Wednesday, March 2, 2011

A Couple of Conquerings


Race Driver: Grid

Last week I finished Race Driver: Grid (alternately known as just GRID). After the drying-up of new racing games from Japanese developer Genki, I decided I needed to try a new route (heh) to get my racing fix. I did some investigating, reading reviews and playing demos before finally settling on GRID, Codemasters mixed-discipline racer.

Codemasters has a lot of racing games under their belt, including the extensive TOCA Race Driver series of which GRID is supposed to be the most recent chapter. I've looked in on TOCA at different times actually buying one for the PS2 at one point, but it just didn't catch my fancy. It emphasized sports and touring cars which are my favorite forms of formal real-life racing, but the narrative in the game just didn't click with me. I really like racing games making things personal. It is one of the reasons I think Genki's driving games have it all over stuff like Gran Turismo or Forza. But TOCA puts you in the shoes of a specific character with specific motivations and that, perversely compared to other types of games, actually served to de-immerse me. But my understanding before buying GRID (and demonstrated in a demo) was that it personalised your experience (gave a loose narrative or leveling up experience) without slapping it into a drama.

Obviously the particulars of this game must've clicked for me because I've just played it through. It was actually one of the most immersive video games I've ever played racing or otherwise. Codemasters absolutely hit on the formula for making it about YOU with a fun ladder to climb through the ranks, but without forcing in some melodramatic story points. The drama is on the track where it really counts, but pretty exciting during down time too, when you are managing your sponsors, or seeing that you've been challenged by the everpresent villains of the piece, Ravenwest Motorsports. A big part of this is the mechanism whereby the in-game speech addresses you by your real name... a feature officially labeled 'creepy' by my kids, but that really made everything in the game much more personal and affecting.

And then there is the driving itself. There aren't tons of cars. There aren't a lot of tracks. But each car is so lovingly detailed. Each track is so realistically presented. The sounds and bumps when you are jostling in the pack, particularly if you have an over the hood or in-car camera view (look at that shit, the pic I posted at the top of this entry). And the radio communication from your crew chief and your on-track teammate, though repetitive and sometimes inaccurate, is pretty well done. It is unbelievable how intense the driving got at times. Codemasters also made a couple of decisions about the opponent AI that I have to applaud. It had some drawbacks which I'll detail below, but this is one of the few times outside of Genki racers where I felt almost like there were people in those other cars, complete with mistakes made and tempers lost. Most racing games the opponent drivers just hew to the racing line as if there was no one else on the track. They will robotically race the same way every time. In GRID, opposing drivers sometimes push hard to get ahead of you and then neglect to check up enough in the next corner and skid wide, sometimes crashing outright. If you're in the back of a twelve car pack it might seem you'll never get past everyone, but the opponent drivers fuck each other over so frequently, that you'll almost always have a shot. Compare to typical driving games where cars form packs and because they don't spin out, AND because damage isn't taken into account really, the way you usually have to get through the pack is by unrealistically crashing and grinding your way through them.

Not only do you not need to do that so much in GRID, but given that this game DOES model damage, you really can't. Or at least you really have to be judicious about it. I also give props to Codemasters for not (seeming) to rely on rubberband AI. This is the annoying tendency built into racing games for computer opponents to suddenly exhibit supernatural abilities when they fall behind. You can see it in some other types of games too, most notably fighters where a computer-controlled opponent plays twice as fast and pulls out inhuman combos when you've beaten them in the first round of the possible three. In GRID when you get ahead you can stay ahead by the same interval if you keep driving consistently.

All that being said, the game has some annoyances, and they are tied to some of the same things that make the game great. GRID has the appearance of a simulation-style racer as opposed to a so-called arcade racer, but it IS actually skewed to the quicker arcade-style model. There is no tuning. So when you pick a car, if you don't like how it handles, tough shit. You can't change it. All you can do is get by until further in the game and more cars are unlocked.

This rarely presented a problem for me, but there were a few categories of races that made me wish for tuning. On the one hand, it's nice that the cars do all handle with noticeable differences. On the other, a driver wants to emphasise one thing or another in a car, making changes for certain tracks or variables like weather conditions. With GRID if the car you are driving is too slippery to be really effective on a twisty track... you gotta suck it up. In most sim-style games you could use the suspension settings to dial this out of the car. The compensation in GRID is that each individual race can have its difficulty turned up or down. So while I felt a bit guilty about it, after struggling with open wheel cars and club car races (Tuscan TVRs drive like little lead ingots on skis), later in the game I notched the difficulty down one pip. I just don't have the time or wherewithal to learn the nuances on the classes of cars that handle so radcially different to all the others. Turning down the difficulty turns down the speed and aggressiveness of the opponent drivers so that if you don't drive quite so accurately you don't suffer as much for it.

The flip-side of the driver AI: GRID models and reflects damage. It isn't comprehensive enough to drive the game into full-on realistic simulation territory, but it is significant. Through all the years I've played driving games damage modeling has just not been a real factor. Most games just haven't done it. It requires intense processing power, particularly if you want multiple makes and models of automobiles in one race, AND you need the car manufacturers to agree to it if the game is based on street cars. Most car makers are not all that keen for a game to show their car flipping around with the doors and tires flying off. TOCA games did show some damage but it didn't affect performance much. In this generation of video game consoles we now have the power to model damage extensively and realistically... even to the point of wreck debris littering the track laps after the original accident. I've always thought prior to this that I wanted damage modeling. It would just add that much more realism and drama. Playing this game shows me it isn't an all-good addition.

