subtext

Showing posts with label Over the Top and Back up the Bottom. Show all posts
Showing posts with label Over the Top and Back up the Bottom. Show all posts

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.

Saturday, January 23, 2016

Game of the Year #8: BROS GONNA BRO, BRO

8. Broforce
Free Lives, 2015 (PC/Mac versions reviewed)
It’s that time of year again: the time when everyone who writes about games feels compelled to catalogue their experiences into top ten lists and award some lucky contestant the meaningless title of Game of the Year. It’s a fun way to collect our thoughts, reflect on how the medium advanced (or didn’t advance) since the last time around, and, most importantly, argue endlessly about why everyone else’s list is wrong. So without further ado, here’s the #8 title on my personal countdown: Free Live’s Broforce.
It doesn’t take long to know if you’ll enjoy Broforce. In fact you won’t even have to get past the title screen. You might as well just take a look at it now and not bother reading this rest of this, because it will tell you absolutely everything you need to know. Hell, even the launch trailer will do. And I say as someone who otherwise has zero use for video game trailers, especially ones without gameplay. Here’s the exception:

Feel the freedom.


What did I tell you? You know right now whether you’re going to love this game, don’t you? You don’t have to read another word. 

But in case you feel compelled to anyway, here’s the lowdown: Broforce is a one-to-four-player, ultraviolent, superficially retro side-scrolling shooter evoking classic Contra and Metal Slugs had either of those series featured fully destructible pixel art environments in the vein of Terraria. That is, if Terraria were in a constant state of explosion orchestrated by an enormous roster of barely-disguised, over-muscled Hollywood action heroes like Rambro, Bronan the Brobarian, and The Broniversal Soldier.


Yes, all the Bros have some variant of “bro” in their names. Even if they are not, traditionally speaking, a bro.
(We’re all bros here.)

These Bros band together to spread the screeching eagle of AMERICAN FREEDOM across the world and LIBERATE the inhabitants of locations like VIETMAN (yes, you read that right) from the FREEDOM-HATING FORCES OF TERROR led by SATAN THE DECEIVER himself. Mostly by blowing everything up, then shooting the devil in the face. It’s cheeseball satire of American politics and hypermasculinity sufficiently over the top to make Paul Verhoeven look downright subtle. Like the best of Verhoeven’s movies it works through sheer gleeful commitment to its absurdity and a genuine (if conflicted) love of the (mostly) mindless action films of which its characters and set pieces are parodies.

Would you like to know more?


At first the game plays like a cartoon chaos simulator, particularly if you jump right in with friends. Bros die after a single point of damage, and so everything from stray bullets to falling debris to suicide bombers can mean instant death for a Bro or (way more frequently than you’d think) set off a chain reaction of explosions and ricochets that leaves your entire team dead in seconds. No big deal, though - you can jump right into the action and try again. Levels are small enough that they can be blasted through in minutes once you’ve gotten the lay of the land and decided how to “solve” their destructible environmental deathtraps in any one of thousands of possible ways. More often than not, the path of least resistance it to take the slow, stealthy approach - much easier as a solo player than with a team of enthusiastic IRL bros - but blowing the crap out of everything and dodging the fallout bullet-hell style is always an option and frequently the most effective way to blow off frustration at an especially difficult area. 


It’s raining men, hallelujah!

The wonderful thing about Broforce is that it enthusiastically supports so many unique playstyles. You can have a blast treating it as a solo environmental physics puzzlebox - and the levels are exquisitely designed to support this choice - or you can turn it into a contra-esque speedrun affair, testing your ability to zip through levels and put a bullet in Satan’s head without taking a hit, or you can just laugh it up with friends and turn the whole comedic affair into a high-octane silly death party. Every Bro controls and combats in completely unique ways, some even breaking entirely from the Attack/Special Attack/Melee control schema to introduce all sorts of whacky shenanigans, like Mr. Anderbro (Neo)’s ability to hurl his body through the air like a human rocket and stop bullets in flight, or Brobocop’s precision targeting system that allows him to plot the path of his bullets, or Indianna Brones’ ability to whip enemies into frightened submission and swing around like Spiderman. Dynamite turkeys are also involved. 

Things are actually going pretty well here. For somebody.

Broforce pays brilliant homage to traditional arcade run-and-guns while taking full advantage of modern innovations. The narrative isn’t anything especially heady (shocker), but it is full of some wonderful surprises of its own. Broforce is a ludicrous, joyful thing and easily my favorite “traditional” co-op experience of the year, which to my mind more than merits its place on this list.


Tuesday, June 5, 2012

Metabolic Media Metastasis

Community Season 1 Retrospective: Yes, I'm aware that I'm two years late to the party, but there's a lot of quality stuff on TV these days and it takes a long time to catch up with recommendations. Plus a season is a massive investment by comparison with a film or a modestly-lengthened novel, so it takes a lot of recommendation to get me to sit down with one in the first place.

