Showing posts with label Justin Cummings. Show all posts
Showing posts with label Justin Cummings. Show all posts

Sunday, January 5, 2020

2019 in Games: Babies, Bushido, & Belligerent Geese


Like most years, 2019 was a parade of dizzying highs and disappointing lows for the video game world. Join me, won’t you, as I hand out some oddly specific awards to the games that entertained, enlightened, frustrated, and fascinated me most.


Wednesday, January 2, 2019

2018 in Games: Detectives, Dads, & Dang Ol' Cowpokes


There’s no way you could contain 2018 in a list, no matter how long. The year was too chaotic, and too much incredible art rose up to counter the encroaching dark. I’m pretty much done with numbered lists in general – so no "Top Ten" this year. Instead, I thought it would be useful to find new angles to help contextualize and categorize the video games that kept me enthralled. Enjoy, and here's to a 2019 filled with even more game-making and game-playing.

Thursday, September 6, 2018

Against All Odds: Into the Breach

Into the Breach by Subset Games was released on Nintendo Switch on August 28 2018. (Photo: Gamespot)

Historically, I’m terrible at strategy games. I can grasp the rules of chess, but I’m never able to think ahead and avoid my king’s inevitable demise. I rule over my fiefdoms in Risk with the same short-sighted bluster as the worst despots in history, charging into conquests that end with me fleeing back to Australia with my tail between my legs. I love the story and graphics and atmosphere of StarCraft, but I can barely complete the main campaign without cheat codes (never mind compete against other players online). So it was a rather big surprise to find myself sinking hours and hours into Subset Games’s Into the Breach, which is one of the toughest strategy games I’ve ever played.

Thursday, August 23, 2018

Neglected Gem: David Lynch's Dune (1984)

Kyle MacLachlan as Paul Muad'dib in Dune. (Photo: IMDB)

In any list of the worst book-to-film adaptations, you’ll find David Lynch’s Dune somewhere near the top – universally acknowledged as a shallow, baffling, unsatisfying adaptation of Frank Herbert’s seminal novel, which suffered from an infamously tortured production process. In fact, to even call it “David Lynch’s Dune” is to invoke the spectre of this troubled development, which left Lynch so disgruntled that he hid behind the “Alan Smithee” pseudonym and even modified his writing credit to read “Judas Booth” (a mash-up of Judas Escariot and John Wilkes Booth) in subsequent cuts of the film. Pointing the finger at studio interference and a lack of creative control – including being denied final cut – Lynch seemed to respond to Dune’s critical and financial failings by dodging the issue of quality within the material itself and instead focusing on the ways in which he had been stifled. Dune remains a strange black mark on his filmography, frequently cited as his worst film and a disaster from top to bottom – which I think does a tremendous disservice to the things that make it not just a worthy addition to the Lynch canon, but to the epic fantasy genre as a whole.


Thursday, August 9, 2018

Improving on Perfection: Mission: Impossible – Fallout

Simon Pegg, Rebecca Ferguson, Tom Cruise, and Ving Rhames in Mission: Impossible – Fallout. (Photo: Polygon)

Tom Cruise was always instrumental to the Mission: Impossible series, right from the jump, not just as its star but as its primary producer. He collaborated with some of the greats of genre cinema, using the distinct cinematic voices of creators like Brian de Palma, John Woo, JJ Abrams, Brad Bird, and Christopher McQuarrie to create new visions of action-oriented spycraft. Ethan Hunt was his answer to 007, and in crafting this franchise at both the macro and micro scales – he’s involved at every level, from script to stunt choreography – he has made sure to execute it at such a high degree of quality that it’s now James Bond who’s running to catch up with Cruise’s signature straight-backed sprint, and not the other way around. While Daniel Craig’s tenure as 007 hit its lowest point with the regrettable misfire that was SPECTRE, Cruise’s run as Ethan Hunt is approaching its zenith, with 2015's Rogue Nation setting the bar so high, I wasn't sure it could be surpassed. Fans of action cinema miss the latest installment, Mission: Impossible – Fallout, at their peril: it’s the spy thriller honed to its deadliest razor-sharp edge, about as perfect an action movie as you could ask for. I've never been happier to have my skepticism proved wrong.