Codemasters knew bashing around trying to race without getting your vehicle disabled was going to be tough, particularly on scads of gamers weaned on Gran Turismo, where you can literally ride on an opponents doors all the way around a tough corner. So even though AI drivers can screw up in GRID, the developer still included a now-famous time-rewind function that lets you to roll back up to ten seconds of driving to allow yourself to re-drive to avoid a bad slip or game-ending accident. The lower you set the aforementioned difficulty setting the more of these rewinds a player gets. As I've said in previous posts there's no way a racing game can simulate a lot of the tactile aspects that really help a driver in real life and this game also shows the limitations on duplicating the visual aspects. Because gamers don't have four screens set 360 degrees around their seat, you've got a button for looking back, and the right stick lets you turn your virtual head to look out the side windows. But compared to the glancing, quick-snap method one uses in real-life to acquire and process all the information; mirrors, rear window, side windows, guages, road feel, etc... the different views in-game are highly disorienting and I found myself basically NOT using them. Since the AI players presumably DO have all of the computer's awareness of what is going on around them, essentially they get the benefits of 'using' all the views correctly, the rewind function is a really cool way to offset this advantage.

So with a rewind function, AI drivers that screw up, adjustable difficulty per race, and pretty good fixed tuning on all cars I gotta say GRID ironed out pretty much every potential frustration while still presenting a fun, challenging game. The only real unaddressed gripe I have with the game (and one a GRID sequel could easily fix) is that the computer opponents seemed 'dim' in how they treated some car types, particularly the prototype cars. In muscle car or touring car categories there is, in real life, a certain amount of jostling and bashing for position, particularly in the first turn of any given race. The cars are built similar to street cars, have sheet metal skins, and don't go uproariously fast. But prototype cars are purpose built race cars usually with a lot of carbon fiber and aluminum. They are fast and tremendously expensive. Yet in GRID, the AI drivers were bashing me around the same as in touring car races. Needless to say the results of a mild shunt at 190 miles per hour in a lightweight prototype are hugely different to one at 60 miles per hour in a fat Dodge Challenger. In the open wheel races the opponents seemed aware that you can't just smash the huge fenderless tires into each other, but in prototypes this sort of care was sorely lacking. And minor though it is, it grated because I really REALLY like real-life prototype racing a la the various Le Mans series LMP categories.

I would highly HIGHLY recommend this game to racing enthusiasts. It does so many things right, I find racing even after completing the campaign to be almost as fun as when I started. My son feels the damage makes the game too difficult... yet he is compelled to try because it just FEELS like the closest thing to being in a race yet. Great stuff. A word of warning though: I'm not really much of an online competitive player so I can't comment on how the online versus racing is... but I've read that it is pretty rough. All versus gaming online suffers from so-called 'griefers' the people who deliberately try to wreck other players' experience. GRID with its damage and its ability to easily wreck out of a race seems a prime target for this sort of abuse. There is a code that allows one to turn damage off, but I don't know how prevalent the use of it is. I didn't get access to the code until I finished career mode, so GRID doesn't give you THAT easy out during the single player campaign.


Illbleed

In a completely opposite direction we have Illbleed for the Sega Dreamcast which I finished nearly the same time as GRID.

Illbleed is one of those titles that on paper doesn't read like it would be a very good game, particularly to modern gamer sensibilities, but the weirdness was so compelling that it just forced me on and on to get through it. 'Kusoge', literally 'shit game' in Japanese is a term used to describe a game that is low-quality or has serious deficiencies and yet is considered fondly or seriously by some segment of the gaming community. That might be for character/licensing reasons, uber-difficulty, nostalgia, or a bizarre sense of humor. Illbleed isn't literally a kusoge in MY book, but it is just the sort of game that could be to some gamers and mostly for its strange, borderline disturbing, plot and visuals coupled with weird mechanics. It is certainly NOT unplayable or beyond-belief difficult.

In simplest terms it is a third-person survival horror action game. Unlike early Resident Evil episodes, the camera is only fixed during combat. Most of the time it follows around behind your avatar. This means that the game can't really use a forced viewpoint or unseen areas to provide shock scares. You can move your view to wherever you wish, so nothing is going to jump out at you like RE's famous window-breaking dogs. But Illbleed does manage creeping menace pretty well, at least at first. After a while, when you've got a good handle on healing item stock and how mortal your character actually is, much of the suspense and anxiety goes away, but the narrative gets wacky and unpredictable to make up for it.

The story is that you are navigating your way through the various areas in a deadly horror-themed amusement park. There is a cash reward (in game terms, duh) for doing so, but the money is secondary to rescuing your friends who went in ahead of you. Originally, your character Eriko had zero interest in going to the park because your Dad used to run a haunted house attraction himself and you've been there and done that. This of course, makes you the ideal person to go rescue your friends when this amusement park appears to have gone all lethal. Eriko is basically skeptical and has nerves of steel.

The game that follows on is, by turns, funny, creepy, and puzzling. Like a dream or a bad drug trip filtered through Rob Zombie's garish take on B-movies. The tale in each area is a take on a horror or fantasy movie plot cliche, but each level plays out in a unique and hallucinatory way. By the time I was done with the game I'd seen faces pushing out of blood puddles, pieces of pork and chicken chasing me around on a giant grill, a tree that eats people, and a parody of Woody from Toy Story battling a huge demonic version of Sonic the Hedgehog. The pic above is a spider boss with a head for its abdomen. All of this is interspersed with overly-copious amounts of bloodletting and an awesome soundtrack.

