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Showing posts with label Murder as Family Fun. Show all posts
Showing posts with label Murder as Family Fun. Show all posts

Wednesday, February 8, 2017

Why You Should Read the Sword of Air (But Think Before You Run It)

Game: Sword of Air
System: Pathfinder/Swords & Wizardry
Publisher: Frog God Games
Author: Bill Webb
Initial Release: 2014

Sword of Air is unfinished. This is partly by design. The back cover will tell you that this hefty Pathfinder/Swords & Wizardry module is a “sandbox campaign in the old-school style that take [sic] your characters from level 1 through level 20.” (Yes, there are a lot of typos and errata - best get that out of the way now.) “Within these pages you will find: the secret of the Sword of Air artifact; a vast and detailed wilderness; a feud between two powerful wizards Kayden and Sorten; both Kayden and Sorten’s domains described in detail; the tomb of famous wizard and court adviser Aka Bakar; the Plane of Shadow; the City of Tsen and its surrounding wastelands; Steve the Cat; and more! Sword of Air,” you see, “is part of the home campaign world of Frog God Game’s Bill Webb and it has been running since 1977.” That last boast should tell you quite a bit.

Most of this is, strictly speaking, true. And it’s exciting stuff, albeit a little misleading. Sword of Air is not, in itself, a campaign. It would barely even qualify as a campaign setting by most standards. It provides virtually nothing in the way of gazetteer or background content, with a few partial exceptions like the historical notes before the chapter on the Tomb of Aka Bakar. It assumes that the DM is either intimately familiar with the Lost Lands setting - the home of the Necromancer and Frog God Games line of products, described piecemeal in other works - or willing to create a world of her own wholesale. Sword of Air is also not a collection of modules republished with a unifying plot hook in the guise of a campaign, like so many other Frog God products tend to be (no shade thrown on these; I tend to love them).

No, Sword of Air will provide you with next to nothing in the way of campaign materials. It won’t even provide you with descriptions for many of its major locales. A detailed map will give you vital locations like the City of Freegate directly next to where it intends some major action to take place, but it will tell you nothing about Freegate, leaving it to the DM to provide the local care and color. It will haphazardly throw out references to fantastical locations like the Wizard’s Wall and hint cryptically at their wondrous back-stories (in the form of what are often rather tone-deaf allusions to Bill Webb’s own home campaign anecdotes and in-jokes), but it will tell the DM little else of use about those places beyond their names - often not even so much as a location on the otherwise richly detailed map. Sword of Air is honest about this within its introductory chapter, at least, if not its back cover and sales description. Webb goes on at length about his “monkey and the engineer” theory of design without ever quite making sense of the metaphor, but he does at least admit there - albeit to folks that have already purchased the book - that he has no intention of providing a campaign module but rather a loose collection of tools from which a DM might build a grand campaign.


And finally we hit on the truth of what Sword of Air is: not a sandbox (or, if it is, a grossly incomplete one  with misleading maps), not a campaign module, not even a campaign setting. Sword of Air is, in fact, a loose box of badly organized tools from which a dedicated DM and group of players might one day build something great. But my god, what a beautiful set of tools of those are.


The finest among these tools are Sword of Air’s set pieces, and golly are they masterful set pieces. The book offers in its first chapter and scattered throughout some snippets of character and plot hooks to use to tie these set pieces into your campaign’s larger story, and if you can be arsed to put in the effort you will be richly rewarded for having included them. Foremost among these are the two enormous towers owned by the archwizards Kayden and Sorten respectively, filled with all the wonders and weirdness your inner 12-year-old would want to find in the lairs of a master necromancer and conjurer. These, depending on the players’ allegiances and inclinations, may serve either as fantastical “towns” and bases of operation or as extraordinarily complex and coherent dungeons. Webb provides detail not only as to the stats of the denizens of these towers but as to their daily schedules, likely locations, relationships, and strokes of their broader lives. There are endless goodies to play with here, and a party visiting either of these towers, should they survive entry, will likely find themselves with days’ worth of things to do.

Sword of Air also includes no fewer than two massive megadungeons - each with a deceptively devious “introductory” dungeon hiding the much deadlier and more expansive structures below. I won’t say much about these for the sake of brevity beyond that, like most of Frog God’s megadungeons, they are top-notch old-school dives filled with tricks, traps, and secrets elaborate enough to put most “classic” D&D dungeons to shame. You’d be hard-pressed to find a better balance of tough but fair environmental puzzles (more Zelda than Zork), fascinating enemies, and coherent monster ecology filled with more interesting denizens, though a few of the overused favorites do make appearances.


