Showing posts sorted by relevance for query Tension. Sort by date Show all posts
Showing posts sorted by relevance for query Tension. Sort by date Show all posts

Wednesday, November 2, 2011

Stubs - Tension

File:TensionPoster(VintageFilmNoir).jpg

TENSION (1949) Starring: Richard Basehart, Audrey Totter, Cyd Charisse, Barry Sullivan, William Conrad. Directed by John Berry. Written by Allen Rivkin; story by John D. Klorer. Produced by Robert Sisk. Music by Andre Previn. Run Time: 95 minutes, Black and White. U.S., Film Noir

Made by M-G-M, TENSION is one of the better examples of late 1940’s film noir. Richard Basehart plays Warren Quimby, a former naval officer, who lands a job as the night pharmacists and manager for a 24-hour drug store in downtown Los Angeles. One of the benefits of the job is an apartment above the store. While this might be all-right for Warren, it is not for his wife, Claire (Audrey Totter). While Warren tends the store, night after night, Claire goes out on the town, sometimes in the company of Barney Deager (Lloyd Gough).

Unlike Warren, who works diligently, Barney is rich, lives at the beach in Malibu and all he seems to do is swim and barbecue. He gives Claire gifts, which Warren can’t compete with. Claire leaves Warren for Barney and when Warren tries to fight for her, he is beaten up. Humiliated, Warren hatches a plan for revenge. Using contact lens, Warren changes his appearance and sets up a new identity, Paul Sothern. He rents an apartment in Westwood for Sothern to live in. But this is where things go a little awry. Warren meets his new neighbor, Mary Chanler (Cyd Charisse) and he falls in love.

Warren is now literally living a double life as the nighttime manager at the Pharmacy, himself, and as a cosmetics salesman, Paul Sothern. And it is the Paul Sothern persona who threatens Barney. Warren even makes an effort to show he has no hard feelings, by taking the night time counter man, Freddie (Tom D’Andrea) with him out to the beach house as a witness that there are no hard feelings.

When the time is right, Warren hitches out to Malibu at night with the intention of killing Barney, but when push comes to shove, he can’t go through with it. Claire is not worth killing for. Warren leaves and goes back to his life as a pharmacist. He plans to tell Mary everything, divorce his wife and marry her. But his plans again go awry and Claire returns. Barney has been shot dead. She wants to move back in with Warren and pick up where they left off.

Lt. Collier Bonnabel (Barry Sullivan) and his partner Lt. Edgar “Blackie” Gonsales (William Conrad) are investigating Barney’s murder, are looking for a Paul Sothern, whom they’ve been told had threatened Barney. They can’t find Paul Sothern anywhere. The police know Claire was at Barney’s on the day of the murder, but when they interrogate her, she makes it sound like Warren was as good a friend as she was and also as likely a suspect for the murder.

Meanwhile, Mary goes to the police to report Paul is a missing person. She is the one who provides the police with the photograph of their suspect. Bonnabel is the one who puts two and two together and figures that Paul and Warren are the same man.

Bonnabel’s methodology is to use tension, playing the suspects against each other until one of them breaks. He begins a romance with Claire to try and get more information from her. Under false pretenses, he brings Mary to the Coast to Coast pharmacy to confront Warren. He takes Claire to Paul Sothern’s Westwood apartment and after making sure she knows Warren is Paul Sothern introduces her to Mary. Now Claire is jealous and wants to help Bonnabel nail her husband for the murder.

Bonnabel does go so far as to arrest Warren, but feeling that he is not the killer releases him for lack of evidence. But Claire can fix that. She goes to where she’s hidden the gun and then goes to Paul Sothern’s apartment to plant it. This is the trap Bonnabel has set for her. When the police arrive, they arrest her and Warren is left free to pursue his romance with Mary.

There is little not to like about the movie. Richard Basehart, an under-appreciated actor, is perfectly cast as the timid husband with a plan for revenge. His performance in TENSION comes one year after he established himself in films with the role of the murderer Davis Morgan in HE WALKED BY NIGHT. Basehart, though, may be best remembered for his performance as the Fool in Fellini’s LA STRADA (1954) and in the television show VOYAGE TO THE BOTTOM OF THE SEA (ABC, 1964 to 1968).

You can’t have a film noir it seems without Audrey Totter, the queen of the Femme Fatales. While Totter appeared in dozens of film and television roles, she had already appeared in such film noir classics as THE POSTMAN ALWAYS RINGS TWICE (1946), LADY IN THE LAKE (1946), THE UNSUSPECTED (1947) and HIGH WALL (1947), before starring in this film. She brings with her a certain sex appeal and deviousness that are required to bring Claire to life.

Cyd Charisse is usually discussed as being a dancer alongside the likes of Fred Astaire and Gene Kelly, but she is a sweet, and tough, Mary. It does not take much imagination to see why Warren would fall for her. Mary is in so many ways the polar opposite of Claire.

Barry Sullivan’s Lt. Bonnabel is a very interesting character. He will do just about anything to get to the truth, even dating a prime suspect or lying to a witness. Sullivan may be better remembered for other roles, but his performance in TENSION is solid.

Film noirs, like TENSION, are fun to watch. As the viewer, we are allowed to dip our toes into a world of quiet desperation, where the feelings of one or two people don’t amount to a hill of beans, but their story is still worth telling. Film noirs tend to be about small stories with a handful of characters. Murder or crime is always a part of it. They have a dark mood, in line with the German Expressionist movement of the silent era. The shadows may not be painted on the walls, but they are definitely a part of the scenery and it is in those shadows where the story is told.

TENSION doesn’t break any new grounds in filmmaking, but that’s not the point. However, director John Berry, composer Andre Previn, and cinematographer Harry Strandling, work in harmony to give TENSION the right style and mood. They each add a layer that builds upon the other and makes the final film better than its individual components.

For other noirs check out our Film Noir Review Hub. 

Friday, June 11, 2021

Guilty Gear Xrd Rev 2


I didn’t have too much experience with the output of Arc System works, but I did look forward to, and subsequently play, Dragon Ball FighterZ. I really enjoyed its style and presentation, so I decided to try a title that I heard was similar, Guilty Gear Xrd Rev 2, which I later learned was an update to Guilty Gear Xrd -REVELATOR- that got a PS4-exclusive physical release. It took me a while to get around to actually playing it, but I’m glad I did, since the flair and presentation kept me hooked like with FighterZ. However, beneath it all, I felt like I missed something.

Monday, October 3, 2022

Silent Hill (Game)


After I had played Silent Hill 2, I found myself interested in playing the other Silent Hill games, starting with the original Team Silent entries. For the original Silent Hill, often considered one of the greatest PS1 games ever made, I considered buying a digital copy off the PlayStation Store during the time Sony had announced legacy store closures. However, I came across a complete physical PlayStation copy for only $50, which put me in the unique position to experience it as someone who would have bought it at launch in 1999. While many aspects of the game have aged surprisingly well, I can confidently say it’s nowhere near worth the inflated aftermarket values.

