Category: Reviews

  • Enter the Dragons – Trey’s Far Cry 3 : Blood Dragon Review

    FC3 BD Box

    If you haven’t had the chance to play Blood Dragon yet, or if you have but missed the live-action launch trailer, I am going to ask that you take the time to view the trailer posted below. Just trust me on this. Thanks.

    It’s brutal honesty time: If that trailer stirred nothing within you, this game is not your thing. I say that now because the review below might make you think otherwise, so don’t come crying to me if you decide to pick it up and are then disappointed. I warned you.

    For those of you who did “feel those feels” so to speak, Blood Dragon may be the best $15 you spend this year. It is everything that trailer would lead you to expect on the surface, and surprisingly more underneath.

    The game stars Rex “Power” Colt, a Mark IV cyber-soldier who has been sent with his partner Spider to investigate a mysterious island base. Of course, things go horribly wrong, and Rex is forced to work with the beautiful (but mysterious) Dr. Darling to try and stop Sloan, his former CO and mentor who has gone off the reservation.

    FC3 BD Cutscene

    The story is told via animated scenes straight out of something like Contra or Double Dragon; the characters are just static drawings that slide back and forth or change position suddenly whenever they are supposed to be “moving.” Did I mention these scenes are intentionally scaled to only take up about 1/6 of your screen, and use 16-bit color?

    Gameplay, on the other hand, is rendered using the full Far Cry 3 engine, albeit a tweaked version of it that makes everything look like a mix between Tron, LV-426, and the Terminator future. The lasting effect is a mixed bag of drab environments that lack the stunning immersion of FC3, versus objects that pop nicely against this backdrop so that every enemy, animal, vehicle and item really stands out for the player. The game world is admittedly rather dark, and my first play session left me with a headache as my eyes adjusted.

    FC3 BD Enemies

    One of the surprises the game had for me was just how much time I would spending with it, because after the initial mission and a brief tutorial on base-capturing, the island opens up to you just like in FC3. There aren’t any radio towers, but there are a dozen bases for you to capture, two types of side-quests, animals to hunt, and three types of collectibles to search for. I was genuinely pleased that this wasn’t a straight action game, and roaming the land is every bit as much fun as it was in FC3.

    The base capturing works a little differently, mainly due to the presence of the titular blood dragons: Creatures of unknown origin, these dinosaur-sized, neon glowing mini-Godzillas roam the island at will. They will make a bee-line for you if you don’t move quietly around them, but their roaming can be controlled by luring them around with cyber-hearts taken from your enemies. They are immensely hostile, and can attack with tooth, claw, and lasers from their eyes.

    FC3 BD Dragon

    Each enemy base has shields around it that keep dragons out, but you can lure them close enough to use their lasers, and keep enemies distracted long enough to sneak in and turn off the shields. Once that happens, it’s just a matter of watching the dragons kick ass until the base is clear, at which point you need to either kill them or lure them back outside of the shields to take the base. I usually opted to lure them out, mainly because I saw them as allies, but also because they’re hard as shit to kill until you get a few of the late-game weapons.

    For the side missions, Path of the Predator makes a return; go here, get a certain kind of weapon, kill specific enemy / enemies with that weapon. The other type is a hostage rescue, where you have to kill all of the enemies in a certain area without being detected, otherwise they off the hostage. The collectibles are appropriately themed: there are VHS tapes with spoof descriptions of 80s classics; TV sets that are tuned to a strange, static-filled signal; and research notes about the crazy things Sloan’s lead scientist is trying.

    screenlg31ll8m-noscale

    One of the complaints with FC3 was that there were simply too many random tasks that didn’t really contribute anything to the experience. Blood Dragon corrects this issue by having all of your weapon attachment unlocks tied to the side missions and collectibles. Think running around finding TV sets is boring? Find enough of them and you unlock a double-barrel, and then a quad-barrel attachment for your shotgun. The system isn’t perfect; for instance, all four upgradable weapons have three capacity upgrades, which is a bit much. I would suggest taking the time to find everything before completing the game; otherwise some of the cool attachments you get will never see any real use.

    Adventuring around the island will also earn you cyber-points, known in other games as “experience.” Blood Dragon retains a lot of them same perks and skills as FC3; instead of branching skill trees, each level-up simply unlocks a new ability, bumps your max health, etc. So though Rex doesn’t feel quite as hand-crafted a killer as Jason Brody, the end result is that you slowly become more and more bad-ass without having to fret with menus.

    screenlg56kaag-noscale

    When you finally do get around to the story missions, you will be treated to five of the most action-packed, sharply-written action movie parodies imaginable. I thought deeply about how much to talk about the one-liners, references and twists that pop up as you progress, and decided that it’s all just too good to spoil. I will say that the second-to-last mission is the hardest part of the game, but it opens up and ability that makes the last mission pure joy. You know how action movie heroes get their ass kicked in the second act, but then after a montage spend the entire third act killing 10x the number of enemies that previously whooped them? It’s that, and then some, and about halfway through that last mission… Well, no spoilers, but I was literally laughing while wiping away tears of joy.

    http://www.youtube.com/watch?v=xH4UwdS5sPE

    There are not a whole lot of reasons to stick around after the credits roll, other than to grab a few missed collectibles, or maybe tackled the task of killing 25 dragons, but I was still supremely satisfied.  It seems that more and more companies are using downloadable titles as a way to let dev teams do cool, off-the-wall ideas, and Blood Dragon is the epitome of the trend so far. If you have $15 and a free weekend, then you have what it takes to do it “Mark IV style, mother(@#^er!”

    I played Far Cry 3: Blood Dragon on the Xbox 360. It is also available for download on PC and Playstation 3.

  • Review: Iron Man 3

    Photo courtesy usatoday.com
    Photo courtesy usatoday.com

    Iron Man 3 is the first Marvel movie in their self-titled “Phase 2” and if it is any indication of what to expect from the rest of the movies including Thor: The Dark World and Joss Whedon’s follow-up to The Avengers then we are in for a fun couple of years.

    Iron Man 3 plays more as a sequel to last year’s The Avengers than 2010’s disappointing Iron Man 2. Iron Man 2 suffered from the writer’s strike and lack of cohesiveness and all of that has been corrected here. Director Shane Black, who also directed Robert Downey, Jr. in Kiss Kiss Bang Bang, delivers a de-construction of the Tony Stark character and shows that more so that any other comic movie, the man behind the mask is much more fascinating and fun to watch than the hero.

    Iron Man’s main big bad from the comics, The Mandarin has declared a personal war against America and is somehow responsible for mysterious bombings. When one of these bombings seriously injures someone close to Tony he makes finding The Mandarin his priority. At the same time Aldrich Killian, a man scorned by Tony in the past, has returned and is interested in showing off his new ground breaking Extremis regeneration program to Pepper while wanting more than meets the eye with her.

    Iron-Man-3-snow

    The script is loosely based off of Warren Ellis’ Extremis story then interweaves The Mandarin into it. As a whole it works and the parts that make you second guess them are mostly forgotten by the movie third act which is where having Shane Black at the helm really pays off. The final action sequence is huge. Sorry, I meant HUGE. You can see why Joss Whedon asked how he was supposed to top it with his Avengers sequel.

    The dialogue is quick and snappy and some lines are quite cheesy in the hands of any other actor, but in the hands of RDJ you avoid the eye rolling moments that would normally cause a snicker or two in the theater.

    The biggest plus Iron Man 3 has going for it is the character development. In the second film it seemed like everyone was going through the paces and the movie always seemed a bit off to me. Here we have true forward movement. Tony is having trouble dealing with the events in The Avengers and as he so eloquently puts it, “there are gods and aliens and I’m just a man in a can”. He buries himself in work as he and Pepper grow distant. You witness his first anxiety attack and see the confusion on his face as the man who has never been lacking in confidence for anything suddenly has it all stripped away.

    Pepper Potts and Rhodes are much more than just secondary joke material here. Pepper’s relationship with Tony is in question and more so when Aldrich Killian reappears on the scene. Any movie where we get plenty of Don Cheadle is a good thing and IM3 makes sure we know that Rhodes is there for much more than Tony’s drunken ass-kicker like in 2.

    Photo courtesy ew.com
    Photo courtesy ew.com

    Now I will keep this review spoiler free, but I would be remiss if I did not at least mention what I like to refer to as “the swerve”. First off, I would like to congratulate Marvel on keeping it on the down low for this long. In a world where every bit of news and information is broken weeks or months in advance, I think a lot of people are going to be taken aback by it, but mostly comic fans. When it plays out I instantly thought, this is either going to be loved or hated by most people. No grey area. I am on the love side because it did get me. I am sure I could have gone searching the web and found out before, but it is nice to be gotten every now and then. If you are on the hate side of “the swerve”, don’t worry, I can completely see why. I just hope you didn’t let it ruin the rest of the movie for you.

    In the end, did Iron Man 3 deliver? Yes. Yes it did. Is it better than Iron Man 2? God yes. Is it better than Iron Man? I would not go that far. I am still putting it in the upper echelon of Marvel movies. If you want it broken down easily I guess we will do this:

    1. The Avengers

    2. Captain America

    3. Iron Man

    4 Iron Man 3

    and so on….