If you're like me all that stuff would only drive you on to seek out and play the game. Hell, that's exactly what it did in my case. But there are complications. I bought this game during the actual shelf life of the Dreamcast. I started playing it soon after, but the play mechanics were off-putting. Illbleed isn't actually about running, jumping, and shooting the ghoulies. It requires a methodical, exploratory approach. Eriko has all kinds of vital signs that need to be monitored. The game tracks her heartbeat, blood loss, health, etc. And keeping all of this stuff within safe levels is quite an exercise. The game also gives you a pair of night-vision goggles called a 'horror monitor'. You use this device to set off traps and scares ahead of time so that Eriko won't be shocked or injured when she actually gets to the triggering point.

When I originally started playing the game, this all seemed a huge load on the player and not really what I was after in a horror-themed game. But recently when I felt like playing something 'different' I gave it another go. The Dreamcast is capable of some pretty astounding visuals (think Ikaruga), but a lot of the console's titles have sort of glossy early PS2 graphics... which is appropriate considering the DC just precedes the PS2 chronologically. Illbleed is hardly cutting edge visually. In fact, it's pretty ghetto. But most of the time, that only adds to the games charm. Same thing with the mostly crap voice acting. Climax/Crazy Games is obviously not a big budget game maker, but in Illbleed's case a lot of the cheesiness seems very much deliberate. Only Eriko really looks and sounds 'normal' with a polished character model and mostly okay vocals, an anchor amongst all the confusion and strangeness. I think the choices made in the game just reflect a very Japanese take on the appeal of low-grade horror films... and LSD trips.

Once the player wraps their head around the not-at-all-obvious way exploring is done with the horror monitor, and the way one has to monitor Eriko's life signs like a crack trauma team, there are still some really odd choices the designers made in other ways. Sometimes these choices just fit right in, like playing jump rope with a murderous doll. Other times the mechanics seem needlessly old-fashioned and can be pretty frustrating. Mostly this comes from combat. The controls are a variant on the old Resident Evil scheme and they come with similar movement and collision detection problems. They are functional and the game usually gives you a way to get out of combat encounters (a rescue helicopter!!!!), but this game isn't so old that a more workable fighting system couldn't have been implemented. There are a number of places where it seems Eriko just can't connect with an attacking enemy, but of course they have no problem ripping the shit out of her.

The save points are also really infrequent. This doesn't normally bother me because I kinda feel today's gamers with insta-save all over the place are being enabled right past a video game's challenges. But in Illbleed, even accustomed to Eriko's precarious life functions in the first few levels (you get the hang of managing them), the deliberate pace of the game meant huge stretches of time between save points when I really needed to quit out and get onto the business of the rest of my life. A few times I had to leave the DC on to do something else, which sucks because the game penalises you monetarily, the longer you take getting through a level... and the clock ticks even if the game is paused.

Anyway. Through all the quirkiness, this time I persevered and was rewarded with a game experience I won't soon forget. There are multiple secrets I missed, and I didn't get the best ending, but I felt pretty triumphant just getting through such a bizarre, often confusing video game. I had to consult an online walkthrough twice to figure out what the game actually wanted from me. Now that I understand so much more about how the vital signs and horror monitor work... not to mention being much more practised at fighting... I could see myself having at this again to do better. I wouldn't say the learning curve is super steep, it is just that the game, and what it expects from the player, are so different to everything else out there. And the manual is pretty much no help at all.

Illbleed is like a lot of the movies I watch when it comes to defining its target owner. Not something I can just recommend to anyone, but with the right audience the positives would outweigh the frustrations. If you have fair patience and really liked Rob Zombie's House of 1000 Corpses, then this is probably the game for you.

Friday, February 18, 2011

Complete Nerd-Stick



That fine old game controller, the joystick, seems to be increasingly uncommon amongst the general gaming population and yet there's a pretty big sub-market for high-end and even custom versions.

Ever since I started playing on home consoles, I've had to buy a joystick for use as a controller. The need stems from all the arcade playing I used to do before the NES resuscitated the console market from the post-Atari days. Joysticks... really crappy ones... were the standard on the old Atari 2600, the most popular home machine before the NES. But I didn't get into the 2600 too much... or the Colecovision, or the Intellivision, or the Atari 5200. My video game time was spent on quarter munchers.

There were some different input devices scattered around the arcades. All-button layouts for a lot of games. A steering wheel for any driving game. A spin knob for Tempest. A trackball for Centipede. There were cool custom devices like the the periscopes for Battlezone or Sea Wolf. But mostly it was a little knob or bat-shaped stick jutting up from the panel and with it you moved Pac-man around the maze or alternately blasted aliens and rescued humans in Defender. It was a simple, durable way to translate directional inputs, leaving the other hand free to push whatever buttons were needed.

When the Nintendo Entertainment System came out, I got the little brick 'd-pads' just like everyone else. I wasn't TOTALLY unfamiliar with the concept because years before I'd had a friend with an Intellivision. I'm not sure why the Intellivision pads are considered so awesome now. Back in the day I hated them so much I wanted to jam them up a stray dog's butt and then shoot the dog, hoping the controller got crushed in the death throes. The NES pads were better (to me) but it wasn't even a week later that I tracked down a Toys 'R' Us carrying official Nintendo joysticks. And these things were pretty damn awesome at the time. MILES better than the Atari 2600 stock versions. They worked with every game and made every game better. I think the only NES games I didn't use them for was Pinbot and other pinball simulators because it was unnatural to move a stick for the left flipper and push a button for the right. With the d-pad you could 'press a button' for both flippers to make it much more like actual pinball.

