One of us is having, uh, issues with Long Dark. Then Tom Chick, Nick Diamon, and Jason McMaster discuss the long shallow difficulty curve of Fortnight, Battlefield 1’s latest maps, Titanfall 2’s new horde mode, and some poop farming game called Slime Rancher. And be sure not to miss the C-SPAN worthy legal hearing to determine whether Mad Max or Shadow of Mordor is the better game.
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If Rapture: World Conquest feels like a port of a mobile game, that’s because it is a port of a mobile game. Not that there’s anything wrong with that. But this facile little iteration on the usual “grow your armies and throw them up against the other growing armies” genre is about what you’d expect. It’s got swipe-n’-drag written all over the interface and the big fat buttons around the margins are built for tapping. You can see the micropayment hooks dangling from the edges of the design. You can’t turn off the cheap classical music soundtrack, probably because there’s no meaningful sound underneath it. But you want to know the game’s biggest crime? Continue reading →
A Christopher Nolan movie about a bunch of British soldiers waiting to leave? Why would anyone care about that? At the 1:25, we go deep into a discussion of tunnels in movies.
Next week: War of the Planet of the Apes
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“This is me, yo, right here.”
The epigraphs in The Wire are a great way to call attention to a moment without, well, calling attention to it. I read it, it goes out of my head as I’m watching, and then when the line pops up, I go, “Oh yeah!” This episode’s epigraph suggests Wallace felt his return was inevitable. It implies a certain fatalism. But he made the choice to come back. He made the choice to ask to get back into “the game”. He made the choice to demur when D’Angelo nudged him to follow through with his earlier plans to go back to school. When he says the line in the epigraph, it’s basically a credo. Even an epitaph. Continue reading →
The basics of Killing Ground are as old as Deliverance. So, uh, 1972, I suppose? When you’re out in the wilderness, beyond the range of a 911 call, it sure is scary that some psycho could try to get you! In the absence of civilization, there is no check on murderous chaos, right? Dog eat dog. Survival of the fittest. Plenty of movies play on this fear. It’s often crass, but effective. Backcountry and Blue Jay are recent dingy little horror movies to that effect. Wild brought it up in a wonderfully unexpected way. Australia’s brutal contribution was Wolf Creek, a horror movie with an uncompromising serrated edge so effective that it spawned a (not very good) sequel and a TV series (that I have no desire to see).
First-time Australian filmmaker Damien Power revisits the same territory in Killing Ground. It’s nothing if not familiar. When you’re out in the wilderness, beyond the range of a 911 call, it sure is scary that some psycho could try to get you! But Power ruthlessly stakes his own claim. Continue reading →
The more words you put into a science fiction title, the more you know it really means business. We are sharply interrupted at the 1:23 mark by a 3×3 about ringtones in movies.
Next week: Dunkirk
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Considering the hours I’ve lost playing Axes and Acres, Minos Strategos, and now Solar Settlers, designer Brett Lowey has a lot of explaining to do.
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If Painkiller was a 3D Realms game made with Unity trying to be a rogue-like with a bright Serious Sam aesthetic, it would be Immortal Redneck. Surprisingly, it would also be really good. Definitely better than you’d expect from something with the word “redneck” in the title. Continue reading →
After the obligatory “press this button to do this, dummy” tutorial, Hover drops you into a bright city, stacked absurdly vertical and mildly bustling with activity. Have at it. No agenda. Just get out there. Feel free to tick off the list of activities in the corner of the screen. Or not. Your choice. Of course a game about anarchists skaterpunking sans skates through a plasticky neon dystopia would be this free form. You can run right up to the top or indulge your completionist neurosis in the starting area, which is far more cheerful than you’d expect for a place called “Garbage Village”. Everything in Hover is the opposite of grim. Continue reading →
Sometimes you just want to blow spaceships up. I mean, sure, it’s fun to shuffle colonists between mines and farms, do a little diplomacy with a picture of an alien, pore over a tech tree’s fork in the road between neutronium beams or quantum fusion, make the adjustments to boost a -2Cr income to a +4Cr income, and decide which planet is going to build the Interstellar Moon Mall wonder of the universe. But when it’s all over, what you remember are the attack ships on fire off the shoulder of Orion and the c-beams glittering in the dark near the Tannhauser Gate. Continue reading →
I’m not convinced Domina is an actual game. The AI basically plays it for me. I’m sitting in the shade watching. I click the occasional decision, and it might not even be a decision of much consequence. But that’s fine. I shouldn’t have to mess with meaningful decisions. I’m just some rich ancient Roman gladiator manager living a life of luxury and maybe corruption. Corruption seems to take effort, but I guess it can also happen when I get a multiple choice question. Do I a) accept the bribe or b) reject the bribe? I don’t really need 50 ducats or whatever they are, so I just clicked one of the options to get the screen out of the way. “Who can be bothered?” is the theme of the game. I’m guessing “domina” is Latin for “Who can be bothered?” Continue reading →
Hey, The Wire, I’m cool with some ambiguity about the characters I like. So McNulty’s an asshole, D’Angelo’s morally crippled, Bubs is a junkie, Prez is incompetent in the field, Daniels is supposedly “dirty”, and Omar is a cold-blooded murderer. All that’s cool. I can work with that. But once I’ve decided I don’t like characters, stop making me like them. Continue reading →
You know that part in a heist movie where the heisters are poring over a map figuring out how to get into the bank vault? “What if we cut the power to the basement?” one of them suggests. “No, that won’t work,” another says, “because it will trigger the alarm system.” “Okay, then we’re going to have to shut down the alarm system from outside.” “But that will initiate a lockdown and we’ll be trapped.” “Hey,” says another, “what about this sewer line that runs under the bank?” They’ve found the way in! Time to see if they can pull it off.
That’s Cryptark. Continue reading →
Once again, a superhero movie fails to please all of us, but it at least pleases some of us. At the 1:30, we switch the discussion of Spider-Man Homecoming with a discussion of switcheroos in movies.
Next week: Valarian and the City of a Thousand Planets
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If you’ve been waiting for an opportunity to watch Rooney Mara eat pie for ten minutes, you’re in luck! Arty director David Lowery has returned from his stint making a movie in which things happen (the Pete’s Dragon remake) to bring us this eulogy to anything happening. A Ghost Story is literally a story about a ghost, which opens up a lot of possibilities. None of them are explored. Instead, everything and nothing happen, leaning mostly in the “nothing” direction. The minutes pass like years, the hour like a millennia, and yet there are still a few scenes to go. Then you don’t get to read a fortune cookie. Roll credits.
A Ghost Story is pretentious, ponderous, and curiously boxed into a very square aspect ratio with curved edges. I think it’s supposed to invoke the time someone made you watch slides of their vacation. The movie also invokes getting stuck in the kitchen at a party while some boorish hipster with overalls and pierced ears spools out his penny-ante nihilism. It invokes it by making it actually happen. The guys just goes on and on and for some reason the scene doesn’t cut. It’s enough to make you long for the pie-eating scene.
A Ghost Story is in limited release. Not limited enough.