    If you want to know the rest of the list ask away!

    Photo courtesy screencrush.com
    Photo courtesy screencrush.com

    Marvel did themselves a favor by going outside the box and getting Shane Black to direct this. The man who wrote Lethal Weapon and directed Kiss Kiss Bang Bang knows how to handle his action sequences, of which there are numerous, satisfying ones even when it is just Tony sans armor. The real surprise is the emotional weight that are put on the characters. Tony’s near death in The Avengers is a focal point of Iron Man 3 as it needed to be because if it was simply ignored, it would have lessened exactly what The Avengers meant in the Marvel cinematic universe.

    I hope Iron Man 3 is a good sign as to what we can expect from the Phase 2 movies with new directors (Thor, Captain America). It feels new and different and that is exactly what is needed now that we are six years into these Marvel movies. Staying stagnant can kill a franchise and I am hard pressed to say that Iron Man 3 is stagnant. From it’s bizarre opening sequence involving Eiffel 65 (really) to it’s 70’s inspired closing credits (which is completely Shane Black), Iron Man 3 shows that even though we may be entering the second phase of this cinematic juggernaut, its inaugural character is still its strongest.

     

  • Review: Star Trek: The Video Game

    Photo courtesy dapsmagic.com
    Photo courtesy dapsmagic.com

    Set Phasers To Meh

    I am a lifelong Star Trek fan. Not a bandwagon since 2009 when J.J. Abrams made it cool to like the adventures of the Starship Enterprise. Now do not get me wrong, I absolutely loved the 2009 reboot and applaud everyone involved for making Trek accessible to a whole new generation. Now, this summer we will be getting the much anticipated follow-up, Star Trek Into Darkness, and with that comes the dreaded words….movie tie-in game.

    I first saw footage of Star Trek at E3 two years ago and was generally excited about what I saw. A buddy co-op space adventure starring Kirk and Spock with influences coming from the Mass Effect series and Gears of War, two of my favorite franchises ever. The game was set for release in 2012, but was given a whole extra year of development time to coincide with the release of the movie sequel. I made the mistake of thinking that this would help the game become more than the run-of-the-mill movie game and yet here we are, in 2013, with exactly that.

    Star Trek is set after the first film (obviously), but it does not bridge the two movies. For that you will need to pick up IDW’s four issue mini-series, Star Trek: Countdown to Darkness. The game plays out as more of an extended episode of the series with the new crew. One long, long episode. All the good will that is built up in the first hour or two of play is wasted when the story stretches out way farther than it needs to. By the end, you are wondering exactly how much longer you will have to pry open one more door, hack one more door lock or fall off a ledge from the game not reading your jump command.

    Photo courtesy uverseonline.att.net
    Photo courtesy uverseonline.att.net

    Gears of Kirk? Spock of War?

    Star Trek has you choosing to play as Kirk or Spock at the beginning of the campaign, but I never really saw much of a difference in the two. The makers have said that Spock was to be played as more of a logical, stealth option while Kirk a headstrong, shoot-first type. In theory, this sounds good, yet it is not actually implemented in the game. You have the option of stealth during multiple missions and it doesn’t matter which character you are playing as to do it because once the shooting starts both you and your A.I. partner have a license to kill.

    The main plot involves a Vulcan scientist who has created a source of energy called the Helios device which will aid the Vulcans in the creation of New Vulcan. Due to sabotage, the device opens a rift in space which allows creatures known as the Gorn to pass through. These creatures appeared only once in the original series in the famously cheesy fight with Capt. Kirk.

    Give Uncle Scrotor a hug
    Give Uncle Scrotor a hug

    But now they have been given a modern makeover and appear much more dangerous. You will find many different variety of Gorn to fight like the green Gorn, red Gorn, blue Gorn and multicolored Gorn. Sensing a theme here? One of the main problems with Star Trek is the complete lack of enemy variety. Now you will have some levels that have you fighting infected Vulcan or Federation officers where you stun them and choke them out, but the majority of your time is spent obliterating one lizard or another. Now I know this is the essence of every shooter, but at least with games like Gears of War there is enemy variety. The Gorn are literally different colors with different weapons.

    Cover mechanics are not bad or good, they are mostly serviceable. There is no melee attack to speak of unless you stun your enemy first making for some weird situations when you have someone running up on you and you can not quick fire to hit them. Don’t expect to melee them back, just run away, turn around and fire again. There is an attempt to have an upgrade system for health, tricorders and weapons, but it is rudimentary at best. You use your tricorder to scan your environments for alien plant life, audio logs and new enemy types to add to the data log which gain you XP. Spend as you wish on phaser upgrades or tricorder abilities like healing your partner. The useless part of this is that you can easily beat the game without upgrading one single item.

    The Voice of Reason

    The two aspects of Star Trek that truly do excel are the music and the voice work. The music takes pieces of Michael Giacchino’s 2009 soundtrack and mixes them well with new samples that work very well in the Abrams reboot universe. The voice acting is also on the good side. Chris Pine seem to be having fun voicing a video game character and his Kirk is just as cocky and headstrong as his cinematic counterpart. Zachary Quinto’s Spock is equally up to task and there were multiple moments where his interaction with Kirk was very enjoyable and worthy of the movies. The rest of the cast is here as well including Simon Pegg, Anton Yelchin, Karl Urban and Zoe Saldana. Sadly it sounds like Saldana read her lines at gunpoint with someone telling her to sound as disinterested as possible, kind of like her role in Avatar.

    Photo courtesy jjplace.com
    Photo courtesy jjplace.com

    Star Trek has a lot of good ideas and ambition that never comes to the surface. You can tell the influences that drove the game throughout, but it never gets past mediocrity. The sections on board the Enterprise are a bit of fun and the voice acting is a treat (except for you Zoe) while the music is too good for the product it is attached to. If they could have tightened up the controls and cut a couple of hours of the blah plot, Star Trek could have been better than average. It overstays its welcome and the final few hours are spent on bland looking alien ships that test your patience. If you find this in a bargain bin for $20 and are a Trek fan, by all means pick it up, but for a full priced $60 title, there is a lot left to be desired. As melty as I get over Chris Pine’s voice, it is not worth the price of admission.

     

     

  • Review: Injustice: Gods Among Us

    Photo courtesy segmentnext.com
    Photo courtesy segmentnext.com

    All’s Fair In Love And Killing Your Wife

    Things are bleak in Injustice: Gods Among Us, the newest fighter from Mortal Kombat developers NetherRealm. How bleak you may ask? Oh, just that Lex Luthor has given The Joker a nuclear bomb that he uses to completely obliterate Metropolis. So you think that would naturally piss off Superman. Were not done yet. The Joker also drugged Supes into thinking that Lois was Doomsday so he flew her out into space killing her and his unborn child.

    Damn. Cold blooded.

    So naturally Superman loses his freaking mind and does his best impression of Indiana Jones and the Temple of Doom and rips out The Joker’s heart.

    Kali Ma. Kali Ma. Kali Ma.

    Wait…I hear you saying. I thought this was a fighting game. And you would be correct. Injustice has a full-fledged story mode like 2011’s Mortal Kombat and it is simply fun as hell to play. Crazy Superman has taken over the Earth and is forming it to the crime free society he desires…by any means necessary.

    Don’t worry this is a comic book story so there is multiple dimensions to save the day!

    Batman from batshit crazy Superman dimension transports Justice League members over to his version of Earth to fight the tyranny of Superman. You will play as the majority of characters in the story mode and each section will give you four or five fights per character making the story mode the most entertaining way to learn a lot of fighters ins and outs.

    There are 24 characters that make up Injustice’s roster and that is not including the four additional fighters coming in future DLC. The variety that NetherRealm threw in the game is refreshing. Sure, you are going to get your DC mainstays like Superman, Batman, Green Lantern, Lex Luthor and The Joker, but they have featured characters that do not normally get very much time in the spotlight except to lifelong comic fans. Hawkgirl, Ares, Black Adam and Raven are not household names and NetherRealm has done a wonderful job making these “lesser” characters feel like they not only belong with the big boys, but can handle their own against them.

    Injustice02
    Photo courtesy gigaventure.com

    Hi, I’m Batman. I Will Be Punching Your Face This Evening.

    Combat in Injustice feels a lot like 2011’s Mortal Kombat and that is a good thing. NetherRealm created a good combat engine and they transferred that here while tweaking a few of the collision issues. Controls are boiled down to three buttons for attacks and a fourth for a hero’s special ability. This could be anything from Batman calling in three explosive floating bat-bombs to Aquaman creating a water based shield around his costume to reduce damage for a small amount of time. These abilities regenerate after a few seconds and can help to extend combos in some cases and add a new small layer of strategy to each fight.

    Character special moves have very different feels to them for each character and fits the personality of each fighter well. Aquaman uses his trident, The Joker has his Jason Todd-killer while The Flash uses his super speed to whip you into shape. Playing through each of the characters in battle mode (your normal MK mode where you make your way through ten different fights in a row) will yield some pleasant surprises. This is the best mode to learn every aspect of a fighter, especially ones not playable in the story. You can not simply learn a character fully without spending time with multiple fights. Going outside your box of favorites may have you developing a new found fondness for a hero and villain you never thought would grab your attention. When I left my Superman, Batman and Green Lantern and began to focus on other characters I found just how awesome and varied that attacks were. Before I knew it I did not want to move away from Green Arrow, Ares, Shazam and others.