Saturday, September 5, 2020

Mulan (1998)


Mulan, based on a Chinese ballad known as the Ballad of Mulan, was a film I had seen at least once when I was a kid, albeit on home video. Though it had been years since I had seen the 1998 movie, I remember liking it at the time, however I had sometimes considered re-watching it in order to pay more attention to the story and see if my opinion on it had changed. That opportunity came when a live-action remake of the movie was announced by Disney, though I would not actually jump on that chance until recently, in the wake of the remake’s release on Disney+ (for the low, low price of $30 on top of the regular subscription) in light of the ongoing COVID-19 pandemic. After viewing the 1998 Mulan again, I though it not only managed to hold up well after 22 years, it was a lot better than I remembered.

Monday, May 9, 2011

Thor - The God of Acceptable



Since the inception of Marvel Studios, there has always been the plan to create an Avengers movie, with movies before it to establish the characters to appear in it. With Iron Man and Hulk down, the next one to get a movie was Thor. The movie seemed interesting to me not only because I plan on watching the Avengers movie, but I also gained a recent interest in Norse Mythology, which Thor is based on. After seeing this movie without any real knowledge of the Thor universe, save for the Loki comic, I can say that although I liked it, it's not a movie I would recommend in a heartbeat.

The movie begins by showing us that even though there is peace between the realms of Asgard, the land of the gods, and Jotunheim, the land of the frost giants, after Odin (Anthony Hopkins) had already fought the frost giants in the past, there is still some tension between them. This results in some frost giants attempting to steal their power source, the Casket of Ancient Winters, from within Asgard on the day Thor (Chris Hemsworth)  was to be declared King of the Gods. In retaliation, Thor and a few others, his brother Loki (Tom Hiddleston) and the Warriors Three, cross the rainbow bridge Bifrost to convince the gatekeeper Heimdall (Idris Elba) to allow use of the teleporter to go to Jotunheim. When they actually get there, Thor ends up battling the frost giants, bringing everyone else into the fray. When Odin rescues the gods, he takes away Thor's powers and banishes him to Midgard, aka Earth, to learn humility. Odin also sends Thor's hammer Mjolnir down with him, putting a spell on it so only the worthy may wield it. After a run-in with scientists Jane Foster (Natalie Portman), Darcy Lewis (Kat Dennings), and Dr. Eric Selvig (Stellan Skarsgard), the movie becomes an action-packed fish out of water story that manages to break trends associated with that plot.

To elaborate, most fish out of water stories make the character in this situation an idiot in their new surroundings or are completely arrogant when being taught new customs. This is not the case for Thor. While it is admittedly odd that he accepts Earth customs with ease, it is actually refreshing to see this kind of story and see the character willing to learn more about where he is. An example of this, which is actually cited often, is a scene in a coffee shop where Thor is enjoying his coffee and declares it. As he is used to the customs of Asgard, he throws his cup on the ground and breaks it. Jane tells him that he can't do that and he just accepts it. At the same time, the coffee shop scene is a great example of the humor present within the movie. Thor surprisingly had perfect comedic timing, making me laugh more than the other Marvel Studios movies thus far.

Since Jane and Thor spend time together in the film, there is some romantic tension between them. However, this isn't elaborated very well, making for some rushed character development on Thor's part. As other reviews have pointed out, the only real moment the two have together is when Thor is explaining the Nine Realms to Jane. At the same time, Thor manages to go from jerk with a heart of gold to a kinder protector in record time, which left me with more of a sense that I missed something in the movie, not exactly the best feeling I could have had. I would elaborate on this further, but doing so would give away more of the plot than I intend.

The battle scenes in this movie also ranged from very large and busy, such as the battle with the frost giants in Jotunheim, to somewhat empty, like a later fight Thor has in New Mexico. To me, the bigger fights were a little hard to follow because of the large amount of cuts used, but this is unfortunately mostly due to the 3D glasses I was wearing. Watching the movie in 3D actually made the movie darker than it really was, taking away from the experience rather than enhancing it. At a couple of points, I lifted my pair up for a brief moment and the film was much brighter. This made me believe the battery in the glasses was dying, and now I wish I had seen it in 2D instead.

While I'm in this train of thought, I liked the visuals of the movie. All of the CG was very well rendered, from the frost giants to the Destroyer to the realms of Asgard and Jotunheim themselves. Asgard looked like it combined aspects of the Norse mythos with a sleek and well thought out futuristic vision. I like seeing alternate interpretations of mythology, and Thor plays the aspect of the gods actually being aliens better than I expected. Through the technology, I liked how they kept some parts of the mythos intact, like the rainbow bridge Bifrost having multi-colored technology lines. But again, I could not enjoy these environments in their full splendor due to my 3D glasses.

The one thing I can praise despite my problems was the acting. The roles were very well cast, like Anthony Hopkins being a better Odin than I had thought when I heard he was going to be in the role. Chris Hemsworth also brings a lot of charisma to Thor's character, at the same time making him pretty believable. I would also like to say that Natalie Portman as Jane Foster was also a good choice, as she had a better performance than her track record would lead people to believe. However, roles like the Warriors Three are hard to comment on. While I think they did a good job in the role, the characters hardly did anything in the entire movie, mostly being in the background even when they go to retrieve Thor later on.

The one thing I have heard mixed opinions on is the sequence after the end of the credits. I'm not going to say what happens, but rather than skip this segment, I would actually say to stick around for it. You may be left scratching your head, but it is overall better to see it, much like the segment at the end of Iron Man 2 that leads up to this movie. The credits aren't very long anyway, around five minutes, which is actually very short for a CG-heavy movie.

Overall, I didn't find Thor to be a very stellar movie, not as good as Iron Man, but still a fairly enjoyable one. The fight scenes may not be the best ever made, but everything is really great to look at and the acting is superb. Thor was also a laugh riot, which somewhat makes up for some of the rushed exposition in the movie. I would recommend this movie to fans of the Thor comic, people who want to see a very good alternate interpretation of Norse mythology, or people like myself who are gearing up for the eventual Avengers movie. Otherwise, I would suggest looking at more reviews of this movie when considering a viewing, or even try and hold out for Captain America. If you do decide to go, do yourself a favor and make sure you watch it in 2D, as well as watch the after credits segment.

