Qt3 Movie Podcast: Chappie
This week, Chappie director Neill Blomkamp cements his role as the director of movies such as Elysium.
Next week: It Follows
Podcast (movies): Play in new window | Download
Subscribe: RSS
This week, Chappie director Neill Blomkamp cements his role as the director of movies such as Elysium.
Next week: It Follows
Podcast (movies): Play in new window | Download
Subscribe: RSS
Citybuilders are among the most information dense games you can play. Any citybuilder worth its salt is all about the whys and wherefores. Why is traffic bad here but fine there? Why did I suddenly run out of power? Why is the garbage not getting collected? Why is raw sewage backing up into houses? Why are people leaving? Why am I in an economic death spiral? Why don’t I just start over?
Cities: Skylines gives you pretty much all the stats, map overlays, and information displays you could want. Let me show you one in particular.
After the jump, bring da noize. Continue reading →
Everly begins in the moments immediately following a rape, which might lead you to think you’re in for a revengesploitation movie. Not quite. Partly, but not quite. It’s certainly superviolent, and there’s a lot of lovely grindhouse in the proceedings. But this is no simple chicks vs. dicks polemic. It’s an almost-comedy of cartoon violence proportion, in which other women are also bad guys and victims, in which Salma Hayek’s cleavage should get equal billing, in which there will be “a lotta dead whores”. It’s not female empowerment. It’s victim empowerment, in which the victim happens to be a woman, a mother, and a daughter, all significant factors, none more central than the other. Writer Yale Hannon, whose credits include the TV shows Parenthood, Big Love, and In Treatment, deserves a lot of credit for elevating what could have been a forgettable action movie or a facile rape revengesploitation session.
Director Joe Lynch swatted clumsily at low-hanging fruit in the putative comedy, Knights of Badassdom. But in Everly, he’s on surer footing with what is essentially a parlor room drama in which the parlor room is going to get trashed. By unfolding in real time, in one location, with a rogues’ gallery of visitors, Everly is like Quentin Tarantino’s take on Rope. But it’s a crazily multinational melange, filmed in Serbia, with a largely Japanese cast, set in an indeterminate American city, and with Hayek’s accent unchecked. Everly is everywhere and nowhere.
It’s been 20 years since Hayek writhed into American cinema in From Dusk till Dawn. She wears those years proudly in Everly, a movie uninterested in immaculate youth. Older action heroes are normally the domain of men (one of my favorite exceptions is Janet McTeer in the otherwise unremarkable Cat Run), but Everly doesn’t need its heroine to be young, or to have superhero fighting abilities, or slick gun skills, or snappy one-liners. Everly is about someone who’s been rode hard and hung up wet within reach of a shotgun she doesn’t know how to use, but she’s desperate enough to give it a try. In fact, a lot of the charm in Everly is its almost videogame conceit whereby the more dead bodies populate an area, the bigger the available arsenal. And the boss monsters in this movie! Hoo, boy!
Everly is available on video on demand. Support Qt3 and watch it on Amazon.com.
I’m mainly telling you this so I can use that headline up there, but Marvel Heroes’ latest playable superhero is Iceman. From Gazillion’s press release, it seems Iceman was one of the original fab five X-Men:
Making his debut in THE X-MEN #1, Iceman was one of the first five mutants to sign on as a student at Xavier’s School for Gifted Youngsters, alongside Cyclops, Marvel Girl (Jean Grey’s codename at the time), Beast and Angel.
Wait, Marvel Girl and Jean Grey are the same person? Man, comic books are confusing.
And speaking of icemen, another recent Marvel Heroes addition is the Winter Soldier, Captain America’s nemesis from the last movie. He was also probably in some comic book or another.
You can buy a deluxe Iceman pack with costumes and a few other gee-gaws for $18 here or you can get him in-game for the usual rate of 900 Marvelbucks for a new character. Marvel Heroes — which is free-to-play, but not in a dirty way — remains the finest Diablo clone that isn’t actually Diablo 3.
Failbetter’s Alexis Kennedy has a great post-mortem of Sunless Sea here. I particularly appreciate how he explains that some of his design decisions might not have resonated with a wider range of people, because he was staying true to a specific creative focus:
Ship speed is a good example. Sunless Sea is a stately game. You could reasonably call it a slow game. But we’ve resisted speeding up the ship, because it would reduce the tension, the sense of space and distance, and the menace of the dark. I think it’s quite possible that if the ship was 50% faster, the game would be more fun and less grindy – but I also think there’s an invisible line we’d cross, somewhere before that 50%, where the atmosphere was diminished without anyone quite knowing why. If we hadn’t had that iron creative focus from the beginning, I don’t think we’d have held our nerve, and Sunless Sea would have ended up a zippier, slighter experience.
Amen, brother. Some people have edited files to make the ship faster, which would be like fast-forwarding through the slow parts of a Stanley Kubrick movie. Sure, you could do it, but then you’re a philistine. I love how Kennedy tacitly concedes that game design doesn’t always have to worship at the altar of “fun”. If I want to have fun, I’d go outside and play tetherball. If I want a uniquely moving experience of exploring the unknown, I’ll play Sunless Sea.
Read the rest of the post-mortem for Kennedy’s confession that Sunless Sea is confused about it’s identity as a CRPG or a roguelike, how veteran players nearly ruined the early parts of the game, how early access saved us all from a terrible combat system (seriously, their first iteration at combat sounds godawful!), and how many bat skeletons Failbetter keeps in the office.
(You can read my review here.)
Move over Desmond, Tingle, everyone who’s ever sniped me in a first person shooter, and Tom Nook! There’s a new Worst Videogame Character of All Time in town. Literally.
