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Showing posts with label Valar Morghulis. Show all posts
Showing posts with label Valar Morghulis. Show all posts

Tuesday, March 29, 2016

Game of the Year 2015: The Final Three

It’s surprising to probably no one that my decision to revisit and review my ten favorite games of 2015 was a hubristic one. Yet here on this twenty-ninth day of March in the Year of Our Lord 2016, I’d say it’s about time to sit down and seal the deal on the old year to get on with the new, even if that means giving the biggest players the shortest shrift. So without any further foot-dragging, my top three games of last year:


3. 80 Days
Inkle, 2015 (PC and iOS versions reviewed)

Inkle are national treasures. Well, someone’s national treasures, anyway, since I’m not a citizen of their native UK, but thank god for these guys and their ability to breathe new life into the text adventure genre so many of us adored as kids. They got my attention with their conversion of Steve Jackson’s Sorcery! series into a brilliant open-ended mobile RPG some years back (now available as a PC port), but they won my heart with their more recent Jules Verne tribute, 80 Days.

80 Days looks simple enough at first. You are the beleaguered Jean Passepartout, dragged into a globe-spanning adventure by your new master Phileas Fogg’s gambling proclivities. Turns out, though, this isn’t quite the Victorian world you remember from Verne’s novel, but one in an alternate steampunk reality where gyroscopic airships have taken to the winds, mechanical horses pull mechanical carriages across vast distances, and AI-driven automata have begun to encroach upon the livelihood of the late 19th century working class. As Passepartout you will have to chart your and your master’s course across the continents by these transit and means and more, deciding how far you will go and what you’ll be willing to do to ensure your master makes it home to London and wins his money in the eighty days allotted. Or, at least, to ensure he makes it home alive.

High concept flourishes aside, it’s on the personal level where 80 Days thrives. Your adventure unfolds both on a delightfully animated globe and on a series of dialogue and city screens wherein which Passepartout can chart a course, explore the town, bargain for travel implements and services, and (more than anything) spend time talking to the colorful cast of characters he encounters on the way. I can’t stress enough just how terrific the writing of these conversations is. Sure, a few familiar faces and iconic scenes show up from Verne’s novel, but the vast majority of this content is original and utterly engaging. You are constantly choosing dialogue options that shape Passepartout’s personality and tendencies in ways unique to each playthrough, and the sheer breadth of available encounters is reason enough to keep coming back to the game and finding different routes to your destination - or anywhere else, should your Passepartout decide to take his master’s adventure off the literal rails.

A core element in each of these interactions is your relationship with Fogg and just how attentive a servant your choices make Passepartout out to be. Will you head out into the New Orleans nightlife to seek transit opportunities and expand your horizons, or will you remain at the hotel to see to Fogg’s needs and secure your finances for the journey ahead? Do you take a chance with the experimental flight option offered to you by someone with whom you had a midnight tryst, or stick with the safer and slower rail route you had already planned to follow? Do you get involved in the plight of a politically persecuted group seeking to overthrow the local tyranny, or place your loyalty to Fogg’s mission about your personal morals?

The narrative possibilities of 80 Days aren’t endless, but they can often feel that way, and Inkle has even added tremendous new content and destinations to the game free of charge since launch. It’s a lovingly crafted and uniquely personal experience that (at least for now) is like nothing else out there. I can’t wait to see what this team will do next, but I have a feeling I’ll still be discovering fresh and exciting things about 80 Days by the time their next title drops.



2. Bloodborne
From Software, 2015 (PS4)

If there was any doubt that director Hidetaka Miyazaki’s absence was the key element that left Dark Souls II a more hollow experience than its predecessor, albeit a technically tighter one, Bloodborne seems to clear it up. A vast gothic labyrinth of Lovecraftian nightmares, Bloodborne exchanges Dark Souls’ profound loneliness and quiet dread of the world’s end with a more visceral terror that there might be things worse than death waiting beyond.

