Feeds:
Posts
Comments

E3 2011 Report

My coverage of this year’s E3 also went up at The Guardian today. The notion of an exclusive video game event was more exciting than Disneyland when I was younger, but actually going to the week-long event is one big exhausting blur of sweaty people and poor eating that all those amazing games barely made up for.

On the bright side, the bucket list has one more check mark on it.

Gamer road trip: E3 report!

My review is going to be at sfbg.com sometime soon but I want to make sure it’s timely with the game’s release today. So here it is early! You’ve all been waiting for the return of Duke and he’s finally back… for better or worse.

*Edit: It’s up at The Guardian now.

Duke Nukem Forever
Xbox 360, PS3, PC
(3D Realms / Triptych Games / Gearbox Software / 2K Games)

Duke Nukem Forever is an exploration of myth and ego, a commentary on celebrity-obsessed culture…

Oh, who are we kidding? Duke Nukem is a steroid-popping meathead who loves beer, blow jobs and blasting aliens. DNF is a direct sequel to Duke Nukem 3D, a PC game that debuted in 1996 – in those dying days of action movie excess, nu-metal and witty one-liners – and the sequel does not stray far from its roots.

That it took 15 years to release a sequel makes DNF the oldest video game joke in the industry. Following numerous delays, funding issues and company closures, its imminent release is a moment being watched by many gamers with cautious anticipation: Will the game enjoy the same success it might have had in the 90s? Or has the world changed too much, lending this joke a pitiful punchline?

Somehow, both of these things have happened. DNF successfully channels the crass humor of the original game, which was full of strip clubs and naughty curses, and it benefits from employing the same voice actor, Jon St. John. But the world has changed: it is still capable of containing a character as radical as Duke but the celebrated Duke gameplay is a tad past its sell-by date.

Following the events of Duke Nukem 3D, Duke is enjoying the good life in Las Vegas, where seemingly everything is Duke-branded, from burger joints (Duke Burger) to strip cubs (Duke Nukem’s Titty City.) As Duke is on his way to a late night talk show appearance, aliens attack once again and steal all of Earth’s women. It’s hard to tell whether, at some point in the game’s development, there was ever more to the story. Here it acts as a thin framework to drive the action across Vegas towards the Hoover Dam.

I was only half-joking by describing DNF as an exploration of myth and ego. Certainly, the game makes no great statements on matters of fame and narcissism, but the developers have fumbled the character’s celebrity into a game mechanic where your health is called “Ego” and performing tasks like signing autographs and admiring yourself in the mirror increase your Ego bar permanently. Yes, the first thing you do in the game is press the right trigger to “Piss” in a urinal.

While this jibes with the humor of the original game, it is also suspiciously pandering. There’s a strong disconnect between newly conceived gameplay and whatever was conceptualized over the course of 15 years. 15 years is a long time and Duke Nukem 3D wins no awards for its mechanics in today’s modern playground, but DNF more or less sticks to its guns. If you missed circle-strafing enemies, you’re going to have a blast with this.

Likewise, the platforming sections that interrupted the original game’s carnage can’t hold a candle to the type of sure-fingered control we enjoy today. Its inclusion here brought a smile of recognition and a frown of frustration when I couldn’t make jumps that I should have. Let’s not even bring up the fact that it takes over a minute to load a level after you die. How is that possible in 2011?

It’s hard to say what it would have taken to please everyone waiting for Duke Nukem Forever. In adhering to outdated mechanics you frustrate new players, and by updating everything you wind up with a relic of the 90s in a world where Duke doesn’t belong. DNF straddles the line. It’s funny in a 12-year-old potty humor kind of way, and the Duke character survives his awakening into the 21st century. But 15 years of anticipation overshadows anything less than a home run and DNF is not a home run. If you are a card-carrying member of the cult of Duke, DNF often brings back the ridiculous feeling of playing that game, warts and all. I found myself excusing its failures whenever possible.

I did it again. My review of LA Noire went up on sfbg.com last Wednesday, and five days later it still hasn’t graced Ornery. For shame!