Thursday, July 26, 2018

Inventory Management, Vol. IX: Summer Escapism

Adam Jensen in a piece of concept art for Deus Ex: Mankind Divided. (Photo: Forbes)

As a creature of comfort – a seasoned indoorsman, to use a colleague’s self-applied title – summertime has always been a challenging season for me. I can only indulge in its bright and scorching pleasures for brief periods of time, before my mind and body cry out for relief and force me to retreat to the cool, crisp darkness from whence I came. Games were my summer escape, a way to splash through the sun and surf that didn’t involve a searing orb in the sky that peeled my actual skin off. And over time, this reinforced a Pavlovian connection between the real, tangible feelings of summer and the virtual adventures I’d enjoy once I’d had enough of them. Sunlight on my skin, beads of sweat on my neck, the smell of fresh-cut grass, warm air through the window, ice cream and sneakers and barbecue and soda – these things make me think of StarTropics and Mario Kart, of Donkey Kong Country and The Legend of Zelda.

When I was young, and this link was first being forged in that sweltering heat, a single game was enough to sustain me for months on end. There was no internet to offer walkthroughs or tips; no guide to follow but my own intuition (and maybe a cryptic word-of-mouth hint from a friend). But now, things are different: summer is known as a slow period for new video game releases, so the torrid days and nights between May and September are a perfect time for playing catch-up on all the titles I’ve missed. And once in a while, I’ll find a game memorable enough to be included as a new link in that chain, whose lineage stretches all the way back to the blue skies and blood-orange sunsets of those halcyon days.

Thursday, July 12, 2018

Nothing's Scarier Than Family: Hereditary

Toni Collette in Ari Aster's Hereditary. (Photo: A24)

Ari Aster’s debut feature Hereditary is one of the few horror films that confronted me with the desire to literally escape the theatre. Hanging on through its teeth-grating suspense and frequent bone-jarring shock was an act of emotional fortitude that I’m still proud of, weeks after seeing the film, and though that description may make the film seem like an Eli Roth-style torture porn marathon (how long can you last??), Hereditary’s thrills are anything but cheap. It’s an amazingly smart and powerful debut from a filmmaker I’ll be excited to watch in the years to come, who walked a razor’s edge of tone and tension to craft one of the finest horror films of the past decade.

Sunday, July 8, 2018

Incredibles 2: Elastic Boogaloo

Holly Hunter as Elastigirl/Helen Parr with Craig T. Nelson as Mr. Incredible/Bob Parr (and Eli Fucile's Jack-Jack). (Photo: IMDB)

It’s strange to think that The Incredibles (2004) isn’t usually included in discussions about the re-emergence of the superhero genre, despite the fact that it predated Christopher Nolan’s Batman Begins by a year (and the Marvel Cinematic Universe by a full four years). It falls, somehow, into the no man’s land between Tim Burton’s Batman (1989) and the Sam Raimi Spider-Man trilogy – the awkward years, so to speak, before the long-term financial viability of the genre had been established, and before anyone had really figured out how the hell to make these things. You can argue until you’re blue in the face about the relative success of superhero films between the 1970s and now, but the truth is that Brad Bird, writing and directing The Incredibles for Pixar, was the first person to really nail it since Richard Donner’s Superman in ‘78 – creating a film about a superhero family that worked on every level, as emotionally resonant as it was exciting and fun.

It’s even stranger to think that the bias that excludes the movie when we talk about this stuff is probably towards its format as an animated film, despite the fact that the superhero genre’s history rests in the colourful, hyper-stylized pages of comic books. Today, the mega-success of the Marvel films has trained most audiences to expect a certain level of real-life fidelity from the genre, so The Incredibles can still feel like an anomaly – even though it’s much closer in style, theme, and execution to a classic superhero tale than anything Kevin Feige has presided over. Incredibles 2, though, probably has a better shot at mainstream success: 14 years after the original, it’s arriving at a time when audiences are much better equipped to appreciate what it has to offer.