Saturday, June 18, 2011

[OLD] Harry Potter and the Goblet of Fire - A Spell That Needs Work


Following the release of Harry Potter and the Prisoner of Azkaban in 2004, an adaptation of Harry Potter and the Goblet of Fire, the fourth book in the series, was released the following year in 2005 directed by Mike Newell. Naturally there was plenty of hype surrounding this installment, which would continue to increase as the series moved forward. Having liked it when I was younger, I wondered what I would think of it upon viewing it again years later. While it still manages to hold up well, Goblet of Fire is also where the series truly starts to take a turn for a more darker atmosphere. After having a bad dream involving a man being slain by Voldemort (Ralph Fiennes), Harry (Daniel Radcliffe) joins the Weasleys to watch the Quidditch World Cup, to which they travel by Portkey, an object infused with the magical ability to transport someone to a specific location. After the World Cup's conclusion, Death Eaters (wizards supporting Voldemort) attack the tents of those who were camping there, ending with a lone Death Eater creating a symbol in the sky representing the Dark Lord himself that implies his return. Soon after this event, it is announced at Hogwarts that the school has been chosen to host the Tri-Wizard Tournament, where a wizard from each of three schools is selected via the Goblet of Fire to compete for eternal glory. After the Goblet selects three champions, everyone is surprised when Harry's name is selected as a fourth contestant despite him not having put his name in it to begin with. However, he has no choice but to compete, putting his friendship with Ron (Rupert Grint) in jeopardy and causing a dissonance between the latter and Hermione (Emma Watson). The plot of this movie has a little more going on than in the last, though it gets a little confusing. It's not entirely understood exactly how the Goblet of Fire works, since it isn't explained very well why Harry is forced to participate in the Tri-Wizard Tournament. Though it's said to have a magical contract of sorts, I couldn't help but feel that he could just easily quit if he didn't want to compete. It also seemed odd that the way in which Voldemort returns hinged entirely on Harry being the first one to reach the Tri-Wizard Cup in the last challenge, which probably wouldn't work very well if someone else had touched it before he did. As expected there are some changes made between the two sources, one of which being that the Quidditch World Cup is never actually seen in the movie, rather it cuts to the aftermath shortly after it begins. Another change involved the Tournament itself, specifically within the maze. In the book there is a Sphinx that Harry runs into that forces him to solve a riddle. Other changes were made, but anything different about the movie overall actually works in it's favor in order to increase the tension and drama of the story. The acting is as solid as ever and it's clear that the now-older actors of the younger characters have gotten experienced over time. The tension between the main characters is made more believeable in that the experience the actors have makes it feel natural rather than forced. The Weasley brothers Fred and George (James and Oliver Phelps) are the main source of comic relief here and it's rather fun to see how their personalities bounce off each other. The effects of this movie are greatly improved over the last one and really help bring the events of the Tournament to life, particularly during the second challenge. It was amazing to see how well they pulled off realistic-looking mermaids as well as the methods the contestants use to breathe underwater. The dragon that Harry deals with in the first challenge is always spectacular to look at, especially if one is a dragon enthusiast. Aside from these moments, the effects hold up well, in fact a little better than previous films in the series. A notable part of this movie is the point at which the Harry Potter franchise officially becomes dark, which is when the other Tri-Wizard champion of Gryffindor, Cedric Diggory (Robert Pattinson, better known as Edward Cullen in the Twilight films), is killed by Lord Voldemort. To further drive the point home, Harry is devastated when they get back to the end of the maze challenge, Cedric's dead body bringing a wave of shock amongst the crowd. Another thing I should bring up is that throughout the film when I saw the Death Eaters, I couldn't help but think of the Ku Klux Klan because of the pointy hats and their leader being the "Grand Wizard." This is something minor however, and should not be dwelled upon. Harry Potter and the Goblet of Fire may be flawed, but it's still an enjoyable movie. The characters go through many hardships and it's nice to see them resolve by the end. Harry's inclusion in the Tri-Wizard Tournament feels somewhat forced despite whatever explanation is given, but it's amazing to see what he does in order to survive each challenge and how he pulls through in the end. I would still recommend this to fans of the series, even if it doesn't have the same atmosphere as the ones before it.

Friday, October 31, 2025

Silent Hill f (PS5)


Back in 2022, Konami announced a full revival of the Silent Hill IP that included a number of video game projects, including a teaser for Silent Hill f (SHf), developed by NeoBards Entertainment. Even back then, SHf stood out for its distinct Japanese flair, which came from a desire to bring the series back to its roots after worry that the series had grown too “Western” following the Team Silent era (games that they clarified were influenced by Western media, but filtered through a Japanese lens, creating a unique blend of both sensibilities). To this end, they brought on famed horror game writer Ryukishi07, known for the When They Cry series of visual novels, and set the game in 1960s Japan. When this entry finally released in 2025, it not only received critical praise, but became the fastest-selling game in the series, with one million copies sold in only three days.

From the outset, the concept of SHf intrigued me as someone open to exploring other aspects of Silent Hill that developers hadn’t yet tapped into and as someone used to legacy media experimenting with their format once in a while. As such, it was a day one buy for me and I started playing it as soon as I got the chance. Thanks to a combination of personal health factors, however, as well as my prior reviews locking myself into viewing every single ending, it did take me a bit longer than I had initially thought to truly complete the game. Although I found the final product flawed like any other Silent Hill game, I can confidently say that trying out a new direction paid off spectacularly.

Saturday, January 23, 2021

A Goofy Movie


Note: This review contains spoilers for A Goofy Movie.

While there are many motivations to watch a film, as we’ve discussed before on this blog, sometimes you’ve seen a film during childhood, but either didn’t pay attention or memories of it faded until you’re reminded of its existence years later. This was the case with A Goofy Movie, an animated Disney film based on Goof Troop that turned 25 this year. While looking for something short to watch, I remembered wanting to watch A Goofy Movie while actually paying attention to the plot, which led to buying a cheap DVD copy. At the next opportunity, I finally gave it a watch and realized I had just seen an underrated Disney classic.

Wednesday, September 1, 2021

Ghost of Tsushima Director's Cut (PS5)


The original release of Ghost of Tsushima came around when the PS5 was close to launch, providing an imperfect, yet fantastic swan song to PS4-exclusive first-party titles. Months after the launch of the PS5, a new edition of Ghost of Tsushima, Ghost of Tsushima Director’s Cut, was announced for both platforms that brought with it new improvements as well as bonus content based around the region of Iki Island. You could even transfer your PS4 save file to the PS5 version, albeit through a USB drive rather than the cloud.

Since I already owned the physical PS4 copy of the game, I opted for the digital upgrade option to save money rather than buy the physical copy again at full price, however it isn’t cheap; upgrading the PS4 version costs $20, then another $10 to upgrade that to the PS5 version, or you can pay $30 to skip straight to PS5. Though I knew I wanted to play the PS5 version to get a better experience, I still went for the two payments option so I could still have the PS4 option if I wanted, and transferred a save file I had based on the original game’s Good ending. After exploring Iki Island to the fullest, I found the PS5 experience to be worth my time, though I feel unsure if the digital upgrade was worth my money.

Monday, October 24, 2011

Batman: Arkham City - The Best Superhero Anything Ever

Cropped PC box art, because the internet rejected the NTSC PS3 box art for some strange reason.

After playing the masterpiece known as Batman: Arkham Asylum, I wasn't really sure what to expect from Arkham City. I mean, I had a vague idea of what would happen based on tidbits provided of the story and characters to appear, but I didn't know what direction the game would go in or how it would play out. Until last week, that was all a mystery that I spent a long time solving. The finished product has turned out to be so good by its own merits and as a sequel that I really don't know where to begin.