Some things have changed - combat is less a cautious duel in Bloodborne than a frenetic brawl, the Estus healing system has been replaced by an unfortunately grindy consumable alternative, and the central teleporting hub from Demon Souls makes a return - but Bloodborne retains all the best of Dark Souls’ atmospheric detail and the thrill of exploring its twisting, secret-laiden landscapes. There are a few missteps here and there, an inevitably unfair segment or two and the occasional deadly bug, but as in Dark Souls every nook and cranny (other than the optional randomized Chalice dungeons) drips with craft and intentionality. However indebted this series may be to predecessors like Castlevania and King’s Field, and despite the mixed attempts of imitators, there are no action RPGs out there at quite the caliber of Miyazaki games, and Bloodborne is as great as any other of his Souls.


1. Undertale
Toby Fox, 2015 (Mac version reviewed)

Undertale remains as difficult to talk about as the day it launched. Describing exactly what makes this little indie JRPG so much more than the simple Earthbound tribute it appears to be at a glance is almost impossible without spoiling some of its biggest surprises - especially since its first hour reflects the most tired, frustrating aspects of that game and its genre. But Undertale is more.

I can sing a few of Undertale’s praises without spoilers. It’s genuinely hilarious, with a sense of humor simultaneously so broad-ranging and esoteric that it had me laughing aloud more frequently than any game last year but Tales from the Borderlands. Its characters, despite all being broad cartoonish caricatures of video game and geek tropes generally, reveal themselves to have rich emotional lives and cores so genuine it’s damn near impossible not to fall in love with all of them. Its bullet hell combat, while challenging to the point of frustration at times, keeps encounters fresh and encourages creative problem solving in a way few JRPGs ever bother to. Best of all, Undertale tells a story I hadn’t heard before, a story that unfolds in drastically different ways based on not only overt player decisions but on the little choices made moment to moment and battle to battle.

It feels a little odd to extol a game I can only talk about in the most obnoxiously vague ways - especially a game I’m calling my favorite of 2015. But lemme tell ya, in the most obnoxious way I can, man you gotta play it. Gems like Undertale don’t come around every day - or even every year.



- Honorable Mentions -

There were, of course, a lot of games I missed last year, but I thought it worth mentioning those I played after originally deciding on this Top 10 that probably would’ve made the cut had I gotten to them sooner.

SOMA is flawed as hell - I got so tired of its “boss” sequences breaking the flow of the story that I used a fan mod to alter their behavior -  but it’s nonetheless an enthralling piece of existential horror that’s stuck in my brain for months since my playthrough. One about which I’ve got a lot more thoughts to share here one of these days.

I played Dark Souls II on console back in 2014, and I only ultimately jumped into Dark Souls II: Scholar of the First Sin on PC this year to co-op through with a friend. It’s a great update to an already great game that, while failing to measure up to Dark Souls or Bloodborne as a complete world and narrative, stands nonetheless a head above every other action RPG out there.

Divinity: Original Sin: Enhanced Edition is also both an update to a 2014 title and a fantastic co-op RPG, one that I haven’t yet had the time to give the attention it deserves.

I’d also love to spend a lot more time with the brilliant systems of tactical espionage RPG-ish thing Invisible Inc. before rendering a final verdict.

Keep Talking and Nobody Explodes is the brain-bending party game to end all brain-bending party games, and I only wish I’d discovered it sooner.




- Dishonorable Mentions -

Most Disappointing Game / Best Child Neglect Simulator: Fallout 4
Most Broken Thing I Didn’t Even Want But Got for Free with My Video Card: Batman: Arkham Knight
Most Morally Repugnant Murder Porn, AKA the Jack Thompson Game of the Year Award: Until Dawn
Most Pretentious Execution of a Genuinely Cool Concept: The Beginner’s Guide
Most Frustrating Lack of Split-Screen Multiplayer: Halo 5: Guardians
Most Abusive Digital Marketplace Pricing Practices: the entire Nintendo eShop

Sunday, April 12, 2015

Game of Thrones First Thoughts: The Wars to Come

And just like that, Game of Thrones is galloping out the gate with no reservations about leaving George R.R. Martin in the dust. Whether or not the writing team was aware at the time that they’d have the chance to beat GRRM to the finish, they’d clearly given up interest in reigning in the pace of the show. Exposition has been viciously cut, reams of novel dialogue eliminated in favor of dramatic pacing as taut as the tightest moments of the last season. Already in less than an hour season five has covered what seems to be hundreds of pages of its source material, though it’s been long enough since I read it that my memories may be clouded by my frustration with the series by that point.