The rest of the module is a collection of hex crawls and mostly exotic locales. The hex crawls set in the “normal” parts of Akados, the continent of the material plane on which Sword of Air mostly takes place, are fairly tepid. Most of the encounters here are overly familiar, the sort of goofy Gygaxian fare already overrepresented in hundreds of modules from the 70s and 80s. NPCs with jokey meta names, former real-world player characters with trollish personalities - the presence of a feuding family of hick dragons literally called the Hatfields and McCoys is at such a tonal dissonance with the more coherent locations of the game as to be baffling, though it does speak to the organic history of the campaign as Webb’s own evolving homebrew from childhood on over the years. But if you find the notion of meeting up with a line of Joe Platemails the Third and Fourth - a whack-whack-whacky paladin from Webb’s original player group with a penchant for stupidity and indestructibility (“Intelligence and Wisdom were his dump stats,” you see) - to be an enticing proposition, maybe you’ll get more out of these zany “random” encounters than I did.

The aforementioned exotic locales, however, are much stronger hex crawl material. Sword of Air’s chapter on the Plane of Shadow aka the Shadowfell is the stuff of nightmares, a terrifyingly alien place into which I cannot wait to throw a woefully unprepared player party. Filled with light-devouring monsters, doomed and half-crazed wanderers, twisted human revenants right out of Silent Hill (or more recently Stranger Things), and a literal river to Hell, this is the vision of a journey to the planar embodiment of darkness with the imagination and horror that were so sorely lacking in TSR and WotC’s takes on the subject. The Wasteland of Tsen, too - a fantasy Fallout zone with mutation-inducing radioactive air and lethal lead mines - is a consistently surprising and harrowing sojourn away from the ordinary, and an excellent taste of that desolate Slumbering Tsar flavor for those without the stomach to play a whole campaign in that kind of setting.


I mentioned Sword of Air has organization issues. Holy hell does it. There’s little consistency to any of the chapters’ layouts. Maps are scattered piecemeal everywhere; the hexes are particularly egregious. Critical character details and hooks are similarly offered in bites and chunks at near random for the DM to scrounge together, sometimes hundreds and hundreds of pages apart (and unbolded) for the same character. There are frequent contradictions. Being a Frog God product, this lengthy and disorganized volume has, of course, no index of names or terms (though it does thankfully have an appendix that includes player maps).


It’s worth mentioning that the Sword of Air has a weird obsession with males. As in, 90% or more of its named inhabitants are men (nearly all, if you believe the art, are white), all the non-deific characters of note are men, and it’s hard to say why that is in a game system that mechanically represents the sexes as equal and usually strives to make its fantasy world a varied and interesting place to be. This is easily fixed - my Sorten, for instance, is a woman, because who the hell needs another white bearded wizard anyway - but it’s strange, is all. The average gaming group is enough of a homogenous sausagefest without the fantasy denizens being this one-note as well. The less said about the one female plot-critical character having been horrifically raped to death by a demon to set the events of the book in motion, the better.


The art, all in full color, is occasionally solid but frequently iffy. At the risk of being brutal, much of the coloration looks like some aspiring Deviantartist’s first foray into Adobe Illustrator. 90s-esque Photoshop filters and presets (lens flare! bevel and emboss!) are rampant. The character illustrations of both wizard towers in particular are a little embarrassing and would likely kill the mood if shown to players. Simple black-and-white cartoons in the style of old-school module sketches would’ve been preferable here to attempting to ape the more elaborate Wizards of the Coast productions. The monsters are for the most part much better, and at least the cover is evocative. I don’t mean to sound too harsh here, because the vast majority of published RPG material is seriously lacking in the artistic department, and at least Sword of Air makes an effort to include a lot of it.


So yes, the module has its problems, chief of all that it’s not what it claims to be, and conversely that it could have been so much more. As a campaign setting, collection of characters, or coherent world, Sword of Air leaves much to be desired. Bill Webb’s “magnum opus” it is not, nor should it be as his work ever continues to improve with the years - the best of which, I think, are yet to come.
 But as a loosely bound, occasionally brilliant set of tools and materials to spark a DM’s imagination and from which to build something greater, Sword of Air has worth in spades. My initial frustrations with the product never disappeared completely, but at this point I have no regrets about picking up this flawed gem of a sourcebook, and would recommend others with the patience to look past its faults to do the same.