Thursday, July 5, 2018

Eight Million DPM – Jurassic World: Fallen Kingdom

Director J.A. Bayona, contemplating his Trevorrow-esque career trajectory. (Photo: IMDB)

My initial impression of Jurassic World (2015) was largely positive; I saw it as a fun reworking of the franchise’s formula that succeeded in being entertaining even when it failed at being coherent. The bloom’s since come off the rose: with the benefit of hindsight, it’s hard not to see past the film’s cynical, calculated maneuverings, which aim to capitalize on the affection you might have felt for Spielberg’s dinosaur films without bothering to earn that affection itself. In that way, it’s a lot like John Hammond (Richard Attenborough), whom Ian Malcolm (Jeff Goldbum) criticizes for the hubris of thoughtlessly “standing on the shoulders of geniuses.” Director/writer Colin Trevorrow doesn’t only show little respect for the material he’s in charge of – he also proves over and over again that he’s not very good at realizing it for the screen. His parks, like Hammond’s, have proven to be failures. Thankfully, though, nobody (in the real world, anyway) is being devoured as a result of his negligence.

I wish that Jurassic World: Fallen Kingdom, directed by J.A. Bayona, had found enjoyable ways to play with the dinosaur toys he and Trevorrow inherited from Spielberg. I’ve long since let go of any hope that the franchise will recapture the intelligence, tension, and dramatic stakes of the first film; that would require a full reset, a shift in tone or genre, and a filmmaker with a unique vision at the helm. Instead, all I want is for the Jurassic World films to become the shlocky, ridiculous creature features they clearly ought to be. But like its predecessor, Fallen Kingdom wants to have its cake and eat it too, attempting to deliver both exciting dinosaur action and dramatic sci-fi storytelling and succeeding at neither.

Thursday, June 21, 2018

Love, or the Lack of It: Morgan Neville's Won't You Be My Neighbor?

Fred Rogers with the Neighborhood Trolley on the set of Mister Rogers' Neighborhood. (Photo: IMDB)

As a Canadian kid, Fred Rogers wasn’t supposed to be my children’s television mainstay. The afternoon kiddie slot for my generation was the realm of Mr. Dressup (played by Ernie Coombs), whose lighthearted show about costumes, arts & crafts, and puppet pals effortlessly won the hearts of my peers (and inspired more than a few people I know to refer to any large container in their home as their own personal “tickle trunk”). But I didn’t love Mr. Dressup the way most Canadian kids did – I was much more entranced by an American import shown on our local PBS channel about a kind, quiet, genial man, his friends and neighbours, and the things they learned and shared in their neighbourhood. Mister Rogers’ Neighborhood aired right alongside Sesame Street, but it didn’t need to live in such good company to endear itself to me. The show, in the same gentle, unassuming way as its host, did that all by itself.

Thus it was with a level of interest that’s uncommon (but not absent) among my Canadian peers that I watched Morgan Neville’s documentary Won’t You Be My Neighbor?, about the life and work of Fred Rogers, and I was floored by its sensitivity and emotional power (just as I was, and still am, by Rogers himself). And the same unusual sense of subversion I felt as a Canadian who preferred an American kid’s show pervades the film, which depicts Rogers’s kindness and empathy as qualities that probably shouldn’t feel as radical as they do.

Wednesday, May 30, 2018

Half-Witted & Scruffy-Lookin' – Solo: A Star Wars Story

Alden Ehrenreich as Han Solo in Solo: A Star Wars Story. (Photo: Jonathan Olley)

Note: This review contains spoilers for Solo: A Star Wars Story.

Disney, and Kathleen Kennedy in particular, must now serve two masters. Lucasfilm’s market – though it is an absolutely massive one – is as fractured and divided as anything else in North America right now. Star Wars fandom is split in two, and every move Kennedy makes has to cater either to one group or to the other, because nothing she does can possibly make both sides happy.