SPOILERS abound in some loose thoughts after the jump.

Wednesday, June 6, 2012

Valar Morghulis


There's something about the Game of Thrones pop cultural phenomenon that awakens in me an inner demon, a loathsome creature with lensless horn-rimmed glasses and ill-matched vintage sweaters which pauses from its task of cataloging musical esoterica to rise up from my bile at scream to the heavens,
"I LOVED THESE BOOKS BEFORE THEY WERE MAINSTREAM, YOU POSERS!"
That demon be damned to the depths from which it crawled, and cleansed of its wicked influence I shall rise to the task of explicating George R.R. Martin's works for the world.
Valar morghulis; valar dohaeris.
For our beloved rock-dwellers, A Game of Thrones is a now hugely popular HBO television series based on the Song of Ice and Fire saga – the first of which, of course, is A Game of Thrones – by aforementioned author Martin. The books and show alike – for, as we will find, there is virtually no distinction but in medium – are a low (i.e. non-romantic) fantasy set in a crapsack medieval world strongly reminiscent of the British War of the Roses and devoid of most of the standard (read: Tolkienian) trappings of the genre. The world of Westeros is a place where the weak perish, the fittest thrive, and dreams go to die. So, you know, rather not unlike real life for for the vast majority of humanity throughout  our history. Principal to this nihilistic thrust is Martin's stern dedication to authorial objectivity, the end result being that he writes with no guiding set of ideals or thesis save perhaps that of Thomas Hobbes' Leviathan: total, abject realism. Not even cynicism, in truth, for there are indeed heroes in Martin's world, men and women of virtue and honor who fight for their beliefs...and die painful deaths for their inflexible idealism. But more on that later.

Martin's greatest gift as an author, and now screenwriter, has always been his extended world- and character-building; though he has certainly contributed fine entries to the fantasy and scifi genres in the form of short stories and novellas, few have ever disputed the status of A Song of Ice and Fire as his magnum opus – assuming he ever gets around to finishing it. The TV adaptation is strong evidence for the stature of the characters: despite there being already dozens of principals by the end of the second season/book, all are so distinctly well-drawn – and now well-acted – that one encounters little difficulty keeping them all sorted out mentally even in the midst of what is possibly the most complicated political intrigue to appear on screen since...well, I'll be damned if I can think of anything else even close to as complex. Though no one character or set of characters can claim preferential authorial treatment as they struggle through this web, there are certainly standouts that will probably go down in the annals of the great literary creations of history.

For most fans no one better identifies this than Tyrion Lannister, now brought even more largely to life by the incomparable Peter Dinklage, Americenglish accent notwithstanding. A heartfelt finger to all stereotypical dwarven roles of fantasy and fiction yore throughout the ages, Tyrion stands tall as a masterful player of the Game and one of the most deeply noble – yet resourceful – souls in the series, a sharp mind and sharper tongue his primary defenses against a world full to 'flowing with hatred and prejudice. Tyrion is no saint, for he has seen saints like Eddard Stark (Sean Bean) fall faster and further than any sinner, but his own suffering has, despite hardening his will, softened his heart to the plight of those around him. Noble Ned Stark may be the hero the world deserves, but Tyrion Lannister is the one it needs.