Liked it.

Saturday, March 12, 2016

The Cabin the Woods

Game: Until Dawn
Supermassive Games, 2015 (PS4)

There’s a lot to admire in Until Dawn’s ambition. Technically it’s a stunning achievement, even if the PS4’s hardware isn’t quite up to the task of rendering its ultra-realistic, motion-captured cast in real time at anything like a consistent frame rate. The idea of applying the Telltale formula to an 80s horror film and throwing a more constant threat of character death into the mix certainly seems right up my alley. After all, who hasn’t wanted to yell at the characters on screen in a slasher movie for their constant stupidity and lack of basic self-preservation instincts? On paper, the idea of directing their behavior from position of cast puppet master sounds like a perfectly fine concept for a game.

Alas, Until Dawn not only mucks up the execution of that concept but falls prey to the same old hoary tropes of the slasher genre itself. Not content just to give you a limited range of choices often stripped entirely of story context, it frequently takes even that power from the player and has the characters do the same old stupid slasher stuff anyway. It’s an insulting way of trying both to blame the players for their mistakes - though good luck knowing what those mistakes are - while wresting control at the most critical moments of consequence. Characters splitting up to investigate clear deathtraps entirely on their own? Check. Leaving crucial weapons and MacGuffins behind out of sheer blind stupidity? Check. Stopping in the middle of a life-and-death chase to argue about petty teen social vendettas? CHECK CHECK CHECK. Frequently the player has no say in anything but how badly the characters will suffer based on a series of quick-time events - though maybe one in a hundred of these quick-time events might be the trigger that later gets someone killed.

I’m hard-pressed to think of many games that have come this close to realtime-rendered photorealism.

Until Dawn also embraces the absolute worst narrative elements of its source materials without the slightest inclination to subvert or improve upon them - this is far more Friday the 13th Part VI than The Cabin in the Woods or Behind the Mask: The Rise of Leslie Vernon. The characters turn out to be the same old awful slasher clichés we’ve seen a thousand times over, from the Dumb Jock to the Slutty Slut to the Hapless Nerd to the Queen Bee Bitch to the Virgin Final Girl, and Until Dawn shows not the slightest inclination to bring depth or empathy to these teens* over its grueling 10-12 hours of running time. This would have been a hard task even in the best of writer’s hands, given that the story begins with these characters doing something absolutely vile to one of their friends, but the failure to give them any kind of self-awareness or remorse for the bulk of the narrative prevents any real feeling of player connection to these brats.

In fact the game goes out of its way to goad the player into killing them, reveling in some of the nastiest and most misogynistic aspects of the genre as it gleefully pushes the most egregious elements of their personalities to the nines and literally asks the player point blank whether they wouldn’t enjoy their gore porn more if they would just give this Queen Bee the violent comeuppance she deserves, or punish the Slutty Slut for her slutty sins accordingly. It’s all very gross, very puerile stuff, the kind of thing you might have once taken for granted in genre B-films but would hope a “story game” in 2016 would have moved past by now, particularly given what a debt Until Dawn owes to the much better-written Telltale titles.


If nothing else there’s some genuinely fine cinematography on display from time to time.

Perhaps just as unfortunately, Until Dawn has also failed to learn the fat-stripping lessons from Telltale’s more recent entries. As bad as the story beats of Until Dawn might be, they’re not half so bad as the hours the game forces you to spend shuffling through its fixed-camera environments with Resident Evil-era tank controls as the characters perform literal pixel hunts and struggle to find doors invisible behind blocked angles. Frequently beautiful environments, to be sure, but it’s hard to appreciate the depth of care that went in to the art design when it’s used in service of 90s gameplay relics and equally dated 90s horror game clichés (SPOILER alert: you’ll spend about half your time in a spoooooky old insane asylum, as I’m sure absolutely no one everyone could have guessed). At least the fixed camera means we always get a cinematic view of those clichés.

