Showing posts with label sequel. Show all posts
Showing posts with label sequel. Show all posts

7/29/13

An Addendum To 'Wikipedia Style Guide': RoboCop Remake

During my brief research for the Wikipedia Style Guide article (which could've been better) I discovered that there is a planned release of a new RoboCop in 2014. Let the wrongness of a fucking RoboCop remake sink in for a moment. It doesn't feel good, does it? I mean, the RoboCop sequels were themselves inexcusable but inevitable, given the era in which they were made. The remake is even more inevitable, really, by the same ratiocination. I shouldn't be surprised in the least, except I rarely see movies at theaters, let alone the multiplexes that screen the impressive trailers of the next generation of big and dumb or deep and profound who-gives-a-fucks*.

I suppose I'm an idiot to object, but the remaking of a solid 80's masterpiece in the corporate wasteland of the 21st century which it was originally set in seems wrong to me on a fundamental level. It's almost a twisting of physical laws, as if a yottoscopic black hole passed through my mind while I had a perverse thought about how weird a relation it would be, and then via singularity that thought manifested itself as part of reality, or as possibility in minds close to the film industry. It's that weird to me. It's like the manifestation of a nightmare – but that's essentially what the world has been, behind the scenes at least, for my entire life and probably all other humans as well... which is the point of entertainment.

Overstatement. It's more fun than saying that a bunch of hacks want to release a new movie based on an old concept, as if they have anything meaningful to add to a concept they're borrowing for lack of inspiration. Profit trumping history. I guess that's what it is to live in 2013. Detroit is actually declaring bankruptcy (check out RoboCop 2 if you think I'm schizoid) and cocaine is as big a problem in America as ever, to the point where they either need to construct many real-life RoboCops (as well as a small army of ED-209s) to stop the trafficking or just let it win and stop making a fuss.

I don't want to be the wanker who says that a movie was 'eerily prescient' about 'modern society' because RoboCop was eerily contemporary about 80's culture and eerily great in every possible way, but movies aren't prophets and that particular one was only proven right because of the sheer amount of subliminal and/or retrograde insight the movie possesses. I bet the remake will make multiple references to drones. I am told that's a bet I'm not allowed to make. Mark my words: fuck RoboCop 2014, that shit ain't right.  

"Get ready for a hip, new RoboCop who understands EDM music and doesn't mind a bromance... or two!"

It boggles my mind, and then along comes this fucking remake which I'm sure can safely be judged on what kind of car the new RoboCop drives. Probably written by committee, guided by fuckers, and destined to be a grave insult to the spirit of the original in every possible way. Corporate slickness, top-40 EDM song in the trailer, GFX up the ass, possible box-office hit, dialogue from idiot hell, blood-curdlingly dumb and sensationalistic in every way... I'd buy that for a dollar and so will you!

**** I suppose they more commonly go by the colloquialism 'movies' or 'films', but when intelligent people band together and overthrow the world order they will be referred to as who-gives-a-fucks, I have it on good authority, since they generally function as soulless propaganda, socially acceptable narcotic, profit-motive, and distraction. Various cinema will still be allowed, for obvious reasons, but it is hoped calling them who-gives-a-fucks will be humbling to the industry.

4/1/13

Killing Minutes: Tower Defense Redux

Probably you have many ways to kill time on the internet. Too many, but Flash-based tower defense games are always good for a few compulsive hours if that's your bag. A while ago I wrote about Cursed Treasure and essentially gave it GOTY status among its overpopulated field. Luckily enough, the sequel was recently released, and it's great. How great? So great. I'd say it's a fitting sequel in terms of quality and entertainment value. It's free, after all, so it's absolutely a great value. Allow me review it, so you don't have to formulate an opinion yourself...


Presentation: Top quality. You can tell that a great amount of work went into everything: the UI is reworked and very appealing, the enemies look top notch, and the spell effects are 'cool fantasy game' level or better. Essentially it is a flat, 2D kind of thing, but it has depth and obvious artistry. The story is a humorous version of barely-there, but all you need to know is that you got to keep all the dudes away from your gems by any means necessary. The sounds are well-done, though too many Orc bunkers will short out attack sounds and the music is repetitive as you'd expect.

The spells and skills have been reworked and so have the towers you will use to destroy the gem-seekers - mostly predictable but with good variety. The design is all-round excellent, but the power-ups that randomly drop can quickly become a large pile of clutter in your culling zones, which can make it hard to pick up that coin you need or cast the right scroll. Mostly you can spare yourself this effect by tower-placement and actually picking things up.