    NetherRealm has absolutely loaded Injustice to the brim with so many modes, extras and unlockables. When you find yourself past the story mode and even after you have blasted through battle mode with all 24 characters there are the S.T.A.R. Labs section. The S.T.A.R. Labs will have you taking control of all 24 heroes and villains in mission based fights or mini-games. There are 240 missions total and each one comes with a star rating of one to three. Each fight has a set of parameters to meet and you receive a star rating depending on how well you do. The more stars you earn, the farther you can go into the S.T.A.R. Labs. Some of these can be easily attained and some of them had me wanting to kick my television in the face. That, to me, is the sign of a good fighter.

    Photo courtesy polygon.com
    Photo courtesy polygon.com

    Let’s Get Interactive

    There are a total of 15 arenas to choose from in Injustice and all of them have a list of interactive objects to use during your fights. These make the game feel truly more like a fight in the comic world than anything else. Want to hit your opponent with a motorcycle outside of Wayne Manor? Go for it! Roundhouse kick them Chuck Norris-style into Aquaman’s throne in Atlantis? Go ahead, Texas Ranger. Things get violent on an even bigger scale when you obliterate opponents through walls setting off an unfortunate chain of accidents which lead to another arena.

    http://youtu.be/ZFwZd-Ur1_A

    With every fight, no matter what mode you are playing in, you will gain experience points allowing you to level up. As you progress upwards you will begin to gain access code cards which you can spend to unlock character costumes and loads of other goodies. Character cards, booster packs and even unlockables that link from the Injustice iOS game that ensure if you want to 100% this game, you will be spending a lot of quality time bashing in Sinestro’s face. Do not take this for a simple fight ladder type of game. There is real depth here.

    Make no mistake, Injustice is NO Mortal Kombat vs. DC Universe. NetherRealm has taken the best things from 2011’s Mortal Kombat including an engaging, multi-dimensional story and given comic fans a true fighter that is a worthy successor to MK, but also (hopefully) a mighty new franchise. The sheer amount of modes and extras to unlock is a bit mind boggling. I applaud the developers for taking a chance and not simply churning out a Mortal Kombat sequel (which I would not be against by the way), but taking a different avenue. Comic fans and fighting game fans will be hard pressed to find something as fun…until Lobo is released as DLC that is.

     

     

  • Scott’s Review: Bioshock Infinite

    bioshock-infinite-box-art-slider-2

    I will just go ahead and be honest with all of you right now. As I sit down to write this review I am having trouble finding the exact words to begin to describe Bioshock Infinite. I mean that in the best possible way of course. As my brain processes all of what I experienced in the city in the clouds named Columbia, I begin to have that same sense of wonder that I was left with after I played 2007’s Bioshock with one significant difference: Bioshock Infinite took everything I loved about the original and improved it greatly while adding what is easily the best written story of this gaming generation.

    Now before we begin I want you all to know that this will be a spoiler free review, so have no fear while you are reading along. I will take the more difficult road and temper my want to just expose everything I discovered in this game because I love all of you. That is not to say that me or my fellow colleague, Trey Sterling (who will be reviewing the game also), will not have a later article discussing the complete epic mindfucks that happen in this game, but not today and not here!

    Pitch Perfect

    You begin the game as Booker DeWitt, a man that has led a life that has been quite unsavory. He has fallen in deep with the wrong people and has agreed to take on a peculiar job in order to clean his slate. You are being led out to a lighthouse in a roaring storm on a boat being rowed by two strangers. A lockbox is handed to you with a photo of a girl and other items. The message is very clear as to what your job is. Bring them the girl and wipe away the debt.

    Once you reach the lighthouse, you make your way inside and are greeted with a basin of water to wash away your sins and biblical sounding messages framed on the wall. You make your way to the top and sit in a chair when when walls begin to close around you. Sound familiar? Instead of burrowing your way down into the underwater city of Rapture, you are rocketed skyward and when you break through the clouds you are treated to your first view of the floating city of Columbia. After landing you make your way into the city via unusual means and your adventure begins.

    One of the many, many things that Bioshock Infinite does right is that you are given ample time to explore and fully take in how fully realized the city of Columbia is. Citizens live their lives as you walk among them. They have conversations while kids play in the streets. Shops occupy not just business sections, but also, some float on there own and connect with other parts of the city to give patrons a chance to peruse their stock. You can walk up and view other floating parts through telescopes placed around. It is every bit as memorable as the first time you stepped foot into Rapture only this time instead of a cold, dead society you are greeted with a warm, lively version of 1912 America. Take your time and enjoy the quiet serenity, because it does not last.

    The proceedings take a sudden and very racially charged turn and before you know it you are enemy number one floating thousands of feet above the ground with no where to go except towards your cargo. When you first begin combat it will feel very familiar to the original Bioshock with one noticeable difference being the Skyhook. The Skyhook is a spinning hook that is wearable on your left hand and is used in transporting yourself around the city on the sky rail system and also as a vicious melee weapon. You also have a pistol, your health bar and your vigor gauge (which takes the place of plasmids). You begin with a simple possession vigor which can be used to take over turrets in your favor and even other humans and have them attack others. Vigors are refilled with salts which can be acquired through bottles, vending machines and various other loot items found throughout the world of Columbia. As you begin the game, you will feel a sense of trepidation when using vigors, but have no fear, you can upgrade them as well as your health and shield (new to the Bioshock series) by finding infusions scattered throughout.

    There are eight total vigors in Bioshock Infinite and they will be familiar to fans of the series, even with the new names. My personal favorites were Murder of Crows and Shock Jockey, especially when used in conjunction with each other. Shock Jockey is, of course, an electric field you shoot out of your hands Emperor Palpatine-style and Murder of Crows sends out a Hitchcock-like swarm of birds to eviscerate your enemies. Devil’s Kiss send out a fiery ball to set men ablaze while Return To Sender catches enemy projectiles and lobs them back. I won’t go through every one of them because I want you to have the pleasure of discovering them and finding out all the unique combinations that are possible.

    BioshockInfinite1

     Tear Columbia A New One

    Just as the combat experience in Bioshock Infinite begins to feel like you might be in for a repeat of the previous adventures to Rapture, you are introduced to Elizabeth. She is the daughter of Columbia’s founder, Zachary Comstock, and the girl you are supposed to bring back from Columbia to wipe away your debt. She is trapped away in a monument and been carefully watched her whole life by the scientists and zealots of Columbia, but why? Why does Comstock keep his only daughter locked away from all outside interference and have literary propaganda thrown about the city promising she is the future savior of Columbia? Perhaps the fact that she can tear open the fabric of time and space to see anything she wishes in any time period. Yeah, that would do it for me too.

    When you rescue Elizabeth from her tower prison you discover she has been protected and cared for by a huge, mechanical creature called the Songbird which you should know if you bought the massive $150 collector’s edition. He will make occasional visits to screw up your journey.

    Once Elizabeth joins you in your escape from Columbia, this is when combat fully opens up and separates itself from the original Bioshock. You don’t have to worry about this being one big, long, annoying escort mission. Elizabeth can take care of herself and before the game reaches its completion she will have saved your sorry ass more times than you can count. She is always readily on hand and ready to toss you anything you happen to be lacking during the many frenetic gunfights you will encounter. You will see a prompt come on screen and Elizabeth yell at you and simply press the corresponding button and she will supply you with health, salts or ammo. I will warn you not to become overly dependent on this though because there will be times, especially during lengthy battles, where she will run out of supplies. So don’t get cocky and expect her to always come along and pull you out of the fire.

    bioshock-infinite-machine-gun

    The biggest addition to combat in Bioshock Infinite is the fact that Elizabeth can open tiny tears in space and make available to you new ways to get the better of the people hunting you down. She can summons sentry guns, mosquitoes (floating automated machine guns), walls for instant cover, medical stations and even skyhook connections that allow you to get the higher ground in a hurry. You may consider yourself a Bioshock expert with your learned use of weapons and vigor combinations, but it is the mastery of those two things and Elizabeth’s abilities that will truly make you feel like you are a badass. You could play through this game over and over again and no two battles will ever be the same. Do you take cover behind a wall created by Elizabeth and use your vigors and weapons like a cover-based shooter? Have her create a skyhook connection and get to higher ground, rain down some Shock Jockey then take out a few guys with your sniper rifle? Have her summon a patriot and as your enemies are focused on him, sneak around and flank your enemies? My brain is literally spinning right now trying to remember just how many different variations I used and all the new ways I can try on my next playthrough.

    A quick word to the wise when it comes to upgrading your abilities: build up your shield first. The shield is new to Bioshock Infinite and is a life saver on many occasions. It will regenerate unlike your health so getting this to maximum quickly is a very good idea. I actually upgraded my health last after my shield and vigors. My shield recharges and I can find food everywhere for small boosts until I could find a vending machine for a refills. I used my vigors almost constantly so upgrading them second just made sense so I could have more uses of my powers.