In a nutshell: it would have been nice if Team Bondi had been confident enough to drop the lackluster traditional run and gun portions of the game, but the story and performances are more than enough to satisfy video games’ noir void.

http://www.sfbg.com/2011/05/24/pulp-gaming

I almost forgot!

My review of Valve’s sequel went up at The Guardian on Wednesday, same day as the paper.

http://www.sfbg.com/2011/05/03/portal-2

Produced for Twitchfilm; hope I don’t alienate anyone with mentions to the site and its residents.

I believe it was the seminal hip hop group Whodini who coined the phrase “the freaks come out at night,” and so it goes with San Francisco’s more adventurous cinema fans. For me, the absolute highlights of each San Francisco International Film Festival are the Late Shows. The Late Shows shine a light on precisely the type of films that brought me to Twitch many moons ago: films of blood, horror, guns, gangsters, monsters and all manner of oogety-boogety.

The 2011 lineup is exemplary, featuring last year’s frequently-googled found footage flick The Troll Hunter, Beat Takeshi’s return to the gangster film in Outrage, Todd’s vote for “American Horror Film of The Year” Stake Land, and a world premiere with independent feature The Selling.

So much has been written about Outrage and The Troll Hunter that I’ll skip those in favor of linking you to reviews that do the job. I’ve seen both and recommend them as much or more than the two reviewed below. The glossy return of Takeshi Kitano to Yakuza storytelling is relentless in its vision, and Norwegian folk-tale The Troll Hunter manages a lot with daringly little.

******************************************************************************************

Even as a regular Twitch reader, I was surprised to find how well covered Stake Land was prior to the past few weeks; I must have been reading the site with one eye open. Because it wasn’t on my radar, I thought it might be important to highlight the film as it screens at the SFIFF.

Now we are well-stocked with reviews. Go figure.


Stake Land

After a vampire outbreak, the US population is reduced to a few small outposts along the largely barren landscape populated by traveling survivors and religious fanatics. An enigmatic vampire hunter and his young protege make their way north towards a rumored paradise called “New Eden,” but their travels are fraught with run-ins with bloodsuckers and one cult in particular, The Brotherhood.

If you have been following the film’s advance press, I won’t bore you with the fitting comparisons to Zombieland (it’s less funny) or The Road (it has more vampires) or even point out that the film plays like a traditional Western – complete with haunting fiddle music. In my mind, Stake Land’s most striking feature is the potential stories it holds. Director Jim Mickle and writer/star Nick Damici have crafted an enormously rich backstory and their world is painstakingly detailed in the face of a low budget.

With such a broad template, characterization takes a backseat. Even action-packed scenes that might lend themselves to a deeper understanding of the travelers have an icy tone that fashions dread at the expense of emotion. I wasn’t as smitten as my fellow Twitch-ers, but Stake Land is a beautifully-realized and altogether worthwhile vampire flick, and solace after the distressing camp of True Blood and Twilight.


The Selling

The Selling is expecting a World Premiere here at SFIFF54 and, screening with a quartet of the strongest Late Night Show lineups in recent SFIFF history, director Emily Lou’s debut feature emerges as the least essential of the four films. A comedy-horror about a pair of realtors trying to flip a haunted house, The Selling sits squarely in the realm of low-budget filmmaking with an emphasis on comedy rather than boo!s. But what the film lacks in polish, it attempts to make up with good old fashioned Indie Chutzpah.

The jokes are lame but they’re earnest. On the blood-and-gore spectrum you’re barely looking at a PG-13 but the film has underdog determination and moves quickly to new and clever bits.  I’ll bet you haven’t seen someone give an open house while the walls bleed, or a possessed man try to feed brownies spiked with sleeping pills to a bulimic coworker.  It does The Selling a disservice to compare it to international hits like Trollhunter and Outrage, but if you like rooting for the little guy there is charm here.