When I upgraded to a Genesis, there were no joysticks immediately available. I was pretty frantic. There had to BE joysticks released, since I was not a particularly early adopter of the console, but it was like a month or two before I could lay my hands on some. So before that happened I took a fairly heavyweight screw and drove it right into the middle of the directional pad on the Genesis controller. It stuck up about an inch, and it made all the difference in the world. It was not super comfortable... I got a pretty sore thumb nudging the screw around instead of cradling a joystick in the hand as I normally would... but it was a workaround that kept me from dying a bazillion times trying to learn how to get along with a d-pad. And when I finally did get the real joysticks, again my enjoyment of the console skyrocketed. And these were some goshdamn cool-looking pieces of hardware too, all-black with lights above the buttons. Both these and the NES sticks had turbofire buttons, which really helped considering that, as cool as the joysticks were, their base size and button placement didn't allow me to hammer the fire controls with anything like the speed and stamina I could manage in arcades.

So in the years since, every time I've bought a new game console I've immediately gotten a joystick (or two) to go with it. I don't use them for every game any more. When Sega released the analog pad for Sega Nights on the Saturn, I finally started using the type of analog thumbstick controller that everyone else had been using for months on their Playstations (the predecessor to the dual shock controllers that are synonymous with Sony now). The thumbstick was kind of like the old screw I put in my Genesis pad, only a lot more comfortable. Hours spent on the Dreamcast (bought after the Saturn, I skipped the PS1 for awhile) made me finally tow the line and become comfortable with a non-joystick.

The thumbtick based analog controller is now the standard. Even the unconventional wiimote has a thumbstick on its nunchuck accessory.

Except there are still certain types of games that absolutely suck balls on a regular controller. The games that still adhere to oldest (some would say *shudder* 'most retro') game mechanics.... namely 2D fighting games and 2D shooters. I'd argue that 2D platforming games and beat 'em up/beltscroll fighters are also WAY better with a stick, but you can at least play them competently on a pad. I understand there are gamers who can play shooters and fighters very well on a standard controller but I don't know how they do it, especially the ever-present-in-fighting-game shoryuken/dragon punch motion.

So, uh, guess what kind of games I played to death in the arcades AND on home consoles. Yep. 2D fighters, shooters, and platforming games.

My kids are totally unfamiliar with joysticks. By the time my oldest could even muster interest in video games, the PS2 was the dominant machine. So all they've ever really known is dual shock controllers and their antecedents. I have the pads to all my old consoles, so if they feel like jumping in the wayback machine and play some games on the Genesis, the d-pad (screw now removed) is pretty similar to the cross-pad on their Nintendo portables. But when I'm playing... or when I drag a joystick out for a specific game on a newer system, you'd think I was bringing a musket to a drug war. Much eye-rolling and snorting is sure to ensue. It isn't enough that I like those stone-age style games... and that includes RECENT shooters or fighters like Dodonpachi Daifukkatsu or Super Street Fighter IV... I have to drag out the stone axes and flint arrows with which to play them.

The derision reached something of a crescendo recently when I decided to upgrade my PS2 and Xbox 360 joysticks. I don't mean upgrade as in purchase better ones... I mean upgrade as in replacing parts. This is a level of fanatic nerd-ery the likes of which my daughter thought she'd never see me display in my home. I think she'd have been less affected if I'd cosplayed Evangelion pilot Ayanami Rei at an anime convention. My son, however, was intrigued. He has always been something of a 'fiddler'. He loves buidling models, taking stuff apart, or messing with Legos. In racing games he spends more time playing with color schemes and decals for his cars then he does on the actual driving. These joysticks are big too, Hori Real Arcade Pro models, so the idea of cracking them open and working on the guts was like asking him to help me work on real-life automobiles. I asked him to second 'the surgery' on one stick and my daughter to help me with the other. I wasn't trying to foment love for the joysticks amongst my children, I just thought this would be a cool and very different activity for us to bond over. And despite the utter nerd-ity of the project, my daughter also wanted to get in on it. Just to 'help me do this correctly' of course.

The Japanese company Hori makes a line of controllers for all makes of video game consoles, but they have a particular rep (and cult following) for their higher-end line of joysticks. These frequently use the same parts as the candy cabinet style arcade machines still found in Japan. In the case of the two sticks under discussion, both have Sanwa JLF sticks, the most frequent model found on fighters, and Hori's knock-offs of Sanwa buttons.

The 'need' to do this upgrade has been borne out of my frustration playing Super Street Fighter IV. It has been quite a while since I've put any emphasis on getting good at a 2D fighting game, but the new SSFIV is pretty awesome. However it is the first game of its genre that I've tried playing on the Xbox 360. I haven't done BlazBlue or any of the HD Capcom remakes on the Xbox Live service. I might be a little rusty, sure.

I've never really had problems executing any of the command motions in any previous fighting games, from any company on any system. But wow, I am having the devil's own time executing commands on this game, particularly the double fireball motion needed for most supers and ultras. My understanding is that the timing window to execute these commands is very forgiving. I've had no issues managing the same mechanics in various Street Fighter III iterations on other platforms, which is supposedly much more strict. I *think* my problem is the size of the 'throw' on the HRAP (Hori Real Arcade Pro) stick that I use on the 360. I think the time it takes to do the full range of motions goes outside even the timing window because the stick has to move very far in order to register each direction/point. I think the actual proper points the stick needs to hit are not quite all the way to the outside of the stick's range of motion... so in effect the map to get out the command is kind of smaller than the area the joystick moves... and I'm too old and impatient to sit there and fuck with this and learn it when all other fighting games I have DON'T have this 'placement' problem.