    Enemies in Columbia range from meh to memorable. In Rapture you were truly freaked when you came across splicers for the first time or when you watched the Big Daddy lumber by on the other side of the glass. Columbia has a wide range of enemies, but none really jump out at you…with the exceptions of the Handyman and Boys of Silence. The easiest way to describe the Handyman is to think of the big badassery of the Big Daddy and let him run fast and jump far so he can be all up in your face before you know it. The Boys of Silence are only used in one area of Columbia, but it is more than memorable. You must remain unseen or they can call in an army of dead creatures. Believe me, after one time, you will quiet the hell down. The other members of the rogues gallery like firemen or soldiers do not give you the same feeling as the denizens of Rapture. They feel more like cannon fodder.

    bioshock-infinite_screenshot

    Infinite Possibilities

    This is the hardest part of my review to write. I have to convey to you how truly amazing the story is without possibly giving away anything. Bioshock Infinite could be called many things. A look back on the racial tensions that has marred this country for generations. An indictment on American culture today when it pertains to the working class and the one percent. A look at family and how the dreams of parents for their children are not always what is best for either party. Bioshock Infinite is layer after layer of storytelling and as you delve deeper into Columbia you may think you have a grasp on what is going on, but you truly have no idea. There is one event about 85% into the game where you believe a big reveal happens and you begin to think that maybe your idea about the ending was a bit muted and disappointing and you, like me, will be completely wrong. I promised a spoiler free review and dammit that is what I am going to do, but I honestly have to tell you that the last thirty minutes of Bioshock Infinite left my jaw agape and my controller nearly slipped out of my hands. I can not stress enough that you should let no one ruin the end of this game for you. This is coming from a cynical bastard that does not care about spoilers. Don’t do it.

    You should know that the skyhook system does not make this game into a huge open world adventure. Now that is so minute that it should not register when weighed against the overall incredible feeling of this game, but I feel that I need to let you know that. The skyhook is used in combat (amazingly) and it is used to funnel you betwen areas, like a fancy ass tunnel system from Batman: Arkham Asylum. You can go back and forth between areas as you want for side missions and what not, but don’t go into Infinite thinking you are going to be getting Bioshock: San Andreas. I am pretty sure if you are playing Infinite then you are familiar with the structure of the original Bioshock, but I had to put that out there for new adopters.

    I can not say enough about the experience that is Bioshock Infinite. I have tried to explain how you immediately get lost in the world of Columbia and how smooth and free-flowing the combat is, yet there is no real way to truly put into words just how deep, emotional and satisfying this game is.

    What Ken Levine and the team at Irrational have been able to craft with Bioshock Infinite is nothing short of awe inspiring. If you thought you got lost in the immersion of Rapture then you haven’t seen anything yet. It is a one of those surreal experiences of gaming bliss that only comes along a few times in a gaming generation. Bioshock, Mass Effect, Uncharted 3, all these belong in the same company. Bioshock Infinite should be held higher than all of them. It has taken everything that was good about Bioshock and made it great. That alone should tell you exactly how wonderful a game we are dealing with here. Then add to it that it also improved what made Bioshock great, adding in the greatest story of this console generation, and what you are left with is gaming history.

  • Will the Circle be Unbroken: Trey’s Review of BioShock Infinite

    468px-Biotop2

    When BioShock came out in late 2007, it was an instant commercial and critical success, and raised the bar exponentially for story-driven FPS. Its influence can still be felt, with the most recent example of its progeny probably being the excellent Dishonored.  The game had a few shortcomings, of course, as anything made by humans tends to. Even the mighty Ken Levine felt compelled to include an unfortunate “final boss,” a fight which culminated in what may be the single most anti-climatic ending of modern gaming. But taken as a whole, BioShock was a singular and arresting masterpiece.

    Business being what it is, publisher 2K immediately wanted to get rolling on a sequel, something which Levine and the team at Irrational Games agreed with… at first. Issues arose when 2K wanted to rush the studio’s (admittedly lengthy) standard development process, and were further compounded when it was determined the game “needed” a multiplayer component. Irrational departed the project to work on a “true” successor, and BioShock 2 was released to middling scores; arguably the game’s most interesting feature was the laundry-list of development teams featured in the opening credits.

    Fast-forward to August of 2010, when Irrational used the tease of “Project Icarus” as the lead-in to Infinite’s reveal trailer. Eager players got our first look at Columbia, an almost complete inverse of Rapture: A city among the clouds, founded on the principles of American exceptionalism, racial purity, and religious fervor. We were also introduced to the game’s central plot: You were trying to rescue a young woman with special abilities from this city, with things apparently bigger and badder than even Big Daddies trying to stop you. Unfortunately, the initial release date of “October 012” eventually became March 26, 2013 owing to Irrational’s aforementioned penchant for taking their (sweet-ass) time.

    Alright, I promise the history lesson is done, and apologize to anyone who was already well-aware of that information. I chose to include it, however, to make a point: Very few games have ever had this much hype to try and live up to. Hell, just go give my “Five Reasons” article another glance and you’ll understand just what this game had to leave up to for my expectations, alone. I want to establish these things so that when I tell you the final product met and exceeded my desires in almost ever area, you get a feel for just how good this game must be.

    The opening lighthouse-centric portion of this game is, if anything, even more mysterious than the plane crash that launched BioShock. You’re Booker DeWitt, a former Pinkerton agent turned private eye / “independent contractor” who is being sent… somewhere in order to retrieve a young woman named Elizabeth. The game doesn’t give you much to go on, except that Booker has fallen in with some bad sorts, and he needs to “bring them the girl to wipe away the debt.”

    I won’t spoil your initial arrival in Columbia, but I will say that Infinite begins at a much more easy-going pace than its predecessor. Depending on how much time you spend looking around, there’s almost an hour worth of simply wandering around Columbia; you can listen to a barbershop quartet, watch fireworks, and play games at a carnival. (Appreciably, the carnival games are actually tutorials on some the weapons and abilities.) You’re slowly making your way toward “Monument Island,” a giant statue of a winged girl where Elizabeth is being held. Everything is going well until someone notices the letters “A.D.” scarring the back of your hand.

    handyman-bioshock-infinite-1024x576

    You see, Columbia is ruled over by Zachary Comstock, also known to the residents as “The Prophet.” Comstock claims he was given a vision from an angel, and Columbia was the result. Apparently Elizabeth is his daughter, born under miraculous circumstances to his now-deceased wife, who was supposedly murdered by the “Vox Populi” labor rebellion. Elizabeth is now known as the “Lamb of Columbia,” though the Prophet has seen that a “false shepherd” will try and lead her astray.

    A false shepherd who happens to have the mark of “A.D.” on the back of his hand.

    From there, the idyllic sight-seeing turn into a full-fledged fight for survival, as the Prophet employs ever-increasing measures to try and stop you. Your first two acquisitions are a sky-hook and an ability-enhancing “vigor” (plasmids from the first game) that allows you to posses enemies. The sky-hook serves as both your melee weapon and gives you the ability to use freight hooks and sky-rails to move about the environment. As such, the player understands from these very first fights that combat in Infinite is about mobility, using your environment, and creating ways to keep focus off Booker when possible.

    It’s here that I want to avoid talking too much more about the story, except to say that Booker does eventually reach Elizabeth, and from there they get swept up into the larger conflicts of the city. There’s the aforementioned Comstock and his other “Founders” Cornelius Slate and Jeremiah Fink, who are the heads of the city’s security forces and manufacturing, respectively; Daisy Fitzroy, the former servant and Vox leader accused of killing Lady Comstock; Robert and Rosalind Lutece, a pair of twins who appear to be involved in Booker’s mission and have connections to Comstock; and finally, the Songbird, the mechanical being assigned the task of both caring for Elizabeth and keeping her under confinement.

    Elizabeth is probably the main reason I looked forward to each play session. It is evident from the first time Booker sees her – under circumstances where she can’t see him – that we are intended to love her, though not necessarily in a romantic or sexualized way. Her captivity has made her both naïve and world-weary. The first thing she does upon escape is to join a group of people dancing on a pier, and it seems she could do that indefinitely and still be happy; at the same time, her desire to escape has made her an expert in lock-picking and cryptology.

    bioshock-infinite-elizabeth1

    While held captive physically, she has been afforded every opportunity when it comes to education: We see her painting, dancing, and singing; she seems to be exceptionally well-versed in the arts and the sciences; there is reason to believe she is multi-lingual; and even though she can’t leave her tower, she can see outside and beyond it through her use of “tears.” In a nutshell, tears are windows into other points in time and space, such as Paris in 1983, or a Kansas farm in the middle of a tornado. This ability has been studied and exploited over the years; for instance, Fink uses it to discover new items for his factory and has his brother produce songs based on music he hears through the tears.