Of course, Tyrion is but one man, a "half-man" at that, and the remainder of the dramatis personæ, whose casting could not have been more immaculate in a nerd's wildest dreams, are as colorful as their collective morality is grey. Any given episode of GoT packs more intrigue and sexual drama into its one-hour slot than half a season's worth of Rome, and Cersei Lannister could give Atia of the Julii a run for her incestuously-acquisitioned money any day of the week. Sean Bean is the embodiment of stoicism as Lord Eddard "Ned" Stark, a hard yet just and loving vision of a Boromir that might have been had he possessed Ned's indomitable fortitude to resist the lure of the Ring. Catelyn Tully (Michelle Fairley) is every bit his match, a driven woman who upon losing her children sets her eyes against all tears and marches south to war for her family, aspersions cast upon her gender and motherhood be damned in the face of her dedication. Cersei (Lena Heady), similarly, refuses to be constrained by the social limitations on her womanhood, seizing power for her and her beloved children with a ruthlessness to rival Machiavelli's prince. Jon Snow (Kit Harington) and his half-brother Robb Stark (Richard Madden) are two sides of their same father's coin, one struggling to find his identity in Ned's legacy of honor against an eldritch foe more primal than any petty human mores, the other striving to be be worthy of the crown his father died to defend without fully understanding its implications for himself and for the kingdom as a whole. Joffrey Lannister (Jack Gleeson) is as vile a villain as any spoiled psychopath ever to be thrust by privilege into power, and his twice-grandfather Tywin (Charles Dance) dominates his every scene with the calm, dangerous dignity of a lion on the hunt, assured in his power over his pride and prey alike...

...and there must I stop, for even a cursory survey of the remaining players of the Game, kings and pawns and all between, would take far more time than I have available for present discourse. Suffice it to say that if there has ever been a richer pantheon in a TV drama, I remain wholly unaware of its existence. Of the plot, I can say even less without inevitably spoiling myriad surprises of which I would not presume to deprive any poor soul still stranger to the series. Sibilance.

Not much, therefore, remains to be said on the subject of characters: they are legion, and they are humanity. Structurally, despite its perpetual balancing act of literally hundreds of plots and subplots, GoT achieves virtual perfection. Though it has received notable criticism for its reliance on long exposition to convey important plot and character elements (frequently labeled "sexposition" for its tendency to occur during intercourse), the device is both necessary and effective as a means to tell a story so complex and of so many agents that viewers could not possibly be expected to keep track of them otherwise. Its frequent portrayal of women as objects of sexual gratification, however, is a trickier issue despite the accurate sexism and misogyny of the source period. Certainly there are feminist elements to be found in many of its characters and situations, but there's also an undeniable sense of HBO playing up the titillation angle wherever and whenever they think they can get away with it, despite some occasional and blatantly concessional male nudity for "balance." In spite of the show's fantastic quality in all other departments, GoT is doing less than nothing to alter its studio's traditional reputation as a "boob tube" content provider.

Any other possible complaints tend to be minor and episodic in nature. Not even a series with as high a murder-per-minute ratio as GoT can escape the odd transitional episode drag, not to mention a few tricky plot holes they've managed to dig for themselves in departure from Martin's more carefully crafted original narrative. Thus far they've done an admirable job justifying and filling those accordingly, but it could certainly be a problem down the road as altered butterfly currents beat up hurricanes in the time stream (though nowhere near so badly as the butchery of that metaphor).

And on that note, I misled when I earlier lauded Martin's objectivity, for in actuality he has none: his craft is defined, rather, by a mastery of authorial subjectivity, in that he inhabits his various characters so fully that his voice is drowned out by their own. Great writers of prose have speculated on the phenomenon of losing control of their work to their characters, and Martin holds the artistic distinction of never having tried to secure control in the first place. He has built the stage to dramatic perfection and set the players upon it, but like the best directors he has allowed them to move freely through the tale in exploration of their impulses, living and choosing their fates even as they entwine one another inexorably in those choices. All his world's a stage, a tale, a game, and all the players are but pieces with'n it.

What else can I say but hic sunt dracones? Go watch the show. As the most visceral political drama since Battlestar Galactica and the the finest fantasy adaptation yet to grace the small screen, Game of Thrones is literary and television history in the making.

Grade: A+