Because I play a lot of Cave shooters, small precise movements of the joystick are a must. Online the consensus seems to be that the short throw of the standard Seimitsu brand arcade joysticks are the best for these sorts of games. Short throw equals quick changes in direction... EXACTLY what seems to be required to overcome my problem with SSFIV. It appears the distance the Seimitsu sticks need to travel to engage each direction is smaller than the Sanwa sticks that my HRAP comes with. My play with Cave shooters could stand improvement but was never so bad that I felt like spending the money to upgrade to Seimitsu parts. But being unable to access a primary mechanic in SSFIV pushed me over the edge. My abilty to tap buttons quickly has never been a problem (my kids ALWAYS hand controllers to me for button mashing sections of games), but I figured I'd replace the Hori buttons with less-mushy Seimitsu versions as well.

The kids helped me with the modifications... small hands equals useful... and I'm really pleased with how they've turned out so far. I say so far because I actually got the wrong replacement stick for the Xbox 360 HRAP. From the outside the two models (HRAP 2.0 for the PS2, HRAP EX for the Xbox 360) look really similar apart from the colors, but actually the PS2 stick uses an easy slip-on molex connector for the wiring, where the Xbox 360 version is soldered. Which I didn't know. Seimitsu makes replacements in both slip-on (LS-32-01) and soldered (LS-32), but the soldered one ain't here yet.

The finished PS2 HRAP is pictured above. The original had all bright red buttons and a bright red ball top to the stick itself. I changed the button colors to match the color coding of buttons on stock Sony controllers. It makes the stick gaudier (though not brighter actually), but I then put black buttons corresponding to the controller triggers and a black ball top all to compensate for the color riot. Having the correct colors on there was done in the first place because onscreen prompts or quick time events can get confusing when your buttons are all red AND not placed the same way they are on the pad. I've also got a Dreamcast and an Xbox 360 with their own button color schemes. I'm not even going to try to memorise them all.

I'm not having fighting game troubles with the PS2, but I thought I'd give the new Seimitsu stick a whirl with one just the same. There is a noticeable difference in the ease with which the moves come out for me. The stick is a bit stiffer, and it has a smaller dead zone (the amount of travel the stick can move from center before engaging a direction). So subtler motions net the same effect as the unmodified stick. If my impression holds true, this should fix my problem playing SSFIV when I can get THAT stick changed out... hopefully next week. We've already done the 360's buttons.

Perversely, and probably temporarily, this little project has gotten my son all interested in joystick-necessary games. Up to this point, he hated almost all 2D fighters (doesn't like command motion inputs) and was indifferent to shooters and platformers. Now all of a sudden Gradius V and Thunder Force VI on the PS2 are hot commodities. And of course he wants his own joystick. If this interest holds up and we wind up having to get him one or two, the irony will be that I would probably give him the ones we've modified ourselves and I'd just get myself new HRAPs... but this time I'd get some specials that already come with Seimitsu parts (like the HRAP EX-SE). Modding these was fun, but I did it mostly because it was less expensive than buying new joysticks. If we're going to get new ones anyway, might as well get 'em already done. Unlike the kid, I'd rather spend the time playing than fiddling.

Thursday, February 17, 2011

Tastefully Distasteful

I have to admit that despite the incredibly unpleasant subject matter in the film The Heart Is Deceitful Above All Things, director Asia Argentor (yes, THAT Asia Argento) actually handled the most lurid aspects of the story with some decorum. That doesn't really lessen the punch (or shock value) but it did bump the film up into the watchable category for me... though this is really the sort of movie you watch to make you feel good about your own life and feel blessed if you had decent parents.

Two other reasons to watch: See what those wacky Disney Channel twins the Sprouse brothers got up to before becoming family friendly. When other kids try to break away from their Disney image AFTER they get older... doing something edgy or adult, the Sprouse twins manage to do it big-time while they're little before they even go to work for the Mouse. Also if you are unfamiliar with the JT Leroy controversy, this films extras give a lot of insight into why it was a big deal to some people. The real JT, Laura Albert, went to A LOT of trouble to put up a smokescreen. I guess she's actually the 'Speedie' hanger-on that you see for five seconds.

Friday, January 28, 2011

Before Steroids Got Such a Bad Rap



In the 80s we had a surfeit of action films starring brutish, muscleheads that carried big guns and spouted one-liners. Think Rambo, Commando, any Dolph or Jean-Claude movie. These movies are still remembered and exert a fair amount of influence on the summer blockbusters of today.

In the 90s, following the success of Doom, video gamers had a bounty of games letting them relive all the 'good parts' (ie the violence) of those testosterone flicks through the running, bouncing wonder of the first person shooter or FPS, though at that time, the term 'corridor shooter' was typical. As the environments opened up, 'corridor shooter' dropped from common usage.

These days the genre is extremely popular. As of this writing my Xbox 360 dashboard is dominated by announcements and advertisements for gobs of these things. At times it seems like there's nothing else getting released. Already past, but still showing ads for downloadable add-ons, Halo: Reach, Call of Duty: Black Ops and Borderlands. Just released Homefront. Coming soon: Bulletstorm, Crysis 2, and Brink. I know floaty-arm games are popular, but jumpin' Jeebus!