Perhaps I should begin with the combat. While the overall system retains familiarity from Arkham Asylum, it feels much more like a rhythmic dance where you learn more steps as you go. The general flow is fantastic, and combined with the ability to quick-fire more of the Dark Knight's gadgets made it feel more natural as well. Bruce Wayne gets to show off his full strength, but you also get the opportunity to fight strategically. Not only are there more enemy types to contend with that have a specific weakness, such as stunning a shield-bearing enemy with the cape and then dropping on them from behind, but there are instances where you have to keep an enemy conscious in order to interrogate them for the locations of Riddler secrets.

Not only is combat brilliantly done, but the enemies are also a bit smarter this time around. Not only will they now check around an unconscious body for Batman's hiding spot, they will even adapt to a certain extent, eliminating gargoyles gradually should you let them. It's also fun to listen to their dialogue, as with Arkham Asylum, since they not only have their own stories to tell but they can also fill you in on minor events in the story and give a unique insight on what goes down within the walls of the city-turned-asylum. In the times where Batman is a predator in the night, the dev team really made it satisfying to outsmart a room full of armored thugs.

And on the subject of the gadgets, much of them are carried over from the last game along with some new additions. These are mapped well onto the d-pad, allowing one to switch between them as they see fit. Weapons such as a freeze bomb or a remote disarming tool find practical use in not only combat, but also completing Riddler challenges and finding his trophies around the entirety of the city.

Since I've mentioned Riddler challenges a couple of times already, it's about time I clarified by stating that there is a lot you can do in this game, and I mean a lot. Not only are there a staggering 440 Riddler challenges to complete in the more open world of Arkham City, but plenty of side missions where the player gets to interact with more of Batman's lengthy rogues gallery, including the lesser known Mad Hatter, Deadshot, and Calendar Man (I am not intimately familiar with Batman's history or his fanbase, so I don't know how obscure some of these enemies are to them). Those who play a game to get 100% completion may like the fact that they'll be inside the city for a long time; I must have played the game for tens of hours and I've only completed about 43% of the game so far. This was what I liked about the game, since I really felt like I was getting my money's worth, but I was a little disappointed that the stat screen didn't tell me how long I was playing (otherwise I'd be able to give a more exact time estimate).

I realize that I've gone this far without talking about the story, penned by none other than Paul Dini. I can't exactly say too much about it, as it's very twist-laden, but I can tell you this much: The game hits, or maybe even punches you, right off the bat with a killer twist. Hugo Strange already knows that Batman is Bruce Wayne. He will stop at nothing to be able to tell the world about it, to the point of capturing him in an attempt to break him psychologically. However, Bruce manages to fight his way out into the open and suit up, beginning a string of events that all build tension towards the big mystery of the game, with layers of intrigue, alliances, and rivalries, as Batman also tries to find out just what Protocol 10 is. Sadly, I can only go this far without spoiling the plot, at least on his side of the story.

It may not be a surprise to some of you, but Catwoman is now a playable character as well. Rather than give her her own story mode, the brilliant decision was made to have her part in the events be interwoven near flawlessly into the story. While it's great to see how her sections help explain minor events in the overall plot, it's even more fun to control her. Compared to Batman's powerful approach to fighting, Catwoman makes him seem slow by comparison. This is probably helped by putting less emphasis on gadgetry, since she has all the tools a cat burglar would need or be able to fit into her tight suit, and instead diverting focus to her speed in combat that more than makes up for her lack of strength. In another stark contrast to the Dark Knight's style, Catwoman's preferred method of clearing a room seems to have more of a stealth approach in mind, which made pretty good sense considering she can climb across ceilings with specific surfaces.

While I do praise the Catwoman segments, I must bring up that accessing her can only be done through an online pass. As I acknowledge that this is rather unfortunate for those who wish to purchase the game used, I would recommend those people to either try and pick up a new copy to avoid paying for her separately, or purchase a used copy at GameStop where everyone will get a Catwoman code regardless of condition. In any case, you should definitely download her to have the complete experience.

The one thing the game manages to do very well overall, besides looking absolutely gorgeous, is building and keeping a suspenseful atmosphere, with a good score to compliment the tension. When there is a lot going on at once, it's easy to get the feeling that you never know who will need saving next or where a villain will strike. It helps that the ever-twisting plot thread successfully kept me on the edge of my seat. Aside from this, there are very smartly placed symbolic imagery. It's moments like when Catwoman manages to steal from Hugo Strange only to be torn between the loot and saving Batman, with her decision symbolized by the red and green directional arrows on the ground suddenly representing her karma or finding the exact location where Bruce's parents died so he can pay his respects that really help to establish the city itself as a character in its own right.

Now, after looking back on all that went on in the game, I can say that Batman: Arkham City is not only the absolute best licensed video game on the market, but perhaps even the best video game I have ever played in my entire life. With a near perfect arrangement of elements, excellent voice acting and characters, and an ending that hits you effectively with the emotional impact of a meteor, Arkham City is a game that elevates Batman to a new high that will be hard to top for quite a good while. It is, quite simply, a game that absolutely no one with the technology in their possession with the capability to play a video game should even think about missing out on.

Wednesday, August 27, 2014

Dead Rising - A True Classic


In preparation for the release of the PC/Steam port of Dead Rising 3, and to get in the mood of playing it, I’ve decided to go back and play the previous entries in the Dead Rising series, starting with the original Dead Rising, the subject of this review. I have a light history with this game, having watched one of my friends enthusiastically play it on his Xbox 360. However, I began playing the series from Dead Rising 2 (on PS3) and eventually decided that I would need a copy of the original, so I ended up buying one with the thought that one day I would play it. When I finally got around to it, I finally discovered some time in what the “Perfect Circle Scratch” was on 360 discs and what that means (additionally, I don’t remember if my used copy already came with this scratch), so I ended up having to buy another copy to finish the game; because of this I now have both the original and Platinum Hits versions. Since finally going through Dead Rising on my own, eight years after the original 2006 launch, I ended up liking it more than I thought I would, though there are some issues with it that I ended up agreeing with.

Frank West, a photojournalist who has covered wars, is flying by helicopter towards a big scoop, which involves learning what’s been going on in the town of Willamette, Colorado. Since the town has been sealed off from the outside world by the National Guard, the helicopter serves as a means of getting inside unnoticed. As he is flown over he decides to take some photos, but something doesn’t seem quite right, as it appears that the townspeople are attacking each other, something they wouldn’t normally do. Frank decides to head to the center of town and is dropped off on the helipad of the Willamette Parkview Mall and informs the pilot to pick him up in 72 hours, since he hopes to have his scoop by that time. When he descends the stairs to the entrance plaza, he sees zombies outside the mall, as well as a mysterious old man behind a locked security gate asking cryptic questions. Eventually the zombies manage to break through the barricade and, in the rush to ascend the stairs to the mall security room, only four people survive the attack: Frank, Brad Garrison, Jessie McCarney and Otis Washington, a janitor who welds the door to the room shut. Brad decides to leave via the air duct to continue an investigation, but when Frank asks about it he is told that it doesn’t concern a photojournalist like him. Frank convinces himself that whatever Brad is investigating must relate to what’s going on in Willamette and follows Brad into the mall, where he gradually uncovers a vast conspiracy that he has no choice but to continue uncovering even when his life is continually threatened.