This was the reason I wasn’t excited for Solo: A Star Wars Story. It's serving a different fanbase: the guys on the other side of the aisle; the ones The Last Jedi left behind. As the origin story of cinema’s most famous silver-tongued scoundrel, Solo is for those who never want Star Wars to change; who want to relive their nostalgic attachments again and again forever; and who hated Rian Johnson’s film because it was something other than a nakedly indulgent power fantasy aimed straight at them. Solo has clearly positioned itself as a comforting reset to the status quo these fans pine for, tailor-made to placate this aging demographic that’s so petulant, its constituents might literally boycott a franchise because it insulted them by daring to grow in new and interesting directions. The upshot here is that no matter where you land on this franchise, I think we can all agree that for recognizing this rift in her marketshare, and for pivoting so quickly and capably to capitalize upon it, Kathleen Kennedy is a fucking genius.

Thursday, May 17, 2018

Prose, Poem, & Power: Sony Santa Monica's God of War

Kratos (left) and his son Atreus (right) in Sony Santa Monica's God of War. (Photo: Sony)

Until this year, Sony Santa Monica’s God of War series was the 300 of popular games, like Clash of the Titans as envisioned by a drunk Michael Bay. Its focus on hyper-violent setpieces, which grew increasingly epic in scale as the series wore on, was appropriate for the time in which it was released, and for the audience that eagerly lapped it up. But in 2018, that kind of brainless uber-masculine power fantasy doesn’t really fly anymore. Despite its tendency to constantly shoot itself in the foot in terms of meaningful progress, the industry has indeed grown up a little bit, and so have the people who play – and who make – this sort of triple-A action-adventure fare. If it had any ambitions about competing critically and financially with the best we now have to offer, a new entry in the God of War series would be forced to grow up as well.

Thursday, May 3, 2018

The Grand Experiment – Marvel's Avengers: Infinity War

Josh Brolin as Thanos in Avengers: Infinity War.

Note: This review contains spoilers for Avengers: Infinity War.

In the production logos that precede Disney and Marvel’s Avengers: Infinity War, the “io” in “Marvel Studios” slowly morphs into the number 10, signifying the real-life decade that has passed since Iron Man was released in 2008, when this whole “cinematic universe” experiment began in earnest. It is not overstating things to say that this process, whether or not you’ve enjoyed following its peaks and valleys, is unprecedented in cinematic history, and that fact in itself anchors Infinity War in a sense of tangible accomplishment. Much ballyhoo has been made about the fact that the film doesn’t make a lick of sense if you haven’t seen the Marvel movies leading up to this (and if you haven’t, then what exactly is driving you to buy a ticket for this one?), but that attitude belies the mind-boggling time and effort that has gone into setting up these dominoes, so that this film can concern itself primarily with knocking them down. Experiencing the setup is worth it, because Infinity War is nearly three hours of pure payoff.

Thursday, April 19, 2018

Inventory Management, Vol VIII: A Pirate's Life for Me!

Rare's Sea of Thieves, released in March 2018. (Photo: The Verge)

Sea of Thieves is the latest game from Rare, the developer formerly known as Rareware, who changed their name (and lost most of their intrepid founding members) when their company was absorbed by Microsoft Studios in 2002. Once the undisputed ruler of console gaming in the mid-to-late 1990s, with watershed titles like Donkey Kong Country, Goldeneye 64, and Banjo-Kazooie to its name, Rare’s acquisition by MS cast a dark cloud over the future of the studio. A series of clunkers in the early 2000s (Grabbed By The Ghoulies, Kameo: Elements of Power, and Banjo-Kazooie: Nuts & Bolts chief among them) followed their '90s hot streak, which tainted their legacy and spoiled the good will they’d earned among fans. (Several key developers responsible for those earlier, beloved titles would splinter off to form their own studios like Playtonic Games, which released the Banjo-Kazooie spiritual successor Yooka-Laylee in 2017 to decidedly mixed reviews.) The Rare logo on a product was once a symbol of definitive quality, a sign that no matter what genre or style the game was, it was sure to have been made with wit, care, and charm. That promise has since lost its credibility, and so Sea of Thieves, which was released in March for PC and Xbox One, had an uphill battle to fight before it even hit store shelves.

Thursday, April 12, 2018

Jaegermeisters – Pacific Rim: Uprising

Jaegers charge into battle in Pacific Rim: Uprising.