I like me some floaty-arm game, don't get me wrong. I'm just not devoted to them. As time has ground on and the genre has evolved, simply running and gunning like we did in the old days through Doom, Quake, Powerslave and Duke Nukem has been replaced by 'realistic' missions, level designs grounded in reality, and (game-)logical methods of accounting for player protection and health. The original Serious Sam games for PC and Xbox (before the Xbox 360) don't actually hail from the TRUE old days but they were designed to get back to the basic spirit in a genre that was (and is) getting bogged down in being too serious (ha) and reality-based to be fun all the time. Serious Sam HD games are just high definition remakes. The same retro-styled games but re-tooled for the giant flatscreens we all play on now.

For the most part, I liked being reminded of how it was. Weird enemies (and Sam's are weirder than most) throwing themselves at you. No complicated AI. Nothing about enemy grunts attempting to use cover or roll away from grenades. These alien scum just stand and shoot, moving only to get the clear shot or throwing themselves at you if they aren't armed with ranged weapons. They pop up out of thin air, frequently just as you've grabbed a box of ammo or a health up. This leads frequently to being startled and panic-firing whatever happens to be armed at the moment. Awesome. Constantly on edge. You have a lot of ammo lying around but there were times when the game threw so many enemies that I found myself rationing... just so I'd have some on hand for situations that really required specific guns. It isn't logical for health packs, armor, ammo and guns to be lying around either, but that's how it worked in the time before Master Chief-style regenerating shields or Battlefield Bad Company's (retarded) adrenalin shot.

Rant tangent: Honestly. The Bad Company health mechanic is the dumbest thing I've ever seen. You LITERALLY walk around with a permanent health pack, available at a button press. On the one hand, that would seem to make the game too easy, and I think early on it does. But as I understand it, later you'll be pushing that thing into your chest constantly. Bad Company might be finely tuned for balance, I don't know, but it just FEELS to me that having a method like that is just an excuse to not have to tune the enemies and stages very much. In Serious Sam there was something of a balance between just enough enemies to pose a challenge before you had another health-up available. If you picked a higher difficulty then there was a seesaw effect of more/harder enemies versus fewer/smaller health-ups. If someone has a health-up always on tap, it seems like a lot of this balance is lost... never mind that continually jamming a fucking great needle in your chest for instant life extension is hardly more realistic than enemy lairs having first aid kits strewn about the place.

But Serious Sam HD: The First Encounter was pretty damn fun. It was simple, over-the-top, and cheesy in just the right way. Sam spouts one-liners right from the Arnie playbook, though the voice actor has a really guttural voice, like he's speaking from a broken-glass shredded throat. The aliens are really strange, but the game plays them straight, complete with datafiles that matter-of-factly give background on scorpion-centaurs with chainguns, or headless humanoids running around with Wile E. Coyote bombs. One of the few concessions Serious Sam gives to the new gaming mentality is the ability to instantly save at any second. In the old days you had to reach checkpoints, or in some brutal cases the end of an entire level before you were given the opportunity to save. In SSHD it is almost too easy. I found once or twice, in an almost convulsive fit at some surprise, that I'd saved at a really bad place, and had to struggle to extricate myself from that frozen moment right in front of an enemy missile or flailing above a spike pit. I'd like to say insta-save is total bullshit and real men don't need 'em. But I was pretty grateful for it most of the time. There really were some serious frustrations in the old days when I had to restart an entire level, and play through it over and over again. That shit works fine on some arcade games like fighters or STGs, but on an FPS it can be beyond monotonous. These games are not thirty minute affairs from start to finish. Each level can be pretty long. And frankly, as an older dude and a parent I just don't have time to spend perfecting every room and hallway.

So the concession to today's pussy gamer was actually welcome. However, a little over halfway through the game I started to remember just why FPS games have moved away from this old model in other aspects too. I don't mind games being a bit repetitive. Almost all games and game genres suffer from this. But the basic style of the environment in Serious Sam, like Doom and Quake before it, never really changes. It is always Egypt, Egypt, Egypt. And while that might seem like a pretty unusual environment for an FPS, too much of a good thing gets old. And I happen to have played through Powerslave on the Saturn which is ALSO an Egypt-themed FPS, though it had a lot more variety to it.

Then there is enormous repetition in the enemies. By the time you've played a couple of hours, you've seen about all the enemies you are going to. From that point on it is just different combinations of the same grunts thrown at you over and over. Even if the game had no more enemies than it does (twenty I think), if it had spread them out a bit more over the course of the whole game it'd have been more appealing. I kept waiting for some new badass around every corner, or at the beginning of each new level... and he never showed up.

And bosses are kind of a fixture for video games in general. Most puzzle games don't have them. Rhythm games don't have them. Racing games used to not have them, but a lot of racers have narratives now, so a boss driver isn't all that uncommon these days. Sports games based on real leagues don't have them... and uh, neither does Serious Sam.

Here is a game that absolutely REVELS in bizarre creature design, and the designers took no opportunity really to go all-out and just wow the player with some big motherfucker of an alien/weapon hybrid? What the hell? As I got to the end of each level, at first I was thinking 'okay here we go' expecting to be tested, and have to find some new inventive way to use my weapons or my dodging skills. Nope. Usually just a big room with a horde of grunts and then a quick cutscene of Sam running up to grab the item-of-the-level. Bosses are NOT a new video game convention. And there ARE games where it'd be stupid to include them. But this just feels like a huge missed opportunity. The irony is that there are two bosses and both of them are really huge and epic. Did they just run out of development money? No, thinking back on it... A LOT of those old FPS games didn't have bosses. But hell, I just played the new Wolfenstein game and it managed a few boss fights from occult-obssessed Nazis. Surely invading aliens with a penchant for grafting weapons onto corpses could've managed to do at least as well.