Frank West, photojournalist.

During the course of 72 Hour Mode, where the bulk of the story takes place, the overarching mystery set up at the beginning is written very well. A sufficient amount of questions are introduced within roughly the first few minutes in a way that makes the player just as curious as Frank is about what exactly is going on in Willamette. As the player completes the Cases which make up the main story, more answers are revealed to both Frank and the player, which lead to scenes with a genuine emotional impact through all of the highs and lows, in turn creating more of a connection between Frank and the player, as though the player is also a reporter trying to get the facts straight. That isn’t to say Frank doesn’t have a personality; in fact, it’s very interesting to play as someone who’s willing to help others out, not out of genuine kindness, but out of his opportunistic way of getting more information about his big scoop. In other words, he cares more about his own survival and journalistic opportunity than actually saving people.

The supporting characters, for the most part, are also written nicely. It’s obvious that they have more of a stake in the events than Frank does, but we learn enough about them to get a sense of their personalities and histories with each other, something which also extends to the main antagonists. Additionally, the Psychopaths that Frank can fight are interesting in that they can have unique backgrounds and the way they act gives the player a good idea of the kind of people they are and why they went insane, plus they can elicit a genuine emotion from the player; this is mostly tension or fear, but they are also capable of being sympathetic in their histories. In other words, they feel like people and not just a random person you can fight.

72 Hour mode is divided in Cases that the player can complete to gradually unravel the secrets behind the zombie outbreak. Depending on how well the player succeeds in clearing the cases, or if they just outright ignored it, they will get one of six different endings labeled A through F. If the player gets Ending A, the canonical outcome of 72 Hour Mode, they will unlock Overtime Mode, which adds another 24 hours to the story and wraps up the plot. Overtime Mode is worth going through, since Frank, while still very opportunistic, experiences a truly life-threatening circumstance and places more urgency in his survival. The ending, however, is slightly unsatisfactory since one question was never answered, but otherwise all of the remaining pieces of the game’s backstory fall into place very nicely.

When I played Overtime Mode, this walkthrough was a real lifesaver.

As a sandbox game, Dead Rising has some very interesting elements, the most well-known feature being the ability to pick up absolutely anything in the mall and use it as a weapon against the zombie hordes, ranging from beach umbrellas and soccer balls to lawnmowers and chainsaws. It’s satisfying to experiment with the items to see which ones are the most effective and which are simply meant as a joke; if you have no weapons you can go hand-to-hand or use your own spit. Various food and drink items can also be picked up to replenish Frank’s health, represented by yellow squares, and skill books can be picked up to add skill buffs, such as increasing the durability of specific weapon types or the amount of health you regain from food and drink consumption. Learning how all of these items work in tandem and exploiting that is the best way to survive, although there is a particular combination (Small Chainsaw + Criminal Biography (Book) + Engineering (Book) + Entertainment (Book)) that makes the game way easier than intended by making most boss fights a breeze and allowing you to effortlessly carve your way through all but the largest zombie crowds. At that point, the tension comes from having a low level, being under-equipped or ending up between a rock and a hard place.

Protip: Kill this man at all costs.

Even then, there are a couple of annoyances with the weapons you can use. Firearms are a real hassle, since they require you to stand perfectly in place while you aim, so you can’t exactly take cover or maneuver out of the way of oncoming enemies if you choose to do so. There are a couple points when having a firearm does become essential to victory (one of which involves funneling your enemies into a tight space), but apart from that I almost never used them and kept one around as a last resort tactic. Weapons can also break pretty easily without any skill books, so you have to keep a healthy supply of weapons and appropriate books on hand at all times if you want to make it through each day. I’d also count vehicles as weapons, since you can drive them through zombie crowds, so I’ll mention that they have issues as well. It’s very satisfying to drive through thick groups of zombies and gain an absurd amount of PP (more on that later), but the vehicles in general are a little floaty in the steering and it’s often difficult to slow to a stop and get out/dismount in the exact spot you want, which can force you to wade through more zombies to get to your intended destination. Still, the sheer speed of getting to where you need to go is well worth their use.

Dead Rising also has a very slight RPG touch to it by having Frank capable of leveling up via gaining more Prestige Points (PP). PP can usually be earned by defeating zombies and psychopaths, rescuing survivors or taking photographs. Photographs are pretty easy to take, since it’s pretty much point-and-shoot while also allowing you to zoom in and out (plus you can actually walk at a respectable pace while aiming!). Whenever a shot is taken, PP is awarded based on what’s in the photo, which also determines the shot’s overall genre. This is a rather fun and relatively quick way to gain PP, although you have to worry about replacing the batteries every so often, which takes some of the fun out of it. As Frank levels up in general, either one of his stats increases or he gains a special move that can be activated by certain button combinations. There are ways to exploit the game to gain PP much faster (such as Vehicles + Maintenance Tunnels), but the road to Level 50 is actually not a bad one and there’s an interesting thrill in discovering what’s happened to Frank next thanks to the random nature of the rewards.

You'd better love it down here if you want the Zombie Genocider achievement.

As for the other methods, Psychopaths are essentially boss fights that happen in pre-determined locations at specific times. You can easily walk right into one without knowing that they’re there, but you’re often told about them ahead of time by Otis. Psychopath fights can also be incredibly difficult, though the Convicts in Leisure Park really take the cake for being in a moving vehicle with a mounted machine gun; I ended up just hugging the wall to avoid them whenever I had to go through that area after they spawned onto the map. But the difficulty in Psychopath fights can be worth it in the end thanks to the fruitful rewards you can claim, such as Adam (the clown psychopath) yielding some of the game’s most essential aids; defeating him gives you the Small Chainsaw and a survivor named Greg Simpson who gives you access to the Wonderland Plaza shortcut. This shortcut makes it much easier to rescue survivors, although the survivors themselves are dumber than a sack of rocks. Their pathfinding is abysmal and can be a real hindrance, especially when you give them a melee weapon, since then they’ll just happily run into zombie crowds without a second thought, but giving them a firearm suddenly makes them killing machines, which finally gives those weapons a use as well as making the escort experience bearable.

In general, Dead Rising has a mild arcade feel that actually makes for a very enjoyable experience, though I still have a couple major hang-ups about it. The first is Otis, the janitor, who manages to call you on the transceiver at the worst possible times. The transceiver rings incessantly, so you answer to shut it up, but when you do, you can’t move, attack or interact with items or inventory in any way. If you get hit during this time, the call automatically ends and he’ll call you again a few seconds later; answering this call will result in Otis chewing you out for hanging up on him and restarting his rather long-winded explanation. On top of that, he hardly ever has anything useful to say, sometimes just telling you where you are in the mall. While Otis is annoying though, that’s nowhere near on the level of the game’s 72 hour time limit, or roughly six hours in real time (game time is real time x 12, so one real second is twelve game seconds and five real minutes is one game hour). The idea behind the 72 hours isn’t bad, since it creates the time frame of the story, but the way this is handled results in more of a frantic race from Point A to Point B, rather than a game where you can sort of take your time, and often there is very low margin of error during a Case and deviating from the set path can have disastrous consequences (unless you’re doing this intentionally).