If the film festival is a safe place for cinephiles to celebrate the medium and champion the theater experience in the face of a retreating movie culture, then The San Francisco International Film Festival programmers have done well in selecting films that require thought, dedication, open-mindedness, and  - most importantly in this day – films that look good on a big screen. Because why find  parking, pay 15 bucks and sit in a theatre with rude audiences if the movies aren’t delivering an experience.

To their credit, all the films I have seen so far this year (and I’ll have a preview tomorrow for the late night shows) would lose something special on a smaller screen. To honor these films now is to praise not just their ability to entertain, but to rejoice in their beauty and their power to captivate a theater full of people.

Having said that, I saw all of these films on DVD screeners. They never said being a critic was easy.

Black Bread

Black Bread’s opening moments are as immediately brutal as those of any film this year: a horse-drawn cart is attacked, its driver murdered and the occupied carriage sent over a cliff – horse and all. The carnage is witnessed by a young peasant boy (Francesc Colomer), whose call for help draws unwanted attention to his family.

Set in Catalonia during the Spanish civil war, Black Bread is a mystery with an unlikely detective. The young boy, Andreu, stumbles upon clues and secrets about the murder and, even as viewers put the pieces together, it’s unclear how much the boy himself understands. As Andreu’s doe-eyed confusion turns to bitterness and rage, it’s hard not to wonder whether children truly understand more than they are given credit for or if Andreu is lashing out at mysteries that he isn’t yet capable of grasping.

Director Agusti Villaronga’s In a Glass Cage (1987) remains an affecting, undiscovered gem, and I wish I had a better excuse than minor inconvenience for not seeing the rest of his work. In both films Villaronga captures a sinister mood and faithfully recreates a turbulent time without romanticizing it. Black Bread doesn’t hold as powerful a flame as its nine Goya awards might indicate, but it’s a solid period melodrama, and should be well-received at festivals such as this one.

End of Animal
A pregnant young woman is traveling by taxi along a dirt road when the car is hailed by a hitchhiker. The hitchhiker is aggressive, knows a suspicious and unsettling amount of personal information about both the woman and the cab driver, and announces that in 270 seconds all the electricity in the world will go out.

The most alluring aspect of New Korean Cinema is its tendency to feel tangibly real. Many scenes are like spying on strangers; characters are prone to clumsiness, stuttering, unappealing manners and are generally fine being unattractive. An approach inverse to Hollywood filmmaking, this kind of relatable human behavior is important in grounding End of Animal, a film that tackles the end of the world, visits from the metaphysical and a vicious beast roaming the Korean countryside. The film often moves in frustrating circles, as the young woman struggles to find refuge within a living nightmare, but its convincing characters consistently keep Animal from running off the rails.

Aurora
Like End of Animal, realism is key to the success of Romanian crime drama Aurora. The synopsis is titillating: Viorel, a downtrodden engineer, meticulously plans a shooting in dreary wintertime Bucharest.  In its actualization, however, Romanian director Cristi Puiu’s (The Death of Mr. Lazarescu, 2005) film follows Viorel as he shops for guns and tests his equipment, in between picking up pie at the local cafe, renovating his apartment and taking a shower. By interlacing its violence with banality, the film seamlessly drains some of the American thrill and glamour that has come to surround gunplay and murder.

A number of early scenes are unafraid to linger on tedium – in a darkly ridiculous manner – but as the film progresses it becomes an increasingly taught mystery, one that asks audiences to question why rather than how. In the same way that Let the Right One In and We Are What We Are positioned well-trod horror myths within recognizable worlds, Aurora drowns a provocative subject in a sea of mundanity. And, at a hefty three hours, it is a testament to Puiu’s technique that Aurora remains one of the most charged thrillers of the year.

Nostalgia for the Light

Juxtaposition. Critics love to use the word; it’s one of the most elementary forms of critique in any art field. Nostalgia for the Light is all about juxtaposition: the juxtaposition of technology and history, memory and buried bones. Political documentarian Patricio Guzmán explores Chile’s Atacama Desert, an area with a sky so translucent that astronomers from all over the planet come to observe space from the largest telescopes in the world. But the Atacama Desert is also home to an obfuscated past, a place where aging Chileans scour the earth for the remains of family members who were taken as political prisoners during the country’s military coup in the early 70s.

