepard had been indoctrinated since the start of Mass Effect 3, and that many of the ending events are a hallucination in Shepard’s head. It’s extremely detailed and lists a lot of great points for its arguments while other players claim that players are grasping at straws in order to make sense of what might simply be a badly-written ending.

Initially, Bioware’s executive producer Casey Hudson claimed that he wanted the ending to be as unforgettable as possible in an extremely polarizing way, stating that the intention was to get gamers talking and discuss what’s next with the franchise as well as the characters. Well, talk about it they did, but not in the way that the team had expected. Eventually, they released a statement on the Bioware social forums that they are listening to the feedback and will engage in healthy discussion about the ending when more people have had a chance to play it, which indicated a good sign that things might change, especially since Bioware’s Jessica Merizan posted a thread on the forums asking for constructive criticisms and suggestions on what to change in Mass Effect 3. Well, just yesterday, Bioware’s co-founder, Dr Ray Muzyka has released a statement that they are working on ‘a number of game content initiatives’ that will help answer questions and ‘providing more clarity’ for those seeking further closure to their journey.’ Here is a segment from his statement.

Building on their research, Exec Producer Casey Hudson and the team are hard at work on a number of game content initiatives that will help answer the questions, providing more clarity for those seeking further closure to their journey. You’ll hear more on this in April.  We’re working hard to maintain the right balance between the artistic integrity of the original story while addressing the fan feedback we’ve received.  This is in addition to our existing plan to continue providing new Mass Effect content and new full games, so rest assured that your journey in the Mass Effect universe can, and will, continue.

This honestly could mean anything, whether it results in new cutscenes after the ending, if the game opts for a Fallout-style epilogue, or if the ending will be significantly changed.  However, there will be more information come April in regards to the proposed changes. You can bet that there will be unhappy fans that won’t be happy with what Bioware decides to gives the fans, but the fact that Bioware is modifying the ending after only two weeks of the games release is quite significant, and it will probably be the first game that modifies the ending substantially through DLC, at least in recent history.

Mass Effect 3 is definitely the conclusion of the Shepard Saga of this franchise. Where the franchise goes, it’s unknown. I would say that despite the ending of the series, the game franchise still has a bright future ahead of it, and I’m excited to see what the next game will bring us. In regards to the ending, I’ve opted to omit the ending from this review as I feel it requires a separate discussion and article in order to do it justice. Regardless of how you feel about the ending, this game should be played, regardless whether you’re being introduced into Mass Effect, or if you’ve played from the very first game. I would recommend that for the absolute best experience, you start from the very first game all the way to the third.

Much has been said about the strange career trajectory of Bobcat Goldthwait, the funny-voiced comedian who seem destined to be a relic of the 80’s, so I won’t waste too much time telling his story again. I love the story though. I love the idea that a respectable career grew from the least likely of places. At least, I’d like to be able to love the idea. As it stands, I have no idea how Goldthwait has garnered all the praise that he has. Is he being given a pass because people want to love the story as well?

I find Goldthwait’s movies painfully juvenile in the way he presents his angry diatribes about modern civilization. He lacks any sign of subtlety. He makes no effort to create characters that feel like they exist in anything resembling a real world. His grievances, which I 100% agree with by the way, are presented in a blunt inelegant manner that reminds me of conversations me and my friends would have when we were fresh out of high school and thought that we had the world figured out. It’s self-important soap boxing with no interest in presenting a balanced and realistic look at the troubles plaguing our society.

Now, this might not be so bad if he fully embraced the lunacy of his world. A lot of the complaints I have with Goldthwait could also be applied to Oliver Stone, who is certainly no stranger to soap boxing. However, in Natural Born Killers, Stone goes so over the top and so weird that the blunt messaging and unrealistic characters felt natural and had the intended impact. The cartoon world served as a good parody of ours. Goldthwait doesn’t go that far, his film worlds are not far removed from our own which makes his preachy characters and wooden dialogue stand out all the more.

I know I’ve written a lot without really saying anything about the movie in question but my criticisms of Goldthwait can be applied to any of his films, God Bless America just happens to be the latest and most egregious.