Time is known to pass quickly in this realm.

One final sticking point is the save system. You only have one slot per account, so if you decide to do another game mode while in the middle of another, you’ve lost all progress in the original mode. If you die while playing the game, you only have two options, those being to load your last save (which may have been hours ago) or restart the game from scratch with a new save. Additionally, you can only save at specific points on the map, mainly in bathrooms, which are more often than not spaced what feels like galaxies apart from each other, creating true panic if you’re desperately looking for one. The saving grace of this system though is that when you start up a new game, your stats transfer between attempts, so if you end up getting to Level 50 (which is actually the level cap), then you’ll be Level 50 with maxed out stats and moves in every mode you decide to play.

Dead Rising also has a lot of replay value, since there are achievements or items that can only be obtained by deviating from the main story or performing certain actions. Spending playthroughs doing so to boost your chances of survival can be well worth the effort, since anything you unlocked will be readily accessible and obscenely overpowered. Also, completing Overtime Mode will unlock Infinity Mode, where the goal is simply to survive as long as possible. However, the zombie density is thicker and Frank must worry about his health, which deteriorates at a rate of one block every 100 seconds, as well as random psychopath and survivor encounters. Careful rationing of food and supplies, along with a solid game plan, and possibly being at Level 50, can really go a long way to surviving beyond the first day (I survived for a little less than four game hours).

Good Luck

As far as graphics are concerned, I would say that the game has aged amazingly well. I remember it looking pretty good back in 2006, but even eight years later the game has retained a lot of its luster. The characters look realistic enough that they aren’t off-putting and the amount of detail is incredible on every living or inanimate object. Sure there’s some clipping here and there and close-ups aren’t as good on some characters, but the draw distance is also very good and the zombies are very distinctive even with the somewhat limited selection of character models. In fact, one of the greatest feats of this game is being able to have so many zombies onscreen at once, with one report saying that up to 800 could be rendered at once. This is really incredible and adds to the feeling of being truly surrounded by the undead at every turn.

There's plenty more where they came from.

While I would consider the voice acting to be another plus, even though some lines are so narmy that they’ve become running jokes in the Dead Rising community, I’d also like to give props to the music. The running themes, such as the one at the beginning, are composed well and the mall music is actually done well to the point that I’d like to own the soundtrack just to hear it some more (killing zombies in a mall for so long will do that to you). Some of the licensed tracks are also very memorable, such as Fly Routine by Hostile Groove or Slave by The Evolutionaries.

Overall, Dead Rising is a great game. The main mystery in the story is executed very well and Frank West is a very interesting character to play as, especially during the moments of genuine emotional connection that the player may encounter. Some aspects bog down the experience a bit, including the incredibly strict timing of the story and abysmally idiotic survivors, but there’s plenty on offer to balance it out, such as a solid amount of replay value and valuable rewards to anyone willing to seek them. My experience with the Xbox 360 library is limited, but I would already consider Dead Rising to be one of the best games I’ve ever played on it and I’d gladly return to it again in the future. If you’re looking for a great zombie game, seek out this wonderful gem.

Saturday, May 22, 2021

Resident Evil Village (PS5)


Despite my lack of experience with the Resident Evil franchise, I still played Resident Evil 7: Biohazard and enjoyed it enough that I heavily anticipated Resident Evil Village, aka Resident Evil 8, as soon as Capcom had announced it. I even played the PS5-exclusive Maiden demo despite its status as more of a visual showcase. Naturally, this made Village a day one purchase for me and I started playing as soon as I could install the disc. Four days later, I emerged from the titular village recognizing that while it wasn’t as scary as the previous game, its actionized approach still worked pretty well.

Wednesday, July 8, 2026

Deltarune Chapter 5


Note: This review contains spoilers for Deltarune Chapters 1-4.

As promised at the end of Deltarune Chapter 4, Toby Fox has released Chapter 5 about a year later (and as a free update, as advertised). Naturally, as with Chapters 3 & 4, I played it as soon as I could and did my best to dodge spoilers throughout my run, keeping in mind that Toby Fox had stated in the newsletter that Chapter 5 would be lighter than the others before the game really gets heavy. Although I enjoyed the Chapter and am still excited to see what comes next, there were issues that I hope the remaining Chapters iron out.

Friday, February 15, 2013

BioShock - A Man Chooses, A Slave Obeys


In 2007, Irrational games released a first-person shooter called BioShock, a spiritual successor to the System Shock 2 video game by the same developer, onto the Xbox 360 and PC platforms to critical acclaim and wide retail success. It was praised for its unique setting, immersion and stellar campaign. While other video games have yet to copy it outright, there are still some subtle influences that can be found within gaming today, particularly its atmosphere of uncertainty. With the long-awaited BioShock Infinite finally on the horizon, I felt that now would be a good time to replay and share my opinions of both the PS3 port of the original, done by Digital Extremes, and the direct sequel, BioShock 2. Since it's been a while since I played the original multiple times, I still found myself enjoying it, but I've also started to notice a little aging and a couple of other problems.

The game, which takes place in 1960, famously begins with Jack aboard a plane as it crashes into the ocean. As the lone survivor, he spots a lighthouse and heads toward it, for it is the only dry land that can be seen for miles in the night sky. Once inside, the lights flicker on and display a welcoming banner above a small flight of stairs. Jack goes down and notices a bathysphere; with no other option before him, he enters the bathysphere and travels downward several fathoms. A video display from a projector appears before him as the voice of a man named Andrew Ryan explains that where he's going is the secret underwater city known as Rapture, a place where Man can create and make scientific advancements without any interference. When the bathysphere finally docks however, Jack quickly learns that what was once a Utopia has now fallen hard from grace. A man named Atlas contacts him on radio and offers Jack some assistance as now one thing becomes clear, the only way out now is to get through the tyrannical Andrew Ryan himself.

Even after five, going on six, years, the story still feels very well-written and executed. It's actually really interesting to go through a city built entirely upon the capitalist (read: objectivist) philosophy and find out just how it all fell apart, primarily due to everything being privatized as a result of a distinct lack of government restriction. I also like how some important details are told through recorded messages that can be found throughout the world to allow a view of the dystopian devolution from the eyes of someone else while still allowing the player to follow the plot line if they don't find that many of them. The story of the present that Jack experiences has very good pacing and gives the player the proper motivation to strive forward and reach their ultimate goal. When the big climax hits, there is sense of satisfaction in what Jack has accomplished and a very surprising twist turns the game on its head and causes the player to look back at their actions in a different light. Not to give too much away, but a major deconstruction of free will and player choice was pulled off rather brilliantly and gives the player something to really think about when they go through another game. This moment helps the game truly stand out as a masterwork and a testament to video game storytelling.