Let's get the dirty business out of the way: Community is nowhere near as smart as it thinks it is. Dan Harmon is a clever writer obsessed with his own cleverness to the point where he tangles himself up in so many layers of smug postmodern self-referentiality that he strangles his own jokes to death and resuscitates them for additional stranglings in case anyone missed his brilliance the first, second, third, and four-hundredth stranglings around. Ironically, of course, because God forbid Harmon be so mainstream as to allow us to swallow one full scene of dialogue without choking on intertextuality. Take this early exchange:

ABED: Will they or won't they? Sexual tension.
JEFF: Abed, it makes the group uncomfortable when you talk about us like we're characters in a show you're watching.
ABED: Well, that's sort of my gimmick. But we did lean on it pretty hard last week. I can lay low for an episode.


Sure, it's cute the first time. But by the end of the episode the "Abed realizes he is in a television show and provides amusing meta-analysis" gag has been invoked upwards of a dozen times, and by the end of the season it's practically been enshrined in the heart of the show's brand, culminating in a season two premier containing the sequence after a blatant recap of the events of the first-season finale:

ABED: Do you have a wealthy uncle, or an old drinking buddy who may have had a sex-change?
JEFF: Abed, why are you mining my life for classic sitcom scenarios?
ABED: I guess I'm just excited about the new year, looking for ways to improve things. I'm hoping we can move away from the soapy, relationship-ey stuff and into bigger self-contained escapades.

Excuse me while I suffocate from the thick cloud of smug. I'll be back after rinsing my mouth with some heartfelt Modern Family sincerity followed by a dose of honest It's Always Sunny in Philadelphian cynicism for balance. Harmon is what would happen if Seth MacFarlane and Diablo Cody had a neglected brainchild with an inferiority complex whose upbringing was left to its loving but slightly overindulgent grandparents Lena Dunham and Joss Whedon.

All that suffocating smugness aside, I can't for one minute deny that Community is hilarious, probably one of the funniest sitcoms of the past decade (no matter how obviously it thinks it's something better than – no, something transcendent to a classic sitcom), but the cast owes as much praise for this as the writing. In fact, I'm hard-pressed to think of any other comedic ensemble with this much explosive chemistry in the mix, episode after episode of re-ignition and restoration.

I'm going to assume everyone is familiar with the concept of the show by now – and if not the Wikipedian synopsis is a mere click away–  so let's get right to the character breakdown. Pierce (Chevy Chase) is the best of the bunch, and by all accounts his baffled sincerity is as reflective of Chase's grandiose self-unawareness as of any actual acting ability, which works just fine since the ignorance is funny as hell to watch. Shirley (Yvette Nicole Brown) is a close second, and perhaps the most bug-eyed, reflexively racist yet sincere take on her particular set of stereotypes to date, again hilarious in execution (for all the characters in this show, after all, are self-conscious stereotypes of such an egalitarian order that there is scarcely any room left for judgment in the face of such overwhelming good humor). Jeff (Joel McHale) is, of course, the glue that holds the group together, though trapped awkwardly between the role of the straight man, the Casanova, and the trickster he probably nets fewer genuine laughs of his own accord than he does in reactions from the group as a whole. Britta (Gillian Jacobs) and Annie (Alison Brie) both hold their own as two intelligent, misplaced young idealists who have seen their bright futures delayed (and possibly shattered) for altogether different reasons, though neither have really gotten the script attention their complex and tragically amusing characters deserve; perhaps that will be rectified with the second season, which I have only just begun to consume. Troy (Donald Glover) and Abed (Danny Pudi), on the other hand, are far less interesting characters – a two-dimensional cartoon in Troy's case – whose goofy shtick has in a single season managed to wear out three seasons' worth of welcome. Harmon and his writing crew are clearly in love with their dynamic duo, and there's a particularly excruciating sequence analyzing the Happy Days infamous "Fonzie water skies over a shark" episode that suggests these two might soon be responsible for some Community shark-jumping themselves. Their over-saturation notwithstanding, the two admittedly have some side-clenching moments, and their post-episode "sketch" sequences are consistently amusing.

I'd be remiss not to mention the fantastic ensemble work going on. Sociopathic, emotionally crippled Chinese-Jewish-American Spanish teacher "Señor" Chang (Ken Jeong) steals the spotlight in his every scene, taking his character so far over the top that he winds up back at a perfect medium of insanity recalling the best breakdown moments of John Landis protagonists at his screenwriting peak. Dean Pelton (Jim Rash) is nearly as amusing in his own ambiguously-something gaucheness, and probably the most entertaining example of the show's candid treatment of prejudices, all blissful unawareness and  unsettling enthusiasm. John Oliver is a little less successful as egotistical psychology professor Dr. Ian Duncan, leaning a bit too heavily on his exaggerated British mannerisms and boorish condescension, but even he – like everyone else in the show – has his moments of comedic brilliance.

All in all, Community is a startling, social boundary-pushing spin on the classic fish-out-of-water sitcom, held together in all its zaniness by a brilliant cast and some not-quite-brilliant-but-admittedly-excellent writing. If it's not the funniest thing on network television today, it's certainly close to it, and with Modern Family starting to drop the laughter ball I'll be curious to see whether Community picks it up and carries the court in its following seasons. Future reactions to follow.

Grade: A-