God Bless America is essentially one part Falling Down and one part Super (substitute Kick-Ass if you’re out of Super, it won’t alter the taste too much). A middle aged man gets fed up with the stupidy he sees in his neighbors, his workmates, his television, and even his kid. So he decides to go on a killing spree, targeting those he feels are most guilty for turning the world to shit. These targets range from spoiled teenagers to reality show hosts. He picks up an adoring 16 year old fangirl along the way who proves to be even more enthusiastic about this bloodshed than he is.

This lack of originality is one of the main reasons God Bless America ranks as the worst of Goldthwait’s films. Another major reason is his misguided attempts at being “edgy”. You get the sense that Goldthwait truly believes he is pushing envelopes with the “extreme” content of his films, but it mostly comes off as tired and laughable. His past movies have dealt with beastiality and auto-erotic asphyxiation but his approach to these topics just feels like a junior high kid who just learned how to curse.

It was funny seeing this film after talking to Mike Birbiglia about his film Sleepwalk With Me. Mike talked about how comedy has changed and how its hard to be edgy because at this point everything has been said and done. You can’t just say ‘cunt’ and get a reaction. He said really the edgiest thing you can do now is just to be honest. To let people in and tell your story. To open yourself up to scrutiny and criticism. To drop the facade of trying to be cool.

Goldthwait isn’t edgy at all, precisely because he’s trying SO hard to be.

The action movie genre has been stagnant for quite some time. Sure, we get plenty of “action” movies full of posturing and special effects, but films like Taken or The Losers are lazy, sad excuses for action. We’re far from the golden days of Jackie Chan and John Woo, left with only the occasional Tony Jaa or Jason Statham movie to sate our appetite. Nothing makes this lack of quality more apparent than a movie like The Raid.

The Raid drops like an atomic bomb on the genre, completely destroying the competition. It’s simple and to the point. This is a movie about shooting and punching, and how cool those things are. We don’t get special effects laden video game cutscenes that lack any real thrill. We get real stuntmen doing real stunts, and doing them with an intensity and inventiveness that I haven’t seen since Jackie Chan was in his prime. You’ll absolutely see things here that will make you want to stand up and cheer.

One of the best things about the raid is how direct it is. The plot synopsis is the whole plot. Police officers need to “raid” a criminal owned apartment building. The movie starts as they begin the raid, and ends when the raid is over. There is no build-up, no bullshit. This is nearly two hours of non-stop action.

There is also a fun transition from a guns and explosions film to a martial arts film. The first half of The Raid is all intense firefights and has a frantic warzone feel. As the numbers and ammunition dwindle though, we start getting into the incredible hand to hand fights, all building up to one of the best fights ever committed to screen.

Most of these martial arts displays are courtesy of Iko Uwais, a new face to the action scene and the most exciting thing since Tony Jaa. Unlike Jaa, however, Uwais actually has charisma. You like the guy as a character, not just as a stunt machine.

Uwais is pitted against some of the best villains in recent memory. The main crime lord has a wonderful easy-going confidence with just the right amount of sleaze, and his diminutive henchman proves to be an equal match to Uwais’ fighting skills.

If I was forced to find fault here, I would say that the action peaks a bit too early. While the last half hour or so is a nonstop brawl, the individual moments within fights become less memorable as time goes on. You could also criticize the lack of depth in both the characters and the story, but that would be stupid. Character and depth are not why you are here. You get just enough to know who you are supporting and to possibly care about them enough that you’d want to see what happens in the sequel, of which two are planned.

If director Gareth Evans, who also directed Uwais in the film Merantau, can keep up the same level of insane action for the entire Raid trilogy, action fans have something to be very excited for indeed.

Every year at SXSW there is at least one “secret screening” which becomes a main topic of conversation for all festival goers.The debate and anticipation over what will be shown is almost always more enjoyable than what you end up getting. This year the exciting, and entirely improbable, rumor was that, since Joss Whedon was in town for Cabin in the Woods, we’d be getting The Avengers. People always seem to shoot for the stars with these predictions, even though history has shown that tentpole films NEVER show up in these slots.

This rumor was crushed early, however, as it was leaked that we’d be getting Sinister, an upcoming horror movie from local Aint It Cool critic C. Robert “Massawyrm” Cargill and Exorcism of Emily Rose director Scott Derrickson. So as delusional comic book fans shuffled away to other screenings or cheap drinks, I got in line to see if this critic turned screenwriter could add something new to the haunted house horror genre.