Guzmán’s narration, like the film, is more poetry than knowledge and the cinematography – from the night sky to the arid, dusty desert floor – is consistently gorgeous. The director’s intentions are never in doubt, and Nostalgia wears its indignance on its sleeve. Such a pretense-less narrative isn’t easy to swallow, but it accomplishes what the best documentaries do: it shines a light where there were only shadows.

On Tour

What an odd little film this is. I suspect most Western audiences familiar with Mathieu Amalric know him as James Bond villain Dominic Greene in Quantum of Solace. Or, as Jean-Dominique Bauby if you follow the arthouse, in Oscar-nominated The Diving Bell and The Butterfly. But On Tour is an altogether different kind of film; a beautifully clumsy thing that owes much to neorealism and the grimy verite of John Cassavetes.

Haggard-looking ex-TV producer Joachim (Amalric) arrives in France with an American burlesque group, organizing a run of shows meant to climax with a career-making performance in Paris. As viewers, we are dragged from port towns to The City of Light, never the wiser about Joachim’s true intentions, and Amalric’s performance is lively in a manner that is equally charming and pitiable.

The film’s Closing Night slot is no surprise; Amalric won Best Director in Cannes last year. But much of the acclaim must be attributed to the cinematography of Christophe Beaucarne, who finds beauty in unlikely places. On Tour is episodic and wandering but it is also believably funny and has a good deal of fantastic cabaret footage. I would have happily watched Joachim and his girls tour for another hour or two.

Yakuza 4

Oh, how video games have changed. Back in my day (read: the late-90s), the Japanese video game industry ruled:  the battle of Nintendo versus Sega raged on and gamers everywhere devoured uniquely Nipponese flavors in titles like Mystical Ninja, Shenmue and Seaman.

Around the time of Microsoft’s Xbox debut in 2001, the winds began to shift. FPS titles cornered consoles (Halo) and PCs (Counterstrike) and frequently made news for their violence, thus further increasing sales. Western developers also began funneling Hollywood pop culture into cinematic titles like Grand Theft Auto, and the task of emulating film set the industry on a quest to conquer immersion over all else. Singularly silly, task-driven and point-based games of yore seemed a shadow of their former selves in an increasingly Western game market.

This week I happened to play two very Japanese games – Yakuza 4 and the PSP Parasite Eve sequel The 3rd Birthday – and my time with these contemporary Eastern experiences made their contrast with today’s Western games more pointed. In Yakuza 4 I was scored for my skills in beating up street punks in a neon-colored Tokyo stand-in. I guzzled real-life-sponsored energy drinks and collected yen from opponents to play pachinko and visit hostess clubs. I haven’t yet found a stat screen that details each character’s blood type, but I wouldn’t be surprised.

Yakuza 4 is more Japanese than most, but the extent to which the game mirrors reality is not only separated by its setting and theme. The focus on high scores, mini-games and melodrama is slowly becoming an alien concept and harkens back to an arcade-machine era future generations might never know.

The 3rd Birthday

The 3rd Birthday is equally “gamey.” Fashion-conscious series heroine Aya Brea is thrust into a future New York City overtaken by a virus that is inexplicably named The Babel. The 3rd Birthday doesn’t employ vastly different gameplay techniques from any American or UK title, but it is uniquely Japanese in the way that it constantly beats you over the head with its “game-ness.” Believe me, I wish there were a better word for it. Everything in the game is unapologetically lifted from science-fiction and horror films, but the clichés are even stranger than their Western counterparts because they are Eastern facsimiles of popular Western stereotypes.

If you aren’t already a fan of Japanese franchises or culture, I’m surprised how easy it is to avoid Eastern titles altogether. For every Bayonetta on the shelf, there are four Grant Theft Auto clones or Tom Clancy games, and for your average sometime-gamer it’s easy to see which makes for a more comfortable choice.