Difficulty: The difficulty curve is a bit steeper than in the first Cursed Treasure, and levels off a bit more quickly when your skill investments start to pay off. If you've beaten the first game (and I'd recommend starting with it and the level pack, because they are great) this game will not present too much of a challenge, but there are a few devious levels. There's no need to get overconfident unless you are a TD-mastermind, but on the other hand a few old maps (see above) are reused – the difficulty in beating them the first time is obviously high, but if you 100%ed the old game they'll be relatively easy this time around. Well, to those I would say: enjoy the tricks this game has up its sleeve – there are a couple of truly fiendish levels that will test you. Ultimately I would hazard the opinion that this game is a little easier, overall, than the first. Not that it matters greatly, as you'll be well into the game by the time you outwit or overpower it.


Entertainment Value: Even if you hate badges, the game has replayability built in in the form of night-time maps which provide extra challenge and more XP, because you've got to be and XP addict by now. Sweet, sweet, honey-sweet EXP. Some maps will take a few replays to ace, and you'll want to ace all of them for XP. If you sign up for an Armor Games account there are 'quests' you can do which are like bonus achievements with real-world numbers attached – great if you want to 1% this game and prove to yourself how hardcore and elite you are.

Conclusion: It's great, it's free, it's well-made (maybe a little system intensive) and it's an absolute time-killer. If you doubt me, just go and see for yourself. It's early in the year to award this game GOTY (Flash, free, internet) status, but the challengers will really have to step up their game to compete. It's the best challenger for the title thus far. Iriysoft has outdone themselves in many ways on this title, and deserve a round of accolades (or drinks).

3/23/13

New Sincerity and You: Counter-Counter-Countercultural Warfare

In today's culture of needy oversharing, cultural voyeurism, and [post-]post-modern irony it can seem as if nobody is willing to simply be their own self. It's possible that being a human being will no longer be as attractive an option as it used to be in the so-called 'simpler times' but most likely it is the old struggle in which mass culture tries to either force itself to be interesting or lays down a smokescreen of excuses about why it isn't. A reasonably recent phenomena, born out of cultural desperation and distaste, is New Sincerity. And, goddamn, the term is hot right now, and getting hotter by the moment – so come inside, place your bets, and learn a little something about nothing!

I'm no expert. New Sincerity, as a term, doesn't sit well with me, just like so many other facets of contemporary cultural shorthand. In many ways New Sincerity can be simplified as the diametrical opposite of that vague modern boogeyman 'the Hipster'. And yet, research I have done on the matter seems to suggest that mainstream 'hipster scions' are in fact loosely associated with New Sincerity. I don't really know what Zach Braff would say about the matter. Was Garden State actually a determined piece of New Sincerity propaganda? Did it manage to cash in on the credible? Worse yet, have the bewildering, out-of-favor films of Wes Anderson been appropriated by the movement? By the other movement?

My intention in this article has changed from simply making fun of New Sincerity to undertaking somewhat of a census about it. Mostly this will be the type of armchair cultural criticism I am known for, worldwide. For the most part New Sincerity is often used as a prescriptive term. In music this situation changes: many bands, hearkening back to the simpler, more heartfelt times of Bruce Springsteen, term themselves part of the New Sincerity movement, performing lyrics based less on conceptualism and cleverness and more on love, loss, sorrow, joy, and excitement. These are the earnest topics for music, but what keeps them from becoming pop music is a blend of aesthetics, identity, and intent. The prime axiom is to be authentic at all costs by not making attempts at authenticity, and never to ask 'what is authenticity?'

Unsurprisingly, New Sincerity stems from classic rock superstars such as Bruce Springsteen, Ted Nugent, John Mellencamp, and Bob Seeger, among others. Hair metal and psych are too ironic, or too insincere, or illegal, so lots of 'dad-rock' played to death on classic rock radio is actually questionable. Or perhaps they are valid inspiration, it's quite foggy to me and researching these kinds of things is slower than decisive critical strikes. What have these (and other) roots inspired?

Modern popular/indie acts such as The Hold Steady, Japandroids, Passion Pit, and evidently even Animal Collective are considered New Sincerity. These are just loose examples. To my mind the absolute pinnacle of new sincerity is probably Japandroids - they're not as bland as The Hold Steady and they're not politically or philosophically newly sincere. They just rock out and sing and holler and scream about partying, kissing girls, how life is and what they feel about it.