The enemies teleporting in, especially as I touched an item in a room kinda wore thin after a while too. It made the game tense, but when they'd teleport behind you, especially in a room you'd already 'cleared', that went from tense to annoying. The game frequently generated enemies up in high places that had a clear shot at me, but that would take precious minutes to search out and destroy. And when you're getting shot (or stabbed, or punched) the game, like many old corridor shooters, gives you no indication which direction it's coming from. These sorts of things; popup enemies or difficult-to-trace damage make the game more challenging, but they also feel sort of cheap. Like they are substitutes for more substantially thought-out challenges. In the old days, these difficult mechanics existed because the genre was nascent. There wasn't money, knowledge, or time to NOT have these things. Now that FPS have developed out of these old tropes it is odd to experience them again. I know Serious Sam, whose original version is still relatively new, is determinedly looking back at games like Quake. It's gibs instead of ragdoll physics for Sam. I just can't believe I'm actually finding myself appreciative of the mollycoddling and over-complexifying (I'm trademarking that word by the way) in modern FPS games.

We played and loved those old games because that's all there was. None of us knew any better. I still enjoyed most of Serious Sam HD: TFE. I particularly dug giving my kid endless shit about playing it on easy, but frankly he just didn't want to die as much as he saw was happening with me. As it turns out, the step down from Normal to Easy is a huge one. Easy is wwaaayyyy fucking easy. I think my son died three times in the entire game. And he has very little FPS experience, let alone with this older, balls-to-barbed-wire style represented here.

I'd still recommend Sam. It is pretty enough to not put newer gamers off on the graphics... because, well they're new... and it certainly makes a different play experience from the Call of Duty episode of the trimester. Looking at Bulletstorm or the new Duke Nukem (finally!) it isn't like tongue-in-cheek or bizarre FPS games are dead, but these games will probably not bend you over your cell cot like Serious Sam does.


Please note this post contains a lot of hyperbole and simplification. It isn't my intent to provide a thorough and accurate history of FPS games. I KNOW there have been exceptions and exemptions to almost every generalisation I made up there. Tough shit. I'm just framing my emotions upon playing Serious Sam.

Wednesday, January 26, 2011

À l'intérieur



Another notch in the gun for watching films from the so-called New French Extremity, and this one is a keeper, though that's kind of a dubious, guilt-inducing admission. Inside (À l'intérieur in French), made by a tag-team directing duo (similar to the Wachowski brothers) is not only cringe-inducing because of the subject matter, but severely creepy and scary... moreso than most any film I've seen recently apart from Martyrs, another film associated with the NFE.

The New French Extremity (not so new anymore) is a sort of 'trend' mock-echoing the French New Wave cinema of the middle 20th century. Recent French and French-speaking directors (there are some Belgian and Canadian films that fall under the envelope) have been pushing the envelope in regards to subject matter and depiction, and usually pushing audience hot button when they go too far with sex and/or violence. Although no genre is necessarily excluded from the NFE, horror films and dark dramas tend to dominate.

Viewers attracted to these films not only find directors pushing into directions no Hollywood (or even most independent) filmmaker would go, but they contain a sensibility (how very Frahnch) in how the narratives are developed that is startling and refreshing at its best, confusing or pretentious at its worst.... just like the New Wave back in the 50s. NFE films tend to be low-budget, small cast affairs, but usually shot really well or if shot badly... at least done so with intent. The stories on paper read like hundreds of other films, common plots done to death. In the horror films I gravitate to, abduction of a man/woman/couple by a band of subhumans is a frequent script. BUT. There is often a bleak, nihilistic, or dramatic approach that sets these films apart. Not plot twists so much, as directions taken that skew genre conventions. What 'good' filmmaking should be all about. Inside is a perfect example.

Inside is 'basically' about a pregnant girl who is the victim of a home invasion. And the invader wants her baby. Straight out of her womb.

Though the topic tragically comes into the headlines in real life sometimes, this is a violation that most filmmakers won't touch... or at least won't make the fulcrum of their film. Even if they DID make a movie about this (and a USA remake of Inside IS rumored now) nothing I have ever seen in American cinema makes me think it would be handled nearly as (excruciatingly) well. The fact that I have kids myself never even entered my mind while I was watching this. What the filmmakers did so well, was highlight the incredible vulnerability that not only the child has, but that the mother feels. And the portrayal didn't make her particularly weak or incapable of looking to her own defense. Beatrice Dalle, the interloper actress, gets my vote as perhaps the creepiest, most believable psycho-lady in years, maybe forever. My understanding from the extras on the DVD, is that the writer/directors did NOT have Beatrice's character defined so specifically, but Beatrice brought a bunch of ideas and they let her run with it. And she is a tour de force.

And wherever you might be afraid a movie like this might go... this one goes there. So many times with horror movies... or any film with shocking content promised... expectations just can't be met. This is one of those movies where its as bad or worse than you imagine. And that isn't just owing to the violence (which is extreme, borderline exaggerated) but the choices made... lighting, sound, music, all of it. Everything about the film is focused like a laser on wringing the most tension out of the plot.

And it never feels forced, at least not to me. There is a reason for everything. All plot developments follow right along. Ever wonder why no one thinks to call the cops in these movies? She does call them. They even believe her. They even send cops up to her door to check on her. They even figure out someone is in there with her. The movie is short, with no footage wasted for extraneous development. There IS character development, particularly with Allyson Paradis' character, the pregnant girl. She is the survivor of a car accident that killed her husband. She is alone and depressed, and not sure how she can be a mother to the child. She is played as a woman who has run out of tears, but not a simple filmic emo stereotype, and her quiet masks her real feelings for the baby to everyone around her. She doesn't 'say' any of this. There's no exposition really.