He could not.

Sinister tells the tale of a true crime author, played by Ethan Hawke, chasing the success of one of his early books, a success he’s been unable to repeat. He latches onto a new case of a bizarre family suicide and decides to make that the topic of his next book. He also decides the best way to get a feel for the crime is to move his family, unbeknownst to them, into the house where the event occurred. You can probably take it from here.

The problem with Sinister is not that it’s a bad movie, it’s really not. It’s just exactly what you’d expect from this kind of thing. The scares are telegraphed. The glossy filmmaking takes away from any visceral thrills. The supernatural villain is a bit silly. It’s just unmemorable in every way.

There is potential here for something truly unique and haunting, which makes the blandness all the more disappointing. The opening scene is truly unsettling and promises a different movie than the one you get. The opening shows a super 8 film of the suicide that is to become the subject of our leads next book. It’s shown in full and with minimal music or sound other than the clicking film reel. The method of suicide is different than anything I’ve seen before and I was really hoping that I was in for something not quite like anything I’ve seen before.

These super 8 films, more of which are discovered in the house, play a big role in the film and are all equally unsettling and shown in full. These are easily the best moments of the movie. They add an injection of style and horror that’s absent from the rest of the film, although their impact is lessened as the filmmakers decide to replace the unnerving silence with overwrought music.

The performances are solid and the personal drama of a writer so desperate to re-attain fame and glory that he endangers his family is actually well done. All the elements for something great are here, but they are just used as window dressing.

If you don’t mind the familiar formula and are just looking for an unchallenging horror flick to watch on Netflix with your girlfriend, you could certainly do worse than Sinister. It’s just hard not to pine for the movie it could have been.

It was more than two years ago that I first thought I would get a chance to see Cabin in the Woods. The film, shot in 2009, was rumored to be a secret screening at Fantastic Fest here in Austin. They were even handing out posters, each with phrase poking fun at horror tropes. “If you hear a loud noise outside….have sex.”

Alas, the rumors proved false, but the movie was supposed to come out in a few months anyway. Then MGM went bankrupt and Cabin in the Woods was shelved. A tough blow for the movie, and for the legion of Joss Whedon fans excited to see him and his crew take another shot at a feature length movie. Cut to this past weekend, two years later, where Cabin opened SXSW to near universal praise. I’d say it was worth the wait.

It’s tough to talk about the movie since much of the joy lies in the surprise. The less you know, the better. Unfortunately, the initial trailer, which I managed not to see until after viewing the movie, already gives away slightly too much. I’ll just say that Joss Whedon and Drew Goddard take your standard horror set up of a small group of college kids taking an ill advised vacation to the backwoods, and then proceed to deconstruct and then expand that into something jaw droppingly awesome.

The deconstruction is fun but, despite a unique premise, isn’t something particularly new. Ever since Scream this kind of meta commentary has become commonplace and audiences are well aware of the cliches. The recounting of horror movie rules doesn’t have the same effect as it did a decade ago. Just recently, movies like Behind the Mask and Tucker and Dale have found equally unique ways to cover the same ground. So while that bit is enjoyable, if that’s all Cabin was it wouldn’t have made much of an impact. The expansion, however, is spectacular. Just when you think you know what the movie is, it turns to something else and rides a geek adrenaline high all the way till the end.

Joss and Drew, writer of Cloverfield and many Buffy/Angel episodes, are masters at creating “the moment”. The build up and pay off of set pieces are absolutely perfect. It’s musical in the way everything flows together and builds to a climax. This is a movie where they somehow made the ‘ding’ of an arriving elevator one of the most exciting things you’ve ever seen. It’s impressive.

The cast is a mix of Whedon regulars and new faces, and maybe a surprise appearance or two. Kristin Connolly is perfectly charming and sympathetic as the ‘virgin’ lead. Chris “Thor” Hemsworth takes a backseat in this pre-fame ‘jock’ role and it’s interesting to see him play a college kid after larger than life turns as a god and Kirk’s dad. Richard Jenkins and Bradley Whitford are wonderful and provide the films biggest laughs. The only performance I had an issue with was from Dollhouse co-star Fran Kranz. Fran is the ‘stoner’ of our stereotypical group and is given some of the best lines, but he overplays the “I’m so high, man” thing and is never believable. This is particularly unfortunate since his character is essentially the audience surrogate. He’s the one who speaks for us, just in a silly voice.