    Comstock has been using a device to limit these powers, but once freed of her tower, Elizabeth slowly grows stronger in ways that become exceptionally useful. Initially, she is able to bring small changes in from other versions of Columbia, such as a box of med kits or an automated gun turret. Balancing which tear to have opened during combat becomes a huge focus at this point, and is one of the most refreshing things about the game. Elizabeth herself doesn’t participate in facts, but also doesn’t have to be “escorted” through them; she does, however, keep an eye on your health, salts (used for vigors), ammo and cash. If any of these take a big hit, she will try her best to provide you with more so you can keep going.

    As the story progresses, her use of tears gradually advances to where she – and you, by proxy – can sometimes move between different versions of Columbia. This is every bit as potentially disastrous as it sounds, especially considering that the tears are what Elizabeth refers to as “some sort of wish fulfillment.” Thus, when in high states of emotion, she opens tears to realities that reflect that. For instance, after something truly horrific happens to someone connected to the Vox, she states she wants “a real revolution, just like in Les Mis.” She opens a tear to a Columbia where the Vox have been much more successful and better-equipped, but are also exceedingly more violent. In these rare moments, you feel a slight understanding for her containment; it might not be a good idea to let an impressionable teenager freely make use of her ability to reshape existence.

    Of course, Booker wouldn’t be necessary if Elizabeth could do everything on her own, and brings his own skills to the table. A veteran soldier, he is easily able to utilize the various weapons used by both sides of the conflict: Pistols, machines guns, rifles, and even the occasional explosive are all at your disposal. These can also be upgraded the same way the guns in the first game could be, although there are a few notable differences. This time around, you can only have two weapons equipped at a time, forcing you to think about what’s best in a given situation; ammo is more plentiful, but that’s because the tone has shifted to a more-action oriented approach; and alas, this abundance of ammo comes at the removal of the different types of ammo available in BioShock.

    bioshock-infinite-screen-1

    Your other primary means of attack are vigors, of which there are eight scattered throughout the game. These range from familiar fire and shock attacks, to new abilities like launching enemies up into the air, to the powerful – but draining – ability to possess enemies. All vigors have a built in secondary / trap version, and can again be upgraded at vending machines. The final piece in the combat puzzle is the inclusion of gear: Booker has a slot for a hat, shirt, pants, and shoes. Scattered throughout the game, these articles range from making your clips bigger to giving your melee attack an elemental charge. I found that I kept the same few pieces equipped for the early parts of the game, but the later battles almost require you to suit up for specific circumstances.

    Though Infinite does feature some corridor-based brawling, most of the excitement takes place in the open areas around Columbia’s buildings. These arenas are usually feature at least two vertical levels, and find you riding sky-rails between sections that may not even be physically connected. I already mentioned how managing which tear you have opened is vital, and this only becomes more prominent as the battlefields get bigger. I will freely admit that I tried several times to get through a fight – including the game’s final, unbelievably frenetic setpiece – by holing up next to an ammo spawn or automated turret, only to find myself cornered.

    The game is designed to keep you moving, and certain design features highlight that: Booker can move freely on /off or between sky-rails without taking fall damage, no matter how far the jump; special, devastating attacks can be performed against enemies on the ground and on the rails with you; tears to health and ammo crates that seem randomly placed on the ground suddenly make perfect sense when seen from the perspective of the rails. The dynamic nature of these fights puts me best in mind of the large exteriors of Halo: Combat Evolved in terms of how three-dimensionally the fights require you to think.

    BioShock-Infinite-screen-2

    The only real complaints I have come from what seem like holes (or tears, if you’d like) in the world-crafting. Plasmids made sense in Rapture and alongside ADAM / EVE added key elements to the story of the city’s fall. But within the racial-purity-driven halls of Columbia, Gatorade bottles full of demigod powers seem a little out-of-place. I also found absolutely no explanation of “salts” and how they fuel vigors, whether they are natural or synthetic, etc. Admittedly, there are several of the excellent audio and video logs that I didn’t find, so it’s possible one of them addresses salts.

    My good friend Erich Wildgrube (JS Wolfwood from the “Blackout” blog days) has an interesting theory that some game elements support: Originally, vigors were going to be limited in use based on finding bottled versions scattered through the game. This is still evident in an early area where a vending machine is selling a four-pack of the “Bucking Bronco” vigor. The price tag is well beyond any amount you could have amassed so far, so most people assumed it was a simple nod to a former iteration of the game.

    As you progress through the game, however, you come across numerous areas – especially in Fink’s factories – where there are busted-open crates filled with bottles of a certain vigor. When Booker picks these up, all they do is provide a refill of salts, but the existence of these crates seems to indicate the need for large quantities of particular vigors.

    We also only ever see two enemy types using vigors: the “firemen” who attack with Devil’s Kiss, and the “reapers” who use a variation of Murder of Crows. In many ways, their use of the vigors seems to have altered their very nature, much like the way plasmids altered the splicers of Rapture. Think about the terrible things that happen to Booker’s hands each time he picks up a new one; perhaps prolonged exposure could lead to permanent damage for the citizens of Columbia.

    Is it possible, then, that Booker’s ability to absorb vigors for repeated use is tied to some of the more… interesting aspects concerning his presence in Columbia? It would explain why vigors weren’t seen as too big a threat to the Founders’ rule; the supply would have been carefully controlled, and the presumably horrific results of overuse are a deterrent in their own right.  I’ve come around to this way of thinking, although it still doesn’t give a reason for why there would also be bottles of salts lying around and available for purchase in vending machines.

    The game also seems unsure about what exactly to do with tears, both from a story perspective and as a gameplay mechanic. Certain combat zones are rife with little doorways to all sorts of goodies, while others within the same area of the city have none at all to utilize. The same is true of big, reality-shifting gateways; there’s a section where you pass through several over them over the course of about 90 minutes, but then they don’t really become prominent again until the very end of the game.

    I’ve already mentioned that I understand how Comstock would feel the need to limit Elizabeth’s powers, and I can also understand it from a developer standpoint. Too much messing about with alternate reality tears would make the story more convoluted than it already (slightly) is, and too many combat-enhancing tears would make them less exciting and eliminate much of the challenge. Still, it feels like the game presents us with only half an explanation regarding when they can and can’t be utilized, which only serves to highlight the questions that remain unanswered.

    All of these things didn’t really come to mind until after I had finished the game, though, and begun discussing it with other players. While I was in the thick of it, leaping from skylines to airships, launching my enemies into the air and then summoning a mechanical George Washington to pick them off, all I felt was raw elation. When the game took Elizabeth from me, I was angry; when she ran away because of things I had done, I was heartbroken. I was never compelled by thoughts of “the end,” but rather by a desire to spend more time with these two.

    bioshock-infinite-columbia

    And as the credits rolled, after an ending that was simultaneously a mind-frak and exactly what the game had been leading you toward, I felt resolution coupled with a profound sense of loss. I feel no shame in admitting that I eventually loved Booker every bit as much as Elizabeth and saying goodbye to them will stay with me for a long time to come.

    [amazon_link id=”B003O6EB70″ target=”_blank” container=”” container_class=”” ]I played BioShock Infinite on the Xbox 360. It is also available on PS3 and PC.[/amazon_link]

  • Life Finds a Way: A Discussion and Review of Jurassic Park in IMAX 3D

    Jurassic-Park

    Earlier this month, Jurassic Park finally got a stand-alone blu-ray release; it had previously only been available as part of a trilogy boxed set. The kicker – as in it kicked me right in the gut – is that this is the “Twentieth Anniversary Edition” release. Now, I’m not usually one for fretting over the fact that I am growing older; nor am I oblivious to the release dates of my favorite films from over the course of my life. But having the information thrust upon me in this fashion was a bit disconcerting.

    Because, you see, I still have very vivid memories from seeing it at the impressionable age of seven-going-on-eight: The intensity and confusion of the opening raptor attack; the wonder and rapture of the brachiosaurus reveal; the gut-tightening tension of multiple T-Rex escapes. Over the past two decades, I have carried the emotional impact of those spectacles with me through countless viewings of the film.

    I was, of course, ecstatic to hear that it was being re-released into theaters as well, and in 3D no less. When the opportunity presented itself to go see the new version on a theatrical IMAX screen, I could barely contain my excitement. I have no doubt that I annoyed my girlfriend, who had never seen the movie at all, with my demands that she be as excited as I was. That’s not to say she wasn’t excited – she genuinely enjoyed the experience – but I was unfairly expecting her to somehow feed off my own fervor.

    Imagine my surprise, then, when I realized that I wasn’t too far off from being a first-time viewer myself: Sitting in that theater, I somehow managed to watch a twenty-year-old film in IMAX 3D and take away more substance than spectacle. In a way, this review is more a way for me to share that experience than anything else. If you’re eagerly anticipating my final verdict, I’m afraid to tell you you’re in the wrong place.

    Now, for the article proper. We’re going to try something a little different; instead of me just writing paragraph after paragraph of text, I enlisted by good friend Bryant from The Truth Inside the Lie and we had a nice dialogue about the film. I’ve transcribed it below, adding to it in places where we didn’t address things that had been on my mind but we didn’t have time for.

    Hold on to your butts…

    TS:

    The first time I saw Jurassic Park, I was a month from turning eight, and had an absolute obsession with dinosaurs. The movie enraptured me, and everything about it overwhelmed me. I had the toys, sheets, lunchbox, etc.