I really got the sense that the lion’s share of Until Dawn’s resources, fiscal and mental, were poured into its production design at the expense of everything else. Constant frame dips and stutters aside, the mo-cap’d character animation is truly something to behold, with possibly the most nuanced and expressive facial models I’ve seen this side of the uncanny valley. Apart from some audio mixing issues, the voice acting is similarly about as strong as it gets in gaming, and a game cast of film and TV celebrities do their damnedest to elevate the trash that is Until Dawn’s script to something at least vaguely human. For stretches it does feel very much like you’re inhabiting an actual movie. Unfortunately, if at the end of the day the best you can say about Until Dawn is that it’s an especially long and well-produced Friday the 13th sequel, you’re probably better off just watching Friday the 13th. 

* Played here, true to genre form, mostly by 30-year-olds.


Disliked it.

Monday, November 23, 2015

I Don't Want to Set the World on Fire



Two weeks in, I think I'm ready to call Fallout 4 a broad failure. Beyond the usual Bethesda technical mess that's becoming less and less acceptable with each passing decade of this engine, the game is so regressive in terms of writing, quest design, and NPC interaction as to make me wonder what on earth the studio has been doing with the seven years and hundreds of millions (billions, by some estimates) of dollars in income they've been raking in since Fallout 3. 


***Minor early-game spoilers below the jump***

Monday, July 9, 2012

Of Recent Random Ramblings

Welcome to this edition of the Micro-Review Roundup, which for the most part comprises aggregate expansions of recent ramblings on my Twitter feed. And yes, I've been on a bit of a Horror kick recently, for anyone who somehow had any question on that. I suppose it's just that time of the month...
...by which I of course mean the recent full moon phase.


Film: Ted
Seth MacFarlane, 2012

An overly long and relatively restrained Family Guy episode with enough laughs in the first act to make the latter slog worthwhile. As always, could benefit from significantly more dark absurdism and significantly fewer 80s pop cultural references (though the balance of non-sequitur sequences is just about right this time). With a revamped second half, some much-needed editing, and more directorial experience from MacFarlane, this could have had the makings of a more notable comedy gem, but in its present form it's fairly disposable network TV fare scarcely worth comparing to animated raunch comedy classics like South Park: Bigger, Longer, Uncut or even the mixed success of The Simpsons Movie.
Grade: C



Film: Hellraiser
Clive Barker, 1987

A minor classic of Lovecraftian body horror equal parts the love child of Stephen King and David Cronenberg. Thoughtfully disturbing in its visceral dissection (pun intended, and forgive me for it) of human psychosexuality and the extremities of carnal desire, occasionally marred by some shaky cinematography and loose editing. Still as unsettling today as it ever was, and easily one of the greatest genre works of the 80s (not that its competition was particularly stellar).
As a bonus, also boasts the most frightening appearance of Plastic Jesus in cinematic history.
Grade: B



Film: Hellbound: Hellraiser II
Tony Randel (Heavy creative oversight from Clive Barker), 1998

That rarest of creatures, a Horror sequel worthy of its predecessor's dark legacy. Struggles with initially glacial pacing and some ill-conceived re-imaginings of Hellraiser's characters and creatures, but atones for those shortcomings with stronger cast performances, an unnerving new villain, and a uniquely memorable vision of hell. Where Hellraiser may torment your waking imagination, Hellbound is the fel stuff that will haunt your dreams. Bonus points for its practically overnight production and release within a year of its progenitor, all managed on a functionally microscopic budget.
Grade: B-




Film: Bram Stoker's Dracula
Francis Ford Coppola, 1992

By far the most faithful adaptation to Bram Stoker's original work, at least where tone is concerned, Coppola's Dracula remains relevant as perhaps the most wholeheartedly authentic visual realization of the Gothic genre to date. The film is a tour de force of lavish sensuality, oozing more style in every operatic scene than all the gallons of blood spilled in its breathtakingly brief 128 minutes running time. The cast is just as committed to the raw theatricality on view here, Gary Oldman entering the annals of vampiric legend as an utterly convincing incarnation of a passionate and tragically accursed Dracula, Anthony Hopkins devouring the scenery with all Van Helsing's eccentric excitability, and Tom Waits lurching about as the most entertainingly unhinged Renfield yet seen on screen. Keanu Reeves is the sole chink in the film's illustriously decorated armor, delivering in place of acting not only a constant mugging that would put the comic reaction shots of Hammer to shame, but also perfecting the most exquisitely tortured approximation of an English accent in living memory.
"LOVE NEVER DIES," promises the appropriately lush theatrical poster, and neither shall a film as lovingly devoted to its vision as this Gothic masterpiece.
Grade: A-