Like a lot of the films I discuss in this blog, this one is difficult to recommend. It is a really good film of its type. Hell, even the crappier films of the NFE that I've watched are at least interesting (I'm looking at you High Tension). The tears and difficulty in dealing with this subject matter were readily apparent behind the scenes. It isn't awful in the same sense Irreversible is because despite the horrific topic, forced caesarian abductions are not common. They aren't a tragedy played out every day like rape is. And weirdly, there IS a scintilla of sympathy on tap for the invader-lady in Inside. The fact that this film can be as intense and awful as it is, and still manage that, is probably the highest praise I can give it.

Wednesday, January 19, 2011

Manga Trumps Film Again

Watched Shinobi: Heart Under Blade. It is not a bad movie, with some aspects like the cinematography and visual effects particularly noteworthy. That it is shot beautifully is not unusual for a Japanese film, but the CG and wire effects used to show off the ninja superpowers, while not up the level of high-buck Hollywood films, is way better than most things I've seen about super-powered martial arts coming out of Hong Kong. This film almost completely eliminates the 'floatiness' of wire-fighting.

However it doesn't hold a candle to the manga version of the story, released in the USA as Basilisk. The whole thing actually originated as a novel, The Koga Ninja Scroll, but I have not read it. My understanding is that both film and manga depart rather a lot from the source material. While the film does read on paper as having the same plot as the comic, the comic is just a more spectacular piece all around.

I had a discussion not too long ago with the manager of our local comic shop about how comics were dying off. Or at the very least, about to hit a huge downturn. His point was that with all the different distractions and pastimes available to kids (and adults) these days, comics just get lost in the shuffle. He felt kids from this point on would STILL find the great stories of the heroes and characters we grew up with in the comics, but that they would know them as TV and movie heroes predominantly. So many more people have probably seen the Iron Man films than have ever cracked open an Iron Man comic book.

I don't think comics, manga, or graphic novels will ever go away. I think they may have to die down from the huge levels of excessive publishing that is still evident in Barnes & Noble and my local comic shop. In relating information about comic book-originated characters to my own kids I really work to make sure they understand where these things all come from.... but it is REALLY difficult to show any advantages to comics over movies or video games. Comics are, by and large, unnecessary to them.

Despite this my kids ARE getting into some comics, manga specifically. Japanese comics have the benefit of being finite.... and having disposable characters. They don't play by the same rules. Most of them tend to be auteur-driven and the creator has an end in sight for his or her story. Manga can be really long-running, but the characters don't run through dozens of writers and artists all of whom have their own ideas about how things should go... or a big company keeping them within the rigors of the house universe. There are tons of American, British, and European graphic novels that break the endless superhero mold, but they don't seem to feature the same iconic (read fan attractive) characters that most manga do. And it is much easier to get started on a manga. Want to read Batman? Where do you frickin' start? Like the Avengers cartoon and want to get more from the comics? Good luck figuring that out. There's the Avengers, New Avengers, Dark Avengers, Ultimate Avengers. Fucking hell. I know a lot about the Avengers, but even I get totally lost. I flip through a couple of books every now and then just to feel like I'm keeping up with the major plot points, but it is all so convoluted... and really it always has been, I just didn't have so much to the rest of my life.

Monday, January 17, 2011

Pan and Scan Bullcrap

I recently got Hideo Gosha's mid-70s jidaigeki (samurai action drama) Bandits Versus Samurai Squadron sent to me through NetFlix. It was spread over two discs and delayed quite awhile from its original place in my queue.

Finally getting to see this I was supremely disappointed in the transfer on the DVD. It's a legit copy, but from a Hong Kong distributor, and not one of the big ones like Tai Seng. Long before widescreen became the norm here in the USA, Asian distributors often had it as standard on their VHS tapes and later on laserdisc and DVD. It was just easier. Pan and scan requires you zoom in on the widescreen picture and then move the 'camera' around seeking to keep (whatever the operator feels is) the focal point of the action centered. With widescreen you just let the image roll.

So I expected an HK firm to have a crap master. Dark, grainy, or blurry. They aren't going to hit up original studio Shochiku in Japan for a superior transfer. But the pan and scan thing was just unexpected. The film starts out brutal and bloody but then has a pretty long central section where they are introducing characters left and right, and generally raising plot points that are only partway explained and really leave the viewer scratching their head. But sticking through this, the last hour or so is pretty awesome. Or it would've been if I could have seen what was going on.

There are plot twists at the end, taking the movie in a completely unforeseen, but welcome direction... shot through with the gritty sword battles that Gosha typically showcases in his films. He has this way of filming the fights so the blood flows in a convincing fashion (in real time, not in some post-slice closeup) and even the scenery gets cut too, as part of choreography shot in long takes. Included in the climax might just be the longest continuous duel I've seen in a samurai film. And it was still really believable. Samurai film duels are shockingly short compared to most martial arts portrayals in movies. Gosha's fights aren't nearly as stylised as a lot of jidaigeki directors either. There were a few closeups (clashes and grapples) where they are using really sharp goshdamn swords that had me rather tense. I saw enough in the murk of this shitty copy to at least get that much out of it.

I've seen some footage on the web showing this film in a much brighter fashion in widescreen. Even if THAT copy isn't subtitled like mine was, it'd probably be worth me tracking it down. I'm a huge fan of Hideo Gosha and I'm glad I watched this little-seen film of his... but I still feel like I missed a lot! If I was recommending films of his to track down, I'd probably go first to Goyokin or Tenchu.