I have no cynicism in my heart for a film like Pacific Rim. Unlike most movies – even those that aren’t city-smashing kaiju-mecha blockbusters – it knows exactly what it is and what it aims to achieve, and does so with gleeful enthusiasm. It’s hard for that enthusiasm not to rub off on you as yet another one of Guillermo del Toro’s twisted fantasies splashes across the screen like a meteor of colour and violence, and even without del Toro’s direct involvement, a sequel set in the world he established in 2013 is a welcome addition to cineplexes trapped in the late-winter doldrums.

Tuesday, April 3, 2018

Enemy at the Gates: Cline & Spielberg’s Ready Player One

Tye Sheridan in Ready Player One. (Photo: Jaap Buitendijk)

When Ernest Cline’s novel Ready Player One was released in 2011 to a cavalcade of positive press, its nostalgia-fueled story (commonly compared to The Matrix and Willy Wonka and the Chocolate Factory) was understood to be harmless, enjoyable fluff, a beach read for the YA crowd and anyone who enjoyed a good pop culture reference. The book depicts a dystopian future in which everyone escape their depressing lives by retreating to the Oasis, a virtual reality simulation that spans an entire galaxy of artificial experiences. People spend their whole lives plugged in: going to school, shopping, earning currency, customizing their avatar, and engaging in video game experiences, from war simulations to racing tournaments. The creator of the Oasis, James Halliday – a pastiche of late-80s and early 90s tech and gaming gurus from Gary Gygax to Steve Jobs – reveals upon his death that he’s hidden an “easter egg” somewhere in the Oasis which holds the key to a vast fortune and total control of the whole simulation. A community of die-hard Oasis junkies who call themselves “gunters” (“egg-hunters”) dedicate their lives to deciphering the clues Halliday left behind, while a corporation called IOI is also hunting for the egg, using its vast resources to wrest control of the Oasis from the population at large. Gunters, including the novel’s protagonist, Wade Watts (aka Parzival in the Oasis), take it upon themselves to become experts on every single 1980s property that Halliday enjoyed, in the hopes that this knowledge might reveal a clue about the egg, leading to a bizarre situation in which a group of teenagers from 2044 are self-imposed scholars of obscure 1980s pop culture – memorizing dialogue from John Hughes films, obsessing over solutions to Atari 2600 games, and arguing the finer points of Rush’s oeuvre.

Thursday, March 29, 2018

Idiot Savants: Netflix’s Game Over, Man!

Blake Anderson, Anders Holm, and Adam Devine in Game Over, Man!.

The Comedy Central sitcom Workaholics was brilliant for a number of reasons, not the least of which was the fact that almost all of it – co-creation, writing, directing, and acting – was the brainchild of just four people: Anders Holm, Blake Anderson, Adam DeVine, and Kyle Newacheck. The collective drug-fueled lowbrow ingenuity of this self-proclaimed “Friendship Family,” formed in the mid-2000s as a sketch group called Mail Order Comedy, made Workaholics a uniquely hilarious take on situational stoner TV, and catapulted several members of the crew to much bigger careers in film and television.

As barely-fictionalized versions of themselves, the trio of Anders, Blake, and Adam smoked, drank, and slacked their way through seven seasons of insanely unhinged comedy, centering around this inseparable triumvirate of dumb-ass stoner man-children. Taking notes on everything from Napoleon Dynamite to It’s Always Sunny in Philadelphia to Seinfeld, Workaholics was the proof of concept for a winning comedy formula that hinged on the lovable, self-effacing personalities of its leads and their natural, effortless chemistry with one another. I’m pleased to say this formula maintains its staying power through the transition to a larger platform and a bigger budget with the Netflix film Game Over, Man!, which is chock-full of the same extreme gross-out slapstick as Workaholics, but, crucially, also contains just as much cleverness.

Thursday, March 22, 2018

Endurance Test: Tomb Raider

Alicia Vikander in Tomb Raider.

The cross-pollination between video games and cinema is something I’ve spoken about here before. A generation of filmmakers raised on games has started to make those influences more immediately apparent in their work, which is to say nothing of the way cinema has informed the way modern games are designed and presented. This evolving media genealogy makes director Roar Uthaug’