Even Kranz is redeemed by the films incredible climax, though. It’s something that must be seen, preferably with a group of like minded friends. It’s a fist pumping, spontaneous clapping, holy shit celebration. During the Q&A, an audience member asked the crew if they knew they were making the last horror movie ever. In some ways that feels accurate, as this takes the genre and blows it sky high. It’ll be interesting to see what future filmmakers make from the rubble.

A point and click adventure game about wrestling? Why the hell not!?!

Wadjet Eye Games and Icebox Studios have decided that their latest game, Da New Guys: Day of the Jackass can provide a necessary can of whoop ass to the genre and to that I say “HELL YEAH!”

With any PC point and click adventure game, the right mix of story, puzzles and atmosphere of the setting of the game is what separates the decent ones from the really great ones. Da New Guys starts off with a great opening. From the main menu’s music having a similar sound as Eye of the Tiger to the very first puzzle, you get a sense that you are in for one hell of a good time. After a brief opening puzzle, you learn that your teammate, Brain, has been kidnapped while trying to escape an angry mob of wrestlers at your apartment calling your win of the title belt a sham. They demand that Brain should give it up to one of them. Playing as the other two teammates, The Defender (he gets upset when you don’t add the The when saying his name) and Simon, you must figure out who would want to kidnap Brain and rescue him.

The first half of Da New Guys suffers from a lack of engagement when you’re stuck just going back and forth between the same areas ad nauseum. I was quite frustrated by how many times I had to travel to one area to get or do a specific thing, only to have to travel back to my previous area to do another so many times in a row. Repeated actions without changing up the routine just a little is a good way to make someone bored with your game.

I also never found the puzzles too hard but there are some that need a little more thought to grasp the answers to. Try not to over think most of the puzzles. You would be surprised at how simple the solution usually is. I am trained for the crazy solutions due to games like the Monkey Island games and Maniac Mansion so it was hard for me to think “simple” enough when presented with a puzzle. Some may see an issue with simple solutions in a point and click adventure and that is understandable. I was okay with the simplistic nature of some of the puzzles. It let me enjoy the story more.

I do have to say that I was ready to give up on Da New Guys after the halfway point. Issues with the pacing, compiled with the dull voice acting, which at times sounded like either the mixing was bad or the voice actors were too close to the mics, had my mouse hovering over the “quit” button. Then something amazing happened that I never would had expected in a point and click adventure game: a top down point of view stealth mission! Okay, I know that doesn’t sound like something that should be mind-blowing but to me it was. Between the top down view stealth and puzzle solving, this was a great change of pace for the point and click adventure genre. Da New Guys even throws in a crazy car chase scene and let’s the player interact in a really inventive way that I’ve never seen yet. I don’t want to ruin it but it involves guns. Good on you Icebox Studios!

Little things like the voice acting, some of the character designs not fitting right with certain things, a slow beginning to the game and not being able to change the resolution hurts Da New Guys a little and may be hard for people to want to give it a shot. If you can manage to stick it out past the first half of the game, I promise Da New Guys will be a treat for anyone who likes point and click adventure games and wants something new in the genre that is a refreshing treat.

Pushmo was the first original eShop game that caught my attention. Pyramids and Freakyforms did not interest me at the time(Though I plan on reviewing them later), so when Pushmo was released, I immediately bought it. It was my first impulse purchase, and it was one I have not regretted at all.

The story of Pushmo begins when you, a round sumo-like character named Mallo, visit a place called Pushmo Park. You meet with the inventor, Papa Blox, who shows you how Pushmo works. Pushmo, according to the game’s eShop page, “are incredible puzzle-like climbing toys” in which you can push and pull individual blocks, forming a path to the top. Suddenly, a young punk has trapped several kids in different Pushmos across the park, and it’s up to Mallo to rescue all the children who are trapped. What’s interesting about the story is that in the main game, there are 180 Pushmos, each with a kid trapped inside. That means this single punk took 180 separate kids in the park and trapped them in gigantic convoluted structures. In any other world, he would have been arrested for kidnapping and endangering the welfare of a minor, but in Pushmo Park, he is left to roam free and continue to wreck havoc on the lives of little children.