    BB:

    So was this a case of the movie fitting an already-present interest, or a case of it creating an interest (in dinosaurs)?

    TS:

    The former. I had loved dinos for as long as I could remember. According to my mother, it started around the time I was two. I had books, tapes, models, and was genuinely informed on the topic. “The Land Before Time” was a big part of it. Probably the biggest impact JP had was to make velociraptors my favorites, although I quickly learned that Spielberg’s version was fairly inaccurate in the service of making them more menacing.

    BB:

    How many times did you force your poor parents to take you to see the movie?

    TS:

    See, I’m not positive there. We didn’t go to the movies on whims, though we did see the “big” releases in a timely fashion. My dad might have taken me back at least once, and maybe my grandparents took us once? I do remember feeling like it took a thousand years for the movie to come out on the vaulted “V-H-S” so that I could watch it endlessly.

    BB:

    Makes sense. Now, for my part…I think I saw it three times. Once on opening night; it came out in ’93, and I’d graduated in ’92 — I saw it with my best friend from high school, who was back in town for the weekend. Then saw it again later with my dad, and a third time about a year later when it was rereleased.

    TS:

    I had always though there was a re-release, but wasn’t sure. In that case, I would be positive that we went and saw it again at that point.

    As a teenager, what was your reaction?

    BB:

    Well, by that point I was a huge Spielberg fan, so this movie was catnip. And I’d read the novel, which I’d liked a lot. (I’d read it because Spielberg was making it into a movie, incidentally.) I liked the movie a lot, too. It scared the piss out of me at a few key moments, and this was back in the days when I REALLY hated being scared by movies. But I didn’t care. Had a blast. The effects were literally like nothing anyone had ever seen. That cannot be over-emphasized.

    TS:

    That was a huge part of it for me; as a kid who fantasized about dinosaurs being alive again, this was the closest I figured I would ever come.

    Which, incidentally, is where the biggest part of what the 3D version made me feel comes from, in that I felt like I was watching the movie as a real movie for the first time. Somehow I saw past the (admittedly amazing) wonder and appreciated it as a work of cinema.

    BB:

    I had almost exactly the same experience. In a way, for some viewers, the movie got overshadowed by “Schindler’s List” later in 1993. Comparatively, “Jurassic Park” felt like it had been a charming little pre-dinner mint or something. Watching it on VHS on reinforced that idea. But seeing it on a huge screen again brought it back home to me that it is, in every way, a masterful piece of cinema.

    TS:

    Hearing you say that, I wouldn’t be surprised if a lot of people who were old enough to have seen it back then are experiencing something similar. That’s a big part of what made me want to have this little chat; I want to talk about things that seem obvious, but I never really thought about before.

    BB:

    Well, one of the elements that gets brought up a lot is the way in which the story serves as a character-building exercise for Alan Grant: in a way, the entire film is about him being forced to embrace the idea of being responsible for kids. And boy oh boy, did Ellie lay his ass about an hour after that chopper landed…

    TS:

    Interestingly enough, Ellie’s slowly increasing sexiness as the movie goes on in something I wanted to discuss. On the Grant front, it’s like you’re inside my brain. As they escaped in the chopper, my brain woke up and went “This entire movie is about how Grant should focus more on the people around him, especially children (the future) instead of on dusty old bones (the past).”

    BB:

    Was this your first time noticing that?

    TS:

    Like a bolt from the blue.

    BB:

    Mm-hmm. Now, me, I knew that already; but only because I’d read it in a book about Spielberg’s work long ago. (It hit ME like a bolt out of the blue at that time, though.) What I noticed this time that I hadn’t before is that what’s happening to Grant with the kids underscores everything Ian is preaching about. Life finding a way; unpredictability.

    TS:

    And the shot of the birds represents how dinosaurs had, like Grant, eventually moved on beyond their path toward extinction.

    BB:

    Or, alternatively, it’s Grant looking at evidence of himself having been wrong, and finding he is totally okay with that.

    TS:

    I can see that, yeah. Which would fit, since he’s the only male character in the movie who is able to abandon his stubborn ways in time to not suffer too much from it.

    Dennis’s obsession with getting back at Hammond (because it’s about that, not the money) gets buried in the mud while he gets eaten; Ian’s desire to be right about the chaos lands him with a busted leg; Muldoon’s need to hunt the raptors gets him hunted right to death, which is reinforced by the shot of the alpha raptor watching the snake, knowing she’s the dominant hunter.

    And then there’s John Hammond, who I finally realized is every bit the creation-obsessed dick he is in the book. The obvious signs are him insisting on seeing each dino be born – thinking they will “imprint” on him, of all things – and refusing to use the lysine(?) contingency.

    But the really, really telling part is when he yells “Don’t!” into the phone when Grant is shooting at the raptors, despite the fact that his own grandchildren are in mortal danger.

    —Interjection—

    At this point, I would like to point out that the 3D actually does a really good job of adding focus to certain things that represent some of these themes. The times when we get a close-up shot of the amber on Hammond’s cane or Grant’s raptor claw are prime examples; the bag Dodgson is carrying when he meets Nedry, the embryos as Nedry is pulling them out of storage, and the shaving cream can as it’s being covered by mud are also greatly enhanced.

    ——

    BB:

    Yeah, Hammond is a nutjob, no doubt. He’s Frankenstein, essentially.

    TS:

    Speaking of which, that particular work was very ahead of its time in terms of the science that Shelley drew from. I’m still impressed by the references to genetics in JP; putting that kind of thing in high-brow novels is one thing, but putting them in a summer blockbuster is quite another.

    BB:

    Yes, and it was so beautifully-integrated — some would say spoon-fed, but I say beautifully-integrated — into the plot that I think the science was part of the reason why it was a home run with audiences. Not in spite of; because of. People are more than willing to learn, if you make it interesting.

    TS:

    I agree. The only thing I would say the movie over-simplifies is chaos theory, but having read both Crichton novels – which are essentially treatises on the subject disguised as dinosaur books – I am perfectly ok with that.

    BB:

    Well, that’s a subject where if you’re not careful it turns into “Big Numbers,” that abandoned comic series by Alan Moore that I wrote about in one of my comics blogs not long ago. I think with chaos theory it was sufficient to simply introduce the concept and let it lie there, self-evident and satisfied in its correctness, shirt unbuttoned and glistening. Um…

    TS:

    Ha! You have no idea how many of the women in our showing made audible expressions when that cut to Ian happened.

    BB:

    I do not doubt it.

    TS:

    Which seems a great lead into an aforementioned topic: How unbelievably hot Ellie becomes over the course of that movie. I was no stranger to Laura Dern being attractive, but as a kid my big crush was on Lex.

    This time around, though, I might have been a little short of breath when Ellie’s trying to help Grant keep the door closed.

    BB:

    I always forget how incredibly hot Laura Dern is/was until I’m actually SEEING her on-screen in something. Just hot as balls; fresh-out-f-the-microwave balls, too. And yet, Ellie never comes off as the stereotypical woman-in-distress character. (Like, say, Willie Scott in “Temple of Doom.”)

    TS:

    That’s exactly why she’s so hot as things progress, I think. It ties in with her comment about “sexism in survival situations” when Hammond is suggesting he should go to the generator room instead of her.

    BB:

    Yep. Now, if you don’t mind, let’s go back to Nedry for a minute. Here’s my question: did he HAVE to be played by Newman?

    TS:

    These days, I think not. But I genuinely think that even the great Spielberg can fall into typecasting. In 1993, if you wanted a conniving computer programmer, then “fat guy in bad shirt” was the way to go.

    BB:

    Nedry is maybe my biggest problem with the movie. He’s so patently a plot device, it kinda irks me. Although even that fits into the chaos-theory thing. And it also, I might add, creates a bit of a link between Grant and Hammond. Grant, not necessarily a people person; Hammond must not be either, if he could hire someone as obviously untrustworthy as Nedry.

    TS:

    See, I think it has more to do with Hammond’s obsession with making this place exactly what he wants, without paying enough attention to how he’s getting there (Ian’s speech around the dinner table comes to mind). Nedry was a means to an end. Although it is interesting that Hammond loves to talk about “sparing no expense” and Nedry’s biggest problem seems to be financial.

    BB:

    I just realized that “Nedry” and “nerdy” have the same letters…

    TS:

    That they do, but that would be on Crichton for naming the character.

     

    BB:

    What have you to say about John Williams vis-a-vis this movie?

    TS:

    Sound! This was another area that I really noticed for the first time, probably thanks to the wonder that is IMAX.

    I think Williams is on point in this film beyond even his usual talent. The JP theme is unforgettable, and the different applications he finds for it are superb. But where he really shines this time around are the little bits underneath the action and dialogue: The scene in the amber mine, the ice cream one with Hammond and Ellie, and the one where they find the “unauthorized” dino eggs all stand out for me.

    —Interjection—

    I also wanted to talk about the times there’s almost no sound in the movie, music included, and how fantastic that was with IMAX tech. The moment that stand out most is when Lex is seeing the raptor’s shadow against the wall, followed by her and Tim running into the kitchen area. Other than their panicked breathing, there is absolute silence.