The very first glimpse of Rapture in the game: the city's atheist beliefs.

And then, just like John Galt from Atlas Shrugged, it doesn't know when to shut up. After a very fitting climax in the office of Andrew Ryan, yet another twist presents itself as still an opportunity to let the game end on a powerful note. However, this twist leads to another set of levels that last at least as long as a real life reading of the aforementioned John Galt's infamous speech. During this time, there aren't any real additions to gameplay since every type of enemy and weapon has already been seen by the player and any changes can only come from the level design. I'll admit that there are some interesting level layouts, mainly a large, fully explorable hotel complex, and finding out a little more information about Yi Suchong and Brigid Tennenbaum led to some rather interesting revelations. However, in the grand scheme of things, these last few hours consist of a bit of unnecessary backtracking and a long setup for an annoying escort mission. To top it all off, the final boss is a complete joke and the end result feels cartoonish and out of place. One could make the case that this final act helps to resolve everything in the game, but I would say that cutting the game off at Andrew Ryan's office would have helped make the ending more powerful and at least prevented the game from stepping into the same pitfalls as countless other video games. Someone out there will like it, but even a few years ago I was waiting for the game to finally end; my disinterest just became stronger with every play through.

While the story has a length issue for me, I have a different opinion regarding the gameplay, namely that it's absolutely fantastic. Along with wielding up to eight different weapons in his right hand, Jack is also able to use the abilities of various Plasmids throughout the game with his left. Plasmids allow Jack to do many things, ranging from shooting electricity or fire to the power of telekinesis. These abilities take up EVE, which can only be replenished through the use of an EVE Hypo found or purchased within the world. Then there are Gene Tonics, which can enhance Jack's physical, combat or engineering abilities with genetic tweaks such as generating a field of electricity when struck, reduced hacking difficulty or faster movement speed among many, many others. Plasmids and Gene Tonics can either be found in the environment or purchased at a Gatherer's Garden by using ADAM obtained from Little Sisters, which can also be used to give Jack more slots for these abilities or increase his Health and EVE stores.

The main enemies of the game are Splicers, residents of Rapture who abused genetic splicing for Plasmids and Gene Tonics to the point of physical and psychological disfigurement. Different types of Splicers are introduced at a good rate and require some variance in strategy to defeat. Researching them with the Research Camera can lead to some interesting bonuses, like increased damage against them or using hearts as First Aid Kits. Fighting both Splicers and Big Daddies, the ones who protect the Little Sisters, requires Jack to use some creative combination of his Plasmids and weapons to full effectiveness by exploiting their weaknesses and even using the environment to your advantage. In this sense, the combat system is one of the most impressive in the genre and future games would only continue to improve on this sort of combination attack.

A Houdini Splicer about to attack Jack

Pretending those advancements haven't happened yet, the game does a pretty good job on its own to encourage experimentation. I can guarantee that you'll find a combination that is comfortable and suits your playstyle, especially since the weapons feature multiple ammo types and have their own strengths and weaknesses. I can also guarantee that there will be at least one or two weapons you may never use for one reason or another, though I must say that once you discover how effective the Electro Bolt Plasmid and pseudo-upgraded Wrench (which I dub the "God Wrench") are together, your willingness to experiment may dwindle a bit. This doesn't prevent combat from getting truly chaotic, since in all likelihood you'll come across a battle that goes on in all 360 degrees as you attempt to keep track of it all. One thing that probably holds it back a little, depending on who you ask, would be the Vita-Chamber system, which ensures that death is a slap on the wrist. If you die, you'll come back to life at the nearest Vita-Chamber with most of your health and EVE intact, but enemies will retain the damage that they sustained before your untimely demise. I think that sometimes it helped to alleviate frustration in a particularly difficult fight, but on the other hand it was also capable of removing the tension from fighting a powerful Big Daddy. In essence, there are times you'll feel like a god, but others still where your obstacles instead feel like more of a nuisance.

To get lower prices at vending machines or get the city on your side, pretty much anything mechanical can be hacked through a mini-game where the player has to rearrange pipes to get liquid from one end to another. At first it feels designed well enough to stretch the player's brain with a unique puzzle mechanic. However, this task is eventually done to such extent as to become monotonous and frustrating. What doesn't help is that it is possible for the pipes and tiles, which must be revealed by the way, to be arranged in such a way as to render a puzzle completely impossible. Thankfully this can be circumvented with an Automatic Hack Tool or by having enough money on hand. Speaking of money, I have a minor annoyance in that there is clearly room for four digits, yet you can only hold a maximum of $500. Why this is so, I have no clue.

The hacking mini-game (when the game decides not to hate your guts).

One point of high praise that I can give this game would be its graphics and overall atmosphere. Everything is rendered very clearly and it's easy to navigate around the city of Rapture thanks to some rather distinct locales. Though some areas will feel the same after a while, there's no doubt that the dev team put a lot of work into mapping out the underwater city to feel realistically constructed and memorable. The mixture of bright colors and dark lighting help lend the environments some genuine tension and potentially a fear of the unknown. This heavy atmosphere is BioShock's greatest strength and helps the underwater world be more unique.

Of course, I also need to briefly discuss the morality elements this game has, mainly its sole mechanic of rescuing or harvesting Little Sisters. Your choices with them determine the ending that you'll get, with opportunity for some replay value to try and see the three different endings. Personally I got the Good ending, which is something that I tend to get anyway whenever there are moral choices in a game. Although this choice feels very black and white, this mechanic also determines your rate of ADAM gain. Harvesting nets you an instant 160 ADAM, while rescuing only gives you 80. However, for every three Little Sisters you save, you'll also receive an additional 200 ADAM as a gift the next time you visit a Gatherer's Garden, which brings a net gain of 440 ADAM for waiting as opposed to a quick and dirty 480. In a sense, the morality choice seems to play off the player's greed, which is actually an interesting way of trying to handle it.

You're going to see the ins and outs of this thing a lot.

Finally, the sounds of this game are really well done. There are some great casting choices for the characters that do speak and while there isn't really much of an original score, since a lot of the game is realistically silent, when it does appear it's pretty good and matches the tonality of the scene. The licensed music that does play through turntables and jukeboxes is also rather interesting. This selections fits the 1960 time period perfectly and is consistent with the visual styles of the advertisements and the technology that can be found all over the game. If it weren't for the music, the game may not be as believable.

Overall, BioShock is a very good First-Person Shooter. Though the story could have easily been shortened, the combat is solidly constructed and the city of Rapture is very unique with graphics and music that help it live and breathe as its own entity. I would easily recommend this game to anyone looking for a uniquely dark and enjoyable game. Even if you don't agree with the praises it has received in the last five to six years, you'll still be glad that you played it, even if it has aged just a little. Now I'd like to see if my opinion of BioShock 2 has changed at all since I last played it years ago.