In all seriousness, the story does give you context on why you should solve every puzzle in this family-friendly adventure. The visual aesthetics also support this family-friendly nature. The world is colorful and vibrant and the character designs are simple and EXTREMELY cute to look at. The 3D also works well, with the illusion of depth achieved when you push and pull sections of the Pushmo forward. The world of Pushmo is not only a world that is full of positivity and life, but it also looks great as well.

The music and sounds also show off a very bright and happy environment, with sets of levels getting their own theme music. You have tutorials, regular levels, murals, and Nintendo-themed murals to get you through the game. However, there are no other stage themes. You’ll hear the same song repeat in each level in a single set, which is slightly disappointing since the tracks are very good. However, the appeal disappeared right when I reached the last set of stages.

The game play is where Pushmo shines. The goal is to rescue children trapped in the Pushmo, and since they are usually stuck at the top, you have to scale the gigantic puzzle until you reach the goal. When you get past the beginning stages, you are introduced to two new elements that complicate the puzzles: The manhole and the pullout switch. The manhole lets you enter and exit from one manhole to the other as long as they are exposed and of the same color while the pullout switch lets you push all blocks of a same color out when you step on it. It’s important to know when and where to use manholes and switches, especially the switches as you don’t need to hit every switch. If you’re overzealous in pushing and pulling blocks and activating switches, you’re likely to block your path. This is especially true near the end. You can also rewind time by holding the L button, so you can go back and fix your mistakes. Finally, by holding R, you can see the entire Pushmo from afar so you can plan your next step, or if you just want a full view of the Pushmo.

The mechanics are simple but refined. Forming a path to reach the goal is easy to do, and the game builds from that by steadily increasing the complexity of the puzzles as you play. When the manhole and switch are introduced, you have to think a few steps ahead, mainly to see if using a switch or manhole will move you forward or completely trap you. However, you only get into this mindset near the endgame, as the beginning puzzles and some of the midgame puzzles are very easy. It feels like once you begin the endgame, it suddenly spikes in difficulty without warning. I’m assuming that since I’m an adult, I’m able to see things two to three steps ahead. If you’re a child, you might perceive this increased slope in difficulty more easily. For me, I went from breezing through the game to spending twenty minutes solving one part of the puzzle so I can move onto the next part. The difficulty never reached the point where I stopped playing out of frustration. Being able to solve a hard puzzle definitely yields a sense of pride and I felt much more eager continuing to play. The game is rewarding. Though there is a sudden spike in difficulty near the end, it just made want to beat the puzzles even more.

In terms of replayability, the only levels I wanted to replay were the mural levels. The tutorials were just tutorials, and the regular levels felt more like expanded tutorials in the beginning, but the murals were entertaining at least. It was interesting and satisfying to see what shape each Pushmo was as well as climbing on top of a giant lemon soda, or alternatively, Mario.

There are also user-created Pushmos, which are incredible.  It’s amazing to see how creative some people are in making levels.  I tried a couple out and they were just as difficult as the end-game Pushmos and extremely fun like the mural levels. In order to receive user-created Pushmo, you go to the Pushmo Studio in the main menu, click on an empty square in the stage selection, and press the “READ QR CODE” button. You position your 3DS so that the QR code is within the frame on the top screen, and if done correctly, the game will recognize the QR code and download the new Pushmo for you to save and play.

As for making Pushmos, I never got the hang of it, but then again, I’m not very good at creating my own levels in any game/level maker. For those creative and determined enough, the level creator will certainly occupy a lot of your time, as well as playing some of the user-created Pushmos. I definitely recommend keeping an eye on the internet for some great levels.

All in all, I have to say that Pushmo is definitely worth the $6.99 that it is worth and more. There are some minor issues with the music, but that is just nitpicking on what is deservedly a fantastic game, and one that I would definitely call an eShop classic. The gameplay is solid, there are plenty of entertaining puzzles and the user-created Pushmos and level creator will ensure plenty of game time depending on your level of creativity with the level maker and patience with the end-game puzzles. This is one game that everyone with a 3DS has to download.