    As for times when the effects really shine, the dilophosaurus stalking Nedry sounded like it was legitimately moving around behind me. Of course, for sheer “wow” value, the impact tremors from the t-rex’s steps shook the entire auditorium, and it’s roars were appropriately deafening.

    ——

    BB:

    They really should have figured out a way to give him (Williams) two Oscars that year. “Hey, we know you’re already getting one for Schindler’s List, but here, have another while you’re at it.”

    TS:

    Hehe. I was actually listening to the JP soundtrack while writing the early parts of my review today, and I’m really irked that the tracks don’t flow chronologically with the movie.

    BB:

    That’s a common problem — “problem” — with Williams soundtracks, sadly. Alright, what are your thoughts on “Jurassic Park” being the last time Spielberg was truly comfortable in popcorn-movie mode?

    TS:

    I would counter with Minority Report…?

    BB:

    Love it, but it was not a notable success. Maybe what I meant was that “Jurassic Park” was — so far — Spielberg’s last mega-smash hit.

    TS:

    Hmm.

    Well, my initial response would be that three of his attempts at such – The Lost World, War of the Worlds, and Crystal Skull – just aren’t very good, and after a while even average-Joe moviegoer starts to pick up on things like that. How successful was Tin-Tin?

    BB:

    Not very; kind of a hit outside of America, barely one at all in America.

    TS:

    That’s a shame, because it is loads better than most blockbusters these days. How about this: JP happens to be a spectacle film that is also masterfully made and has hidden depths. But most blockbusters these days are almost entirely style, and Spielberg has shifted his focus to more substantial fare.

    BB:

    There’s something to that, but I think it’s more that that’s what he THINKS he’s done. His blockbusters are plenty substantial; they just weren’t always taken that way by critics. And while I love — hold on, let me mentally count… — seven of the movies he’s made since then, and like all the rest, I miss THAT Spielberg.

    ——

    Unfortunately, that was the end of our discussion, but Bryant has promised to potentially respond to anything I say here that piques his interest. As far as Spielberg’s recent works go, I will agree with Bryant that they don’t seem to have the same “oomph” as something like Jurassic Park, Jaws, or even Close Encounters. But he has always been one to direct exactly what he feels like directing, and so perhaps his interest has simply shifted toward a different kind of storytelling.

    Back to the task at hand, I mentioned before that this was my girlfriend’s first time to see Jurassic Park, and it was great fun talking to her about it. She felt the movie has an impressive spectacle factor, even after twenty years, and liked the story it told. She’s not usually one for “scary” films, and was mostly ok in this case, with one exception: The power station. She physically jumped when the raptor came from behind the pipes, and then got fairly colorful when Sam Jackson’s arm wasn’t still attached. I’d wager that her heart was racing every bit as much as Ellie’s at the end of that scene.

    Unless you have a complete disdain for all forms of cinematic enjoyment, you should take the time to go see Jurassic Park in 3D, and preferably in IMAX. Because regardless of whether or not you have ever seen it before, it will be one of the best movies you see this year, and will also probably be one of the best entertainment experiences you might ever hope to have.

     

    I saw this release in an IMAX 3D digital auditorium. [amazon_link id=”B00B4804KS” target=”_blank” container=”” container_class=”” ]The 3D version comes out on blu-ray April 23, 2013.[/amazon_link]

  • Review: G.I. Joe: Retaliation

    Photo courtesy heavy.com
    Photo courtesy heavy.com

    Yo Joe! Or No?!

    Let’s just go ahead and get this out of the way in the beginning of this review, I liked the first G.I. Joe. Do not get me wrong, I am not going to recommend that anyone go out and buy it on Blu-Ray instantly, but it was the definition of a popcorn flick. A dumb action flick that had its moments and some fun also. Now in 2009 we also got Transformers 2 and that was also dumb, but not for the same reasons G.I. Joe was. I know, opinions are very fu**ed up things. I did not mind the first G.I. Joe and yet Shia going to robot heaven actually made me feel stupid sitting in the theater.

    Since 2009 we have already had to sit through another Transformers movie and we are just now getting a sequel to The Real American Hero. Now G.I. Joe was set for release last summer, but a mere month before release it was quickly moved almost an entire year to 2013. The studio said it was to give them time to post-convert the film into 3D since well, you know, it makes more money. Then there were rumors swirling abound that it was to go back and let Channing Tatum re-film more footage since the same rumors also said that his Duke character bites it in the movie.

    SPOILERS AHEAD

    It seems the studio was telling the truth because the film was indeed converted to 3D and Channing Tatum does indeed get ended by Cobra in the first fifteen minutes. And guess what? It was the smartest decision the franchise could have made, because as much as I defend the first movie as big, dumb fun, it left a bad taste in a lot of people’s mouths. So with G.I. Joe: Retaliation we are getting a reboot of sorts that still remains in the same movie universe.

    The part that works with Retaliation is that we are trading in Channing Tatum and Marlon Wayans for Dwayne Johnson and Bruce Willis. Who would not want that kind of move for an action sequel?

    When we left the world at the end of G.I. Joe, Cobra Commander and Destro were locked away while Zartan was still in place as the imposter President of the United States. After Zartan calls in a surprise strike against the Joe’s, in which only Roadblock (Johnson), Lady Jaye (Adrianne Palicki) and Flint (D.J. Cotrona) are left, Storm Shadow breaks Cobra Commander out of prison and Cobra has a big bad plan for world domination.

    After this, the story wisely splits in two. One path has Roadblock, Jaye and Flint trying to convince the original Joe, Joe Coulton (Willis), that the POTUS is an imposter and they need his help trying to expose him. The second path follows Snake Eyes an Jinx as they hunt down Storm Shadow to find out what information he knows about Cobra’s plans. This really helps the movie avoid any kind of slow down that you normally would feel halfway through. In one aspect you are getting a guns blazing actioneer and then you are swapping over to a martial arts film complete with the RZA as a blind sensei and ninjas sword fighting on the side of a mountain.

    Photo courtesy filmofilia.com

    Knowing Is Half The Battle

    So yeah, Cobra is trying to take over the world and the what not. The plot will not exactly win any awards, but really, are you going to see this for that? Why did you watch G.I. Joe as a kid (assuming you did)? You wanted to see the cool characters, weapons and action. Luckily we get all three of those. The new characters are much more memorable than the previous entry and each is given their own opportunity at some bad ass moments. I know Channing Tatum is Hollywood’s “IT” guy right now, but Bruce Willis and Dwayne Johnson can carry an action flick in their sleep. Even though I did not care for A Good Day To Die Hard, I still say Willis can get it done easily when guns are involved.

    I worried that director John M. Chu would be overwhelmed with a film of this size. I mean could you really blame me? He got the job after directing Step Up 2&3 and the Justin Bieber movie Never Say Never. Yeah, exactly. Chu has taken the helm and like a great Barney Stinson moment he has said, “Challenge Accepted”. Fight scenes are quick paced, but never overwhelming and there are plenty of things that go boom. There is one especially unique fight between Roadblack and Firefly (Ray Stevenson) that is an up close gun battle within arm distance that I can honestly say I have never seen before. I have to give credit where it is due.

    I got exactly what I was expecting out of G.I. Joe: Retaliation. I wanted a followup to the original that felt like I was watching an episode of the 80’s cartoon. Does that involve some chuckle worthy dialogue? Yep. Did it change the fact that I had fun with the characters and manly man things? Nope. If you liked the first film (even a little bit like me), this is a good improvement and shows that the franchise could have some legs if handled properly. If you did not like 2009’s film then this should be a massive improvement over what you got. Go in expecting a fun, popcorn shoot em up that replaces the weak parts of the first film with stronger anchors and have fun.

    Now you know…

  • Talk About Your Bad Spoiler Alert: A Review of John Dies at the End

    JDAT Poster

    This past weekend, I was lucky enough to catch “John Dies at the End” during a Sunday matinee. An indie flick from the creative team that brought us “Bubba Ho-Tep,” this new venture walks that same line between sincere and silly. If you haven’t seen the former, I would suggest it based on Bruce Campbell’s performance alone.

    “John Dies”* opens with a creative twist on the old philosophical teaser concerning the persistence of an item’s identity if all of said item’s individual pieces are slowly replaced over time. Also, there’s a zombie. The story itself picks up with the lead character, Dave Wong, meeting with an investigative journalist in a run-down Chinese restaurant. The majority of the events in the film have already transpired, and Dave is recounting them in an effort to get his story “out there.”

    The film’s title character is Dave’s best friend and companion in the business of paranormal investigation and extermination. The plot revolves around the duo’s first encounter with the paranormal, and how it led to their current gig: John’s band played a show, the aftermath of which involved black goo, exploding Jamaicans, one-armed girls and topless cat women.

    JDAT Main

    The movie feels like “Constantine” and “Evil Dead” had a baby with “The Hangover” as the midwife. Paranormal events and creatures are treated with appropriate weirdness at first, but the tone eventually shifts to a tongue-in-cheek casualness about it all. The effects are cheesy, but get the job done, especially when they’re not trying too hard. Case-in-point: There’s a scene in a trailer where the back room contains an aquarium with some kind of tentacled… thing floating in it. We never get too close, which only serves to heighten the menace.