Japanese titles have become an acquired taste, associated with anime, manga and the self-professed American otaku. And Japanese games have become a line that divides game culture. At this moment, a number of factors divide gaming culture and they don’t have to be bad. The games industry is expanding and along with it the concept of what makes a “gamer.” Nostalgia is romantic, but when businessmen play Angry Birds on the train and soccer moms play Kinect after dinner, dividing lines are an important part of moving forward. I miss playing lots of “wacky” games as much as the next guy, but there’s no need to bemoan the decline of Eastern game dominance while it continues to play such a crucial role in creating a diverse industry.

Another editorial piece that has, sadly, become an orphan. I think there’s a demand for thought-provoking articles that arise directly out of the experience of playing a game, and I hope to one day find the right place for work like this.

Many console gamers who picked up Crysis 2 on Tuesday likely faced a big surprise. Years of playing corridor shooters like Call of Duty and Halo have honed first-person shooter skills that are akin to skeet shooting – the bad guys pop up, and it’s your job to shoot them before they disappear. By incorporating a number of multi-tiered sandbox areas, Crysis 2 offers an alternative to this worn-out corridor strategy by giving us choices. But for fans of a single-minded genre, so much choice can be daunting.

Being suddenly immersed in a world that extends beyond what’s right in front of you is alarming, and I spent my first few hours of Crysis 2 trying to figure out what the developers wanted me to do. The protagonist, Alcatraz, sat crouched on a rooftop overlooking a New York intersection blocked off by the possibly-evil CELL corporation in an attempt to capture him. Surveying the scene and pinpointing enemy positions, I struggled to decipher how to go about my killing. Surely they want me to tackle my enemies in a particular way that utilizes the variety of stealth and armor skills inherent to my futuristic “Nanosuit.” But after a number of failed attempts to dispatch my foes, I became angry. How can I kill everyone without a single strategic position? How can I survive if I’m not supplied with the proper armor and weapon to take on an army of bad guys?

The answer was much simpler than I imagined: I don’t. In Crysis 2 you’re free to take whatever route you want, kill someone or don’t; there is no one preferred strategy for success. I didn’t have to stand in the intersection, absorbing bullets and picking off an entire organization at once; I could duck and run and attack only the foes I deemed dangerous on my way to my goal. Once you realize that you don’t have to do anything, you can do anything. And that’s a freeing feeling.

Perhaps hardcore PC players who experienced the first Crysis already knew what to expect, and my difficulty with a more complex method of play probably is fuel for the pro-PC/boo-console fire. Still, I was struck by how much my success in Crysis 2 required almost a total recoding of my brain. The PC gamers may lament that it’s not a fully-fledged sandbox like its predecessor and developer Crytek’s other franchise, FarCry, but even consumed in smaller doses Crytek’s approach to open-ended gameplay is largely unheard of in today’s console FPS.

Freedom from strict directives is remarkable only in the FPS genre; action games have no problem thinking outside the box. Third-person sandbox titles like Grand Theft Auto and especially Assassin’s Creed not only offer choice and experimentation, they encourage it. So why is arguably the most profitable game genre the one sector that seems to discourage change and chance? The answer probably lies in the ‘profitable’ part of that description.

If the linear Call of Duty style rains money every year like clockwork, there is little impetus for big companies to take risks. With the high cost of a AAA game, the success of a game like Crysis 2 is essential in proving that not every FPS needs to ape that successful franchise in order to sell. The day will come when Activision runs the COD franchise into the ground with its annual installment plan. Let’s encourage the move to change and experimentation now, so that we can look forward to a time when there’s a whole FPS landscape that extends beyond what’s right in front of us.

A video game piece I wrote for Bitmob that didn’t quite fit with the focus of the site. Homefront is a first-person shooter set in an alternate future where North Korea has invaded the U.S.