Film: Night of the Living Dead
George Romero, 1968

The Ur-Zombie grandfather of them all, still just as unsettling in its high-concept exploitation even after fifty years of imitators. Brutish, nasty, and short, Romero's original remains as effective as it is primarily for its single-minded devotion to the desecration of all that is sacred in human society, playing both on the cultural fears of the Cold War and our more timeless aversions to death, decay, predation, destruction of identity, incest, cannibalism, and virtually every other primal fear or unthinkable taboo to haunt our psyches across the boundaries of community. A community which is so violated here as to leave generations pondering our own hypothetical reactions to such a loss of basic humanity.
Ever tense in its craft and composition, well-acted across the board (particularly by the now iconic Duane Jones), and marred only by its nonexistent effects budget and rampant misogyny (even for its time, judging by a few  historic critical reactions), Night of the Living Dead remains the purest codification of its genre, surpassed in overall quality only by the tiniest handful of its successors, if ever at all.
"They're coming for you, Barbara. They're coming to get you, Barbara!"
Grade: A-

Film: The Exorcist
William Friedkin, 1973
(And no, I will not be commenting on any of the differences in editions except to say that, as someone familiar with each, the cuts are not distinct enough that I would consider them worth contrasting in so small a space.)

On recently revisiting Friedkin's The Exorcist and Kubrick's The Shining after aeons, my initial reaction of re-appraisal was to note that, while both are near masterpieces of cinematic art, but both are minor failures as horror films. The Exorcist is tense, no doubt, paced with near perfection in the mounting terror not of the demon but of Chris MacNeil's (Ellyn Burstyn) increasingly helpless concern for her daughter's soul. I would hardly be the first to note that Pazuzu is not a particularly threatening villain from a secular perspective – certainly not compared to his Cenobite siblings or even the Paranormal possessor – but the horror at play is still somewhat effective empathically, again through the cypher of Burstyn's preeminent portrayal of a parent's deepest fears.
Though light on frights no one could claim The Exorcist is slim on style, and unlike the plethora of progeny it spawned it is just as profoundly substantial, both as well-crafted cinema and as a study of familial psychology. I care much less than I once did for the vague spiritual struggles of the auxiliary Father Damien Karras (Jason Miller) and his Catholic cohorts, too often recounted as the foci of the film, but their priestly presence certainly lends the climax its memorable dramatic weight. Nor can enough be said of Regan/Pazuzu's brilliantly executed joint performance by Linda Blair and Mercedes McCambridge.
Grade: B+

Film: The Shining
Stanley Kubrick, 1980

Few times have I desired to love a film as much as I would like to love Kubrick's celebrated classic The Shining, but alas that I must be content to respect it. The Shining is a beautiful film no doubt, an exercise in compositional perfection out of which I could probably pick more favorite shots than any dozen other such films combined. From the jaw-dropping grandeur of its opening mountain credits to the skin-crawling spectacle of the flooding elevators to the unforgettable focal clash of the baby-blue Grady girls with the sickly-hued halls, The Shining is a display of Kubrick's mise-en-scène at its absolute most effective.
Such a pity, then, that it suffers more from Kubrick's clinical detachment than any of his other works to that date. So abstract is Kubrick in his surreal approach to setting that he leaves behind both his actors and the characters they are so desperately (over)working to present. Jack Nicholson's iconic turn as Jack Torrance is unforgettable, yes, but as entertaining as it is to watch the King of Crazy go axe-frenzy out of cabin fever, his performance is too ridiculous to find frightening on any serious level. Shelley Duvall's Wendy too is a mess of mewling hysterics, and the only moment of any palpable tension between the two – as well as the only truly terrifying moment in the film – is found when Jack is mercifully off-screen and Wendy discovers the horrible truth of his manuscript (which, of course, the viewer had surmised a near two-hour's time earlier in Nicholson's mad mugging).
As gorgeous as is Kubrick's imagery and as indelible is Wendy Carlos and Rachel Elkin's baroque score, The Shining is less successful as a sum narrative than as a collection of spectacularly effective imagery. And who knows, given that we're dealing with Kubrick here that may just have been the artistic intent all along.
Grade: A-