    Dave and John feel like well-established individuals, and the supporting cast gives them a nice ensemble to play off of. Of particular note are Paul Giamatti as Arnie Bloodstone, the reporter and Clancy Brown as Dr. Albert Marconi, a new-aged spiritual guru who is more than he initially appears. My favorite performance was Glynn Turman as a character simply named Detective, a local cop who decides all of this hocus-pocus is just too much for his town.

    I won’t beat around the bush: “John Dies at the End” is not for everyone; Hell, the group I saw it with love this sort of thing and even a few of them didn’t get it. There’s also little-to-no chance it will come to a theater near you, meaning you can save that nine bucks and put it toward picking up the home video release instead.

    JDAT Weird

    Here’s a quiz: Do you own an “Evil Dead” film, or “Bubba Ho-Tep”? If not, have you at least seen them, and sought afterwards to see them again? If the answer isn’t a hearty yes, I’d pass. Otherwise, I won’t give too much else away, other than to say that at the end, John—

    Check out the trailer!

    http://youtu.be/Vy83MPk7Wpg

    [amazon_link id=”B00B04NJCG” target=”_blank” container=”” container_class=”” ]John Dies at the End will be released on blu-ray and DVD April 2, 2013.[/amazon_link]

    *I can’t tell you how many versions of abbreviating that title I tried before settling on this one.

  • Scott’s Review: Tomb Raider

    tombraider-2013-sn2

    OK if you follow us here at Nerd Rating on a normal basis (and why wouldn’t you?) you should know how excited we were to finally get our hands on [amazon_link id=”B00A7QA0XE” target=”_blank” container=”” container_class=”” ]Tomb Raider[/amazon_link]. I have been posting every bit of news, trailers, survival guides, any piece I could get my hands on to get you just as excited. The game has been on everyone’s radar since E3 2011 when Crystal Dynamics showed off the first bit of gameplay and wowed everyone on the floor. The team decided to take Lara back to the beginning and show exactly how she became the dual pistol toting, short short wearing adventurer that we first went gaga over back in 1996.

    Did they succeed in bringing Lara back to the forefront of gaming? Let’s take a look and see.

    best-game-tomb-raider-hd-wallpaper-Best-2013-Game-Tomb-Raider-HD-Wallpaper

    I’m just a girl, in the world.

    You are thrust into the story of Tomb Raider much quicker than you might think. Just as you are getting used to seeing this new, younger Lara and her shipmates there is a massive storm and you are washed up on shore after your ship has been broken apart at sea. You find yourself knocked out by someone and regain consciousness hanging upside down in a cave surrounded by dead bodies and a creepy “it puts the lotion on it’s skin” vibe from your surroundings. After freeing yourself, you immediately feel a sense of helplessness that is quite new from most games. You are not a raging badass marine or an ex-con with a load of weapons, you are a scared young woman with not a knife, or hell, even a rock in your possession.

    It is in the beginning parts of Tomb Raider that Crystal Dynamics takes some of the biggest chances. For the first hour or so it is a mixture of learning basic controls and quick time events. Now don’t let the dreaded QTE get you down. This is all done with the express intent to have you more involved in Lara’s dire circumstances on the island and happen far less as you get into the real meat of the gameplay and gunplay. Even when you begin brandishing your first piece of weaponry, a bow stolen off of a rotting corpse, you still have this overall feeling of impotence against what the island has in store for you. It may be weird to read this, but I rather enjoyed this part of Tomb Raider. Hoping my torch would not go out from running water in a cramped, claustrophobic cave of hearing the howl of a pack of wolves that are coming is the way more games should handle the beginning hours of a hero’s story.

    Now if you have read more than one review about Tomb Raider then this is going sound very familiar, but it is probably because it is one of the major trip ups of the game. Over the first hour or two of the game you are introduced to a very human Lara. She shows sadness in her face the first time she has to kill a deer in order to eat on the island. When it finally comes time in having to choose between being (possibly) sexually assaulted and killed or taking a life, it is handled in such a meaningful and dramatic way that you really feel that this game can do no wrong.

    And then it does wrong.

    There is no easing Lara into the process of killing. Once she has evacuated the first man’s head of brain matter, the game thrusts you into the role of killing machine that we are used to. It takes all the previous good works and says “fu** it, here is your action”. But even in one of Tomb Raider’s biggest slip ups, it finds one of its greatest attributes. When you begin to carry pistols, shoguns and more, the controls and gunplay are superb. I did find the quick transition into human grind machine very stark and contrast to the beginning of the game, but dammit if I did not have fun with what the game was throwing at me. As a man who loves Uncharted and will until the day I leave this mortal coil, I can truly say that these controls are what Nathan Drake should only hope to be. I hope Naughty Dog is taking notes off of this because this will be on the Uncharted 4 test. Lara moves with such ease and fluidity. There is no need for a cover button because the game’s auto cover system actually…..get this….WORKS! She naturally takes cover when close to nearby threats and can run out without having to worry about getting stuck to environments or going behind the wrong wall. Whoever at Crystal Dynamics designed this deserves a raise and a nice big cookie because this should be used by every adventure game from here on out.

    Beyond that, Lara’s movements around the rest of the island feel natural. Platforming is just freaking fun especially with the verticality of the levels. The level design lends itself to multiple paths in which to avoid enemies or give two or three different options on how to take them on. Running, jumping, using the climbing ax to ascend and descend rock faces, making rope bridges to climb over gaps and so much more are available to help Lara discover all of what the island has to offer and it all just plain works. I can not applaud the controls enough.

    The island is not exactly open-world, but it takes the Arkham Asylum approach to make it feel like the massive levels all interconnect together to create an open-world game. Every open area has its own section on the overall island map and holds its own litany of collectibles to be found and tombs to be raided. There are diaries of various characters that will open up the story, GPS caches scattered throughout and various artifacts to be discovered. All of these are basically here to serve two purposes: to get you more XP so you can upgrade Lara’s abilities and weapon uses and to completely piss off OCD gamers, like myself, that need to see a 100% completion number by your game save.

    Lara’s upgrade system is not going to set the game world on fire with how unique it is, but it gets the job done. Most of her abilities are what we have seen in every game such as taking less damage from falls and stealth kills. There is a good reason to upgrade all of these because you are awarded a different melee kill with every weapon you have equipped. When an enemy attacks and you dodge, you are given a small window to hit the Y button and incapacitate your opponent then they are at your mercy for a brutal, bloody kill.

    The weapon upgrade system is a mixture of unneeded fluff and useful tools. While I don’t really care about putting a silencer on my pistol when I am going in guns blazing, I do have to upgrade my bow parts to be able to make rope bridges and attach a grenade launcher to my assault rifle to blast into new areas. Tomb Raider has mixed the fluff and needed together well enough so you don’t feel like you are simply wasting your time upgrading most weapons. Realistically there is a point you can stop when you unlock all the new ways to get to previous areas, but I was already engrossed with getting the achievement points that there was no reason to stop there.

    TombRaider_2013-03-08_15-10-31-87

     Lara and the smoke monster

    Tomb Raider creates such an entertaining locale with the island that it is a bit of a down note to say that the story is not up to par with the rest of the production. When Lara’s adventure begins there is any number of directions that the story could have gone. But you realize all too soon that she is the only fully developed character in the game. The rest of the people are a veritable who’s who of video game cliches. As I think back on the game, I am trying to remember any of the names of Lara’s shipwrecked crew that I spent the game trying to save and I can only think of one and that is just because she may have had lesbian feelings for Lara and well…I am a guy. Survival is your main motivation, but don’t expect much in the way of caring about your group enough to rescue them. Honestly I am glad, for their sake, that it wasn’t a choice like at the end of Far Cry 3 because I would be the only one getting out alive.

    When you become aware of the “twist” in Tomb Raider’s story it is a big disappointment. Guess what?? It’s supernatural!! If Uncharted had not already blew my dick off with that back in 2006 then I would be agape with surprise. There were so many more places to take this story, especially with the great and noticeable nods to TV shows like LOST and movies like The Descent. Don’t get me wrong, you won’t make your way through Tomb raider rolling your eyes or anything, but you are not going to tell people to pay 60 bucks for its story either. It is just a shame that they spent so much time making Lara such a real and relatable protagonist that it is doing her a disservice by surrounding her with a forgettable secondary cast of characters and a hokey story that has been done before (and in Uncharted’s case, better).

    Don’t get me wrong, when Tomb Raider does something right, it does it very right. The game is visually stunning and really should be at the forefront of any argument as to why this current generation still has a lot of life left in it. There were times going back through the game to find all the collectibles that I would stop for a moment and appreciate just how much work went into making this game a realization. The story does leave something to be desired, but that is why we have that wonderful word: sequel. Crystal Dynamics has crafted a game that is a solid stepping stone for a new Lara Croft that will hopefully yield greater results in the future. Gameplay is as smooth as any action game and the upgrade system is more than serviceable. If Crystal Dynamics can get Lara a better cast of characters and a stronger story then there is no telling just how great the next Tomb Raider game could be.

    Welcome back Ms. Croft. You are a survivor.