After the jump, the only videogame character to drive me to a Twitter meltdown. Continue reading →
Who’s afraid of Olivia Wilde?
Next week: Chappie
Podcast (movies): Play in new window | Download
Subscribe: RSS
With only four playing pieces, how good can a game be? But developer Thoughtshelter, which is basically a fellow in Minneapolis named Kris Szafranski with a keen sense for how to balance intricacy and simplicity, has crafted a shrewd interplay of mobility, defense, and dirty tricks. These four pieces are dramatically different from each other, and since they’re druids who shapeshift into animals, they’re each technically two pieces.
After the jump, two times four is still only eight. So how good can it be? Continue reading →
The Martin Wallace games I know are intricate affairs, challenging to learn and teach, often with some distinct or even controversial twist. Brass, A Study in Emerald, Mythotopia, A Few Acres of Snow. You wouldn’t whip them out for a casual group. No one would ever mistake them for party games or palate cleansers. They are the main event of a gaming night, or perhaps better a gaming afternoon when everyone is sharp and alert. But Onward to Venus bucks the trend of the Martin Wallace games I know. Here is a joyous, snappy, whimsical, and gloriously colorful science fiction side dish, suitable for a wide range of players and distinct enough to ensure a unique place at the table for a long time to come.
After the jump, remember when the space pirates of Titan attacked Great Britain’s factories on Ganymede? Continue reading →
Wild West Rampage, one of the two tables in the Iron & Steel Pack for Zen Pinball 2, is Zen’s first non-licensed table in a long time. And it’s about time, too. I enjoy Star Wars and Marvel superheroes as much as the next guy, but Zen has been drinking from those wells for a very long time now. It’s nice to see them going back to reliable tables that stand on their own.
After the jump, not a lightsaber or cape in sight! Continue reading →
“Is there a carnival in town?” This is the reaction of one of the characters upon arriving for the climactic sequence of Dead Snow: Red vs Dead. He will later reiterate the sentiment: “What the fuck is going on? It looks like a computer game.”
Norwegian director Tommy Wirkola’s sequel to his 2009 zombie movie wants more than anything to be outrageous, funny, and self-aware. Instead, it’s just messy, overblown, and winking. Ha ha, I’m a carnival and a videogame, it insists. It even proclaims itself “an entirely new genre”.
The original Dead Snow played more like a slasher movie. The Nazi zombies were its backstory, but it was mainly concerned with dispatching good looking young people in a remote cabin. And although it appreciated the silliness of Nazi zombies — we’ve come a long way since Peter Cushing in Shockwaves — it was clearly a horror movie. Not so with this sequel, which is a slapstick comedy with all the finesse of a tank driving through a house.
It’s always a bit disappointing to see horror going full comedy. A lot of us horror fans died a little when Sam Raimi resorted to Army of Darkness. Funny and grim can go hand in hand, as Raimi demonstrated adroitly in Evil Dead II. Most gore is inherently ridiculous, so there’s no need to push it. But Dead Snow: Red vs Dead giggles merrily as it dispatches old folks, people in wheelchairs, children, and even infants. And none of this is grim, because it’s all played for laughs. Remember in American Werewolf in London when the Nazi monsters burst in and slaughtered the family watching The Muppet Show? That was hilarious and horrifying. That was how to do funny and grim. When you stop and wink at the camera, the grim goes out the window and the funny just feels strained.
Dead Snow: Red vs Dead doesn’t even have the courage to stick to its own national identity. Martin Starr — unfortunately, this movie has no use for his droll sense of humor — leads a team of Americans bringing in easy jokes about nerds and Star Wars. For a movie with just the right balance of horror, humor, and a towering sense of Norwegian national identity, there’s always Trollhunter.
Dead Snow: Red vs Dead is available for video on demand.
This tenacious member of a Rockstar crew called TeamPower AwesomeTeam uses Grand Theft Auto to demonstrate what a nightmare the already nightmarish Trials Fusion would be if it weren’t only in 2D.
This week we wish we were as cool and British as Colin Firth.
Next week: The Lazarus Effect
Podcast (movies): Play in new window | Download
Subscribe: RSS
If you love numbers and stats, a good action RPG like Diablo III will happily oblige you with more numbers and stats than you can shake an abacus at. But I didn’t have the foggiest notion about the game’s concept of distance until I saw The Escapist’s breakdown of just what “one yard” means in Tristramiam measurement.
In related news, here are some upcoming changes in the next patch. Hey, Blizzard, Diablo III is already good enough! Stop trying to make me want to keep playing!
Imagine the biggest single thing on earth. I bet you imagined a mountain. But a sea can swallow a mountain. In fact, it already has; a sea contains many mountains. There is nothing on earth vaster than a sea. The defining characteristic of the sea is its size. We’ve known this from the very first moments we’ve seen seas. Among the earliest folly and greatest ambition of humanity is the act of setting out for the horizon of a sea, the hubris of thinking you can get to the other side of something so vast. This is the legacy of the Phoenicians, the Vikings, the Portuguese, the Spanish. For every Magellan, there were thousands of doomed mad men who we remember in enduring myths like the book of Jonah, The Odyssey, Moby Dick, and Jaws, stories that remind us that seas are hungry and ultimately far worse than malevolent: they are indifferent.
In science fiction, space stands in for what seas once were. We intuitively understand space, not because we can understand space, which is far too vast for us to understand. Instead, we understand space because we know the sea and we remember what it meant before we conquered it with ships and submarines and transcontinental flights.
After the jump, how can we know the sea in videogames? Continue reading →