Song: What Makes You Beautiful
One Direction, 2012

So catchy it should be criminal, but the lovable kind of criminal like Robin Hood or the Artful Dodger, "What Makes You Beautiful" is an adorable chart debut by X Factor finalists One Direction and probably the least offensive ear worm of the year to date. WBYB is a pristine example of everything there is to like about boy bands – yes, even they have their redeeming qualities – what with its uplifting, heart-baring lyrics, its flawless rhythmic structure (for which, it has been noted, a great deal is owed to Pink), and an infinitely hummable bridge practically guaranteed to send all nearby victims bursting into the chorus whether willingly or unwillingly.
Yes, in terms of depth it's still the musical equivalent of a two-foot wading pool, but I challenge anyone to make it through a full listening without cracking a smile, or at least the hint of an acquiescent grin.
Grade: B+



Song: Good Feeling
"Flo Rida" (With emphasis on the quotes), 2011

Yes, this one is more than a little late, but I feel justified in reviewing it given that it's still topping charts and that no one seems to be calling this clown on his tripe. Content to prove himself the most shameless hack in the music industry, Flo Rida once again samples a refrain from an old classic (in this case Etta James's "Something's Got a Hold On Me" already resampled as Avicii's "Levels"), surrounds it with the most disposable flavors of rap on the radio, and calls it a day. Sure, the end product still retains some residual quality, but rather than support the cretin who led an entire generation to believe he was responsible for "You Spin Me 'Round," why not spare your own dignity and give this trash a pass in favor of a more honest club remix of the original Etta James?
Grade: C+ (Though artistic integrity here would merit an F for plagiarism, were we to carry the classroom metaphor.) 

Monday, April 2, 2012

For They Shall (Not) Be Satisfied

Disclaimer: this review offers no context for the film's narrative and a number of my comments on that score, making the assumption you have read my earlier review of the novel.

I realize it's considered bad form to start off a review of any piece by lambasting it for its weakest element, but I cannot tell you just how tempted I was to entitle this critique "Shake Shake, Shake Shake-a-Shake It." Of all the major tentpole films in recent decades that have tortured the audience with madly aggressive handheld camera work, The Hunger Games is surely the most egregious offender, and small wonder coming from the cinematographer who brought us the incomprehensibly muddled rugby sequences of Invictus. Good luck following any of the actual action in the action flick portion of the film (i.e. the entire third act), and to the easily motion sick among you I recommend skipping the greasy popcorn this time around. Additionally, I should warn any of you with editing experience or cinematographic aspirations to prepare yourselves from aneurism at the breakneck cuts between the various handheld angles, even when they manage to defy all story logic and to sever continuity of action.

Still, while the shoddy camerawork and editing may mar every moment of motion in THG (which are, admittedly, not quite as abundant as you might think if you have seen only the trailers and never read the novel), the mise-en-scène of the first act act is nearly skillful enough to compensate for it. The opening shots of an impoverished, post-post-industrial Appalachia establish in seconds a desperate, pervasive quietus that colors and contextualizes the (initially) sparse dialogue every bit as effectively as did Collins's prose. Harsh browns and yellows of torn and faded clothing clash with the verdant green of the forest to reveal  a humanity humbled by its own sins and betrayals, a pitiful remnant of civilization clinging to a newly victorious wild, whose trees stand sentinel opposite the too-clean white of the Capitol officers.
In the case of the first thirty minutes of THG, a picture truly is worth a thousand words.

The subdued anguish of these early scenes is embodied nowhere more effectively than in the haunting complexion worn by Jennifer Lawrence, a shoe-in for her second Academy Award nomination and strong contender for the award itself, if I may be so bold as to mention the possibility in March. Yond Katniss Everdeen has a lean and hungry look, and if Lawrence's eyes perhaps do not contain the latent danger I pictured from my reading, they certainly reveal a cold sort of fire that is equally unsettling. Yes, you troubling naysayers, Lawrence is perhaps a healthier weight than would be expected given her character's circumstances and the descriptions of the text, but it is unreasonable and reprehensible to hold all Hollywood stars to the metamorphic – and downright dangerous – physical standards of the kind held by Christian Bale for his method.
Morally disquieting criticisms of her physicality aside (and yes, she is almost certainly the wrong ethnicity for the part), Lawrence delivers a stunning performance to put the collective cast of the Harry Potter franchise to shame. Every look, every line is delivered as Katniss, and her hyper-expressive eyes reveal as pathos every bit as powerful as the desperate opening landscapes, entire generations of unseen oppression weighed in every half-pensive, half-smoldering look.