I’m almost reluctant to add to the media blitz that Homefront was and is getting. Even with low scores and plummeting stocks, the game managed to sell 300,000 copies on its first day, so to a degree it would seem the publicity has paid off. But, after being personally subjected to an overwhelming number of posters and billboards, hundreds of balloons, an anti-Korean rally, and a long schoolbus ride to a barbed-wire-laden warehouse, I was disappointed to find that behind this velvet curtain was a pretty flimsy product. Maybe Homefront will be the game that gets the ball rolling on an important issue that has been brewing for a while: game pricing.

Kaos Studios was smart to attach itself to a wholly original idea – implausible or not, and putting the power of Academy Award-nominated screenwriter John Milius behind it doesn’t hurt. But the premise is wasted on such an impossibly underdeveloped campaign; it’s almost like Milius wrote “North Korea invades U.S.” on a napkin and called it a day.

Kaos’ shooter isn’t the first game to re-neg on its promises (see the ever-fresh wound of the Molyneux/Fable debacle for proof of that) but this burn was unique in that it was a title that appealed to a game audience that is largely overlooked. Alternate history, as a genre, has ardent supporters but aside from Fallout and Singularity its ranks haven’t been stocked particularly well. In that light, Homefront’s undelivered promise only intensifies the sting that results from its brevity.

Sixty bucks and all I get is a three-hour campaign?

You don’t hype a three hour tour.

Homefront’s single-player is surely not worthy of its price tag, so what else is in the box? The game includes a multiplayer mode and it’s lightyears more focused than the campaign, but mulitplayer-only experiences like Battlefield 1943 run around 15 bucks. If the studio had released a multiplayer-only title, they would have been welcomed to the table differently. Instead, we’re left wondering how much developer weight was actually put behind the single-player campaign, and why the quality seems so inconsistent with the seemingly-great weight the publicity team put into hyping the mode over the past year.

Now that a sharp divide has evolved in the value of game content, making every game the same price not only hurts the consumer, it also directs the development process towards creating a viable product rather than a singular experience. As more and more players purchase titles purely for their multiplayer components, I might go so far as to suggest completely separating single player and multiplayer experiences through independent purchases.

No matter how it is sold, it seems clear that the value of each mode is rarely analogous to the amount of time developers invest in them. Call of Duty campaigns are five to six hours long, and no one bats an eye because they know the multiplayer will afford them hundreds of hours in entertainment. At the same time, enormous resources are spent on creating multiplayer for games like Bioshock while all anyone wants is to be told a cohesive story. Instead of feeling obligated to deliver both, why don’t developers make a greater effort to give players what they came for?

Perhaps there’s something to be learned from the casual games market. While many console gurus malign the low pricing of iOS games, at least games are variably priced based on their worth. What’s the answer? Publishers would be smart to figure it out before all games go digital, because I expect that flat rate of sixty dollars is going to feel a whole lot heavier without a physical product in hand.

Limitless (2011)

In this week’s paper, and online at sfbg.com

Limitless An open letter to the makers of Limitless: please fire your marketing team because they are making your movie look terrible. The story of a deadbeat writer (Bradley Cooper) who acquires an unregulated drug that allows him to take advantage of 100 percent of his previously under-utilized brain, Limitless is silly, improbable and features a number of distracting comic-book-esque stylistic tics. But consumed with the comic book in mind, Limitless is also unpredictable, thrilling, and darkly funny. The aforementioned style, which includes many instances of the infinite regression effect that you get when you point two mirrors at each other, and a heavy blur to distort depth-of-field, only solidifies the film’s cartoonish intentions. Cooper learns foreign languages in hours, impresses women with his keen attention to detail, and sets his sights on Wall Street, a move that gets him noticed by businessman Carl Van Loon (Robert DeNiro in a glorified cameo) as well as some rather nasty drug dealers and hired guns looking to cash in on the drug. Limitless is regrettably titled and masquerades in TV spots as a Wall Street series spin-off, but in truth it sports the speedy pacing and tongue-in-cheek humor required of a good popcorn flick. (1:37) (Galvin)

« Newer Posts - Older Posts »

Follow

Get every new post delivered to your Inbox.