Saturday, November 7, 2020

Stubs - No Questions Asked

 

No Questions Asked (1951) Starring: Barry Sullivan, Arlene Dahl, George Murphy, Jean Hagen Directed by Harold F. Kress Screenplay by Sidney Sheldon. Produced by Nicholas Nayfack USA Run time: 82 minutes. Black and White. Film Noir, Police, Drama, Crime

In 1948, Dore Schary left RKO studios where he was Head of Production, choosing to return to MGM and a contemptuous relationship with Louis B. Mayer, rather than work for RKO’s new owner, Howard Hughes. With Schary as Vice-President in charge of Production, MGM began make grittier films, including Tension (1949), SideStreet (1950), Caught (1949), Border Incident (1949), Act of Violence (1949), TheAsphalt Jungle (1950), and No Questions Asked (1951).

Saturday, June 17, 2023

Ratatouille

 

While Pixar had a sort of “Golden Age”, that being the time between Toy Story (1995) and Toy Story 3 (2010), these films didn’t necessarily come without struggle. Such was the case for Ratatouille, the studio’s eight feature, which saw Brad Bird take over as writer and director after the original creator, Jan Pinkava, left Pixar during the film’s early development. After about two years of work, which included story rewrites and extensive research into cooking and Parisian culture, the film saw the light of day in 2007 to critical acclaim, successful box office returns and the Academy Award for Best Animted Feature (beating out Persepolis and Surf’s Up). Today, Ratatouille remains not only a classic animated film, but an enjoyable celebration of the joy of creation, particularly through the power of cooking.

Thursday, November 26, 2020

Transformers: Prime - One Shall Stand

Note: This review contains spoilers for Transformers: Prime - One Shall Stand and the Transformers: Prime cartoon.

Even 10 years after its debut, Transformers: Prime remains one of my favorite Transformers cartoons, if not one of my favorite animated series in general. In light of the show’s 10th anniversary, I decided to revisit one of the two feature-length edits of the show released by Shout! Factory, Transformers: Prime - One Shall Stand, which combines seven episodes of the series from the end of the first Season and the beginning of the second, removing commercial breaks and repeated scenes. While I have previously viewed the seven episodes both individually as they aired and in combined form, I had not previously reviewed the combined version. After giving it another look, I thought it worked very well for what it set out to accomplish and served to remind me why I loved the show in the first place.

Sunday, June 10, 2012

Sly 2: Band of Thieves


Continuing the legacy of Sly Cooper, Sucker Punch released another entry in the series two years after its predecessor, entitled Sly 2: Band of Thieves. The first game, Sly Cooper and the Thievius Raccoonus, was a short, yet highly enjoyable platformer with enough variety to keep the player invested. This sequel not only improves on the formula, but also delves deeper into the mythology and characters.

After the defeat of Clockwerk a couple years ago, Sly Cooper and the gang perform a heist in Paris in order to steal back a Clockwerk piece so he may never be resurrected. However, Inspector Carmelita Fox and Constable Neyla are there to ambush Sly in an attempt to capture them. When Sly tries to explain what he was doing, Neyla casually tips him off to the Klaww Gang, a group of criminals who are using the Clockwerk parts for their own schemes. Once Sly, Bentley, and Murray make a quick getaway, they set off in search of the Klaww Gang, hoping to once and for all rid the world of Clockwerk.

The story of this game is somewhat deeper than the last one, setting a more heavier tone by including more serious and dramatic moments to drive the narrative, such as a point where Bentley is separated from his friends after they were taken into custody, along with a few interesting plot twists throughout. However, there is still some of the humor from the first game thrown in to help relieve the tension. The game still retains some of the Saturday morning episodic feel the first game had, but that's not necessarily a bad thing since you can say which episodes you liked and which ones you didn't.

Which brings me to the level design. Contrasting with the presentation of the first game, each of the 8 episodes comprising this game consist of an open world (instead of a hub world) with mission points spread throughout. These missions are based on the current state of the narrative and are, of course, mandatory to progress. However, you do not have to do them immediately, since you are also given the opportunity to explore each stage and become familiar with its architecture. Personally my favorite episodes are a pair that are set in Canada, since they are brightly-lit compared to the rest of the game worlds and they are much more open (plus the first of these stages is an excellent source of coins).

Now that I mention coins, I should mention that some game mechanics are different here than before. For starters, whereas the first game had a life system, this one replaces it with a health bar, so that you have more than one hit during combat. As such, health is something you can pick up, which not only refuels your life, but also another gauge underneath. This gauge allows you to use special powers for a limited amount of time, which you can obtain either by opening safes after gathering enough Clue Bottles, or purchase at the Safehouse through ThiefNet. This is where coins come into play, which you can get by smashing objects or taking out various enemies. You also have the option to pickpocket enemies as well, during which you can get a valuable item that you can sell through ThiefNet if the target's pocket is glowing.

The characters, much like in Thievius Raccoonus, are good in their own ways, and the villains have unique and interesting backstories that help explain their motivations; those that survive even have their own happy endings as indicated by post-credits sequences. I'm still not sure exactly why Clockwerk had such an intense hatred for the Cooper clan, but that's not necessarily required to enjoy the narrative. The background music is still nice to listen to during each episode, even if there is a little dissonance at least once, and nicely fits into each locale without becoming a distraction.

On the subject of sound, this game starts a sort of trend where Carmelita inexplicably changes voice actresses between games. If I was to comment on this, I would say that I think Roxanna Ortega did a good job in the first game, though I have mixed feelings about Alésia Glidewell's performance here. For the most part she does a fine job voicing Inspector Fox, but sometimes it sounds a little off, as if not enough was put into it. Then again she also voices Neyla in this game, so that might have come from trying to have a distinct voice for each character.

Another change between games is character playability. In the first game you primarily controlled Sly, with the chance to be Murray during driving sections and Bentley in a single hacking minigame. In the sequel, you get to explore the world as all three of them (not at the same time) and they each have their own missions and abilities. Sly has the most mobility in the stages, thanks to his agility, and has the ability to pickpocket guards; Bentley is the weakest of the three, though he can perform hacking minigames and his inability to pickpocket is made up for with an array of sleep darts that can knock out enemies so he can blow them up; and Murray, being the strongest, also cannot pickpocket but he can lift heavy objects and throw them with great power (plus he can beat up enemies faster). As such the abilities you can give them are based on these skill sets; Sly's powers focus on sneaking around and getting around more quickly, Bentley's are based on technology, and Murray's center around fire and brute force. This sort of variety helps keep things interesting, as there are some things that only one of them can pull off that the other cannot.

Sly 2: Band of Thieves is an excellent addition to Sly Cooper franchise and is a definite must-play for fans of the series. Those that enjoy a good stealth game will want to give this one a try, especially if you own a USB headset for the PS2. (Admittedly I have not played the game this way, but from what I have read, using it can create an extra layer of challenge regarding stealth.) When next I look over Sly Cooper, we shall see how well Sly 3 can get the job done.

Now go outside.