What a shame, then, that Lawrence's dramatic weight is arguably the film's only impetus to move its meaning beyond the opening act. Were we to sever the first half hour or so of The Hunger Games from its culmination, we might be left with a compelling short sci-fi flick on the psychological effects of systemic  oppression, a study in the desperation of subsistence and the poignancy of self-sacrifice. Alas that the show must go on. Other than a moment of appallingly bad CGI, there is little to complain about in the second act save for its interminability and lack of imagination, but the third act not only manages to careen into a madcap handycam misadventure but to betray the entire core concept of the story in the process, and to do it in the laziest way possible to boot.
That is a strong claim, so allow me to elaborate.

Those of you who read my review of the novel might recall some of my descriptions of social commentary in THG, including its harsh deconstruction of consumerist culture in the western world and specifically the degeneracy of the entertainment industry.
-Semi-Spoilers Ahead-
Perspective: The Hunger Games is a movie about children forced to fight to the death for the reality TV kicks of an callous, morally debased bourgeoisie. Twenty-three of them are brutally murdered, usually on-screen.
Unironic comment I heard from a eight-to-ten-year-old child walking out of the theater with his parents: "That was so AWESOME, Mom, can I get a bow and arrow?"His mother laughed, of course. Kids say the darndest things, right?
Suffice it to say that the moment brought new meaning to the phrase "a culture of death," and certainly not in the way Pope John Paul II might have used it.

We can talk all day about the distinctions between Morality and Art – and I have, believe me – but in this case it's a rather moot discussion since THG isn't particularly good art anyway. It's a poorly filmed, well-acted, occasionally gripping but mostly-just-functional action flick about kids killing each other. No, it's not high art, but it's pretty decent spring-blockbuster entertainment. And what's really disturbing about it is that it's not disturbing.

Everyone and their mom remembers being forced at some young age to stomach their way through Golding's Lord of the Flies in either novel or film format (usually both), but did any of us actually enjoy it? I don't mean "enjoy" in the sense of an aesthetically moving experience; I mean "enjoy" as in "have a swell ol' time." And I'm guessing the answer is a fairly unanimous "HELL no." Lord of the Flies is enjoyable in the same way a root canal is; it's painful as anything to get through, but the hope going in is that you'll in some way be a better (or in this case more educated) person at the end of the ordeal, or at least more prepared to deal with some of the darker elements of human nature.

The Hunger Games novel was a similar experience for me, albeit a more intense and readable one than Golding's ponderous piece of the canon. The Hunger Games film, however, was a different animal altogether, not a horrific ordeal to induce frightful contemplation but an invigorating PG-13 survival adventure piece in the vein of Swiss Family Robinson. A film that downplays the horror of desperation and frenzied murder in favor of the "fun" of the thing or the totally badass way Katniss can put an arrow through an eye a hundred yards out. Also, teen romance, because nothing says Hollywood integrity like transforming a complex, calculated survival relationship facade to a grab for Twilight's piece of the teenybopper pie*!

Total inversion of its original media message aside, eminently unadventurous director Gary Ross misses almost every opportunity to turn the latter half of his film into something artistically worthwhile. Never mind the "meaning" of the reality TV conceit: Ross fails to take advantage of its film potential in anything more than the most cursory fashion, throwing us a few overindulgent clips of the "gamemaker" control panel and Donald Sutherland's paycheck while ignoring the manifold opportunities of the television format itself, to say nothing of capitol reactions beyond sweeping views of Stanley Tucci's character's studio audience (a Caesar Flickerman whom he handles quit well, admittedly). What we are left with is as generic an action adventure set as anyone could have concocted, complete with a climax that not only flaunts its pathetic CGI budget but openly flouts the novel's original depiction of the hybrid child-wolf monsters in the most insulting way possible.

In the end, The Hunger Games is a wasted opportunity with little hope for sequel improvement unless Ross is torn from the helm by some act of divine mercy. Those who haven't read the book and do not intend to do so might enjoy this well-acted, artificially vanilla-flavored Hollywood teen flic, but fans are are advised to enter with low expectations if they must enter at all.

Arbitrary Numerical Score: 6/10 as a film (mostly for the first act), and 4/10 as an adaptation.

* And may God have mercy on the soul of whoever is responsible for that vile marketing label.