It's not slavish imitations of Springsteen topics about living in a shit down and running out of hope, or shooting up a bank in the back-roads of Nebraska. One has to admire the mixed positivity in songs about change, nostalgia/heartbreak, or raw excitement. The sense is that it's all youthful enthusiasm and angst, sometimes regret, and the energy cannot be denied. Their lack of pretense, deliberate simplicity and raw force all stand in contrast to established hype bands like The Hold Steady (with Springsteen and hearts worn on the sleeves). However, Japandroids' sophomore album is either too earnest or actually ironic in the ennui mode (or simply underwhelming after their debut), which may or may not say anything about New Sincerity.

Myself, I think the best part is that New Sincerity is often hailed as the redemptive force of contemporary hipster culture. It's a pretty great lie, but it makes everything seem much more epic and heroic, as if there really is a struggle against insincerity in culture. I stress, again, that the modern hipster has roots in Victorian England and earlier German youth movements. We see again and again the sorrows of young Werther in the trappings of a modern-day dandy. However it was inevitable, after the crushing nihilism of the 80's and the strung-out apathy of the 90's, that some kind of cultural force would rise in opposition. The only questionable thing is whether terming it 'new' is not a smidgeon untrue.

3/20/13

Hype Level Critical: Age of Wonders 3

Age of Wonders is the holy grail of fantasy turn based strategy/RPG mashups. Age of Wonders I is a highpoint beyond even the Heroes of Might and Magic series, the Disciples series, or arguably even the slightly unrelated Civilization series. However, the (for a long time) final game in the series was released in 2003, which left possibly the longest shadow in gaming. Age of Wonders is a non-AAA series, in part because it never developed Warcraft's following and also because originated in (the final years of) an era when there were more publishers and less-AAA series. Multi-million dollar advertising budgets were also extremely rare in those days, but notable exceptions exist (PS1 and other consoles, Daikatana).



When the first game was released in 1999, it already looked outdated. In the modern era it would hardly pass (graphically, among the subnormals, children, and hacks who review games) for a half-assed indie title - even in 1999 (a time when, arguably, nearly all graphics were primitive and 'ugly') it was often remarked upon negatively for its graphical shortcomings. Nevertheless, since the game was a product of pure craft, what graphics it did possess were A) infinitely presentable, and B) charmingly executed. Honest reviewers acknowledged that if the presentation wasn't cutting-edge, it was passable, and in any case it was paired with deep, engaging and challenging gameplay. It also had a magic system that was deliciously broken, and crafty players could discover all sorts of hi-jinks to turn themselves into demigods.


The series might not have ever developed Warcraft's following, but among the hardcore Age of Wonders I is generally acknowledged as a masterpiece. I hate using the word 'hardcore', but that's what it comes down to: the game is unforgiving and if you cannot handle strategy, tactics or adversary, it is best to avoid it. It is one of those games which requires tact and some trial-and-error. There is no hand-holding, and losses are inevitable. The sequel (and its standalone expansion) carried on the tradition with varying degrees of success. The first missions alone can prove, on easy, more difficult than entire campaigns in other games, levels can take long and get brutally difficult even against basic AI. I would not go so far as to call the game masochistic, myself, but others might – odds are they're softies, though, with no real appreciation for challenge and glory.



With the modern explosion of game sequels, it is ultimately unsurprising to see the return of a great series backed with significant nostalgia. Yet the story is probably the best of the year (which is already a good one), even better than the Age of Empires II HD release. One of the best parts is that the success of Minecraft is partially responsible, which means that, whatever you think about Minecraft, it finally gave back to the community. I say all this before Age of Wonders III is even released: good news is good news, and I am happy about this.

After the Nerd Bubble article it may seem that I am a cynical outsider to nerd culture or even an elitist myself, but I am simply a lapsed gamer who used to care too much. I continue to play AoW1 because it is that good, and GOG.com sells it at a fair price (and sometimes a steal price), so anyone can play it even on the most modern hardware. This is truly the best era of gaming: even the ghosts of yesteryear are coming back to life. However, I would like to caution myself and others who are getting hyped already. Let's keep our expectations realistic.

The more I read about the AoWIII project, the more I like it. Michiel can den Bos, who composed music for AoW1 (not to mention Deus Ex and Unreal, two other dear favorites of mine) is apparently on board. Truly good news, because he never did a bad job of scoring a game. Evidently the old crew is, for a large part, assembled on the project. Triumph Studios are no loafers and I don't expect they will release a garbage bag, but it's been a decade since they've tangled with the AoW series. The main question, quite possibly the most pertinent and exciting question, is whether or not Age of Wonders III will recapture the magic of the first game. To do so will be a challenge - the first game had something like 12 races and unit exposition for each and every of the 48+ units. Just to execute this small part (which had much to do with the 'sense of magic' in the wondrous debut) can be difficult, and to ignore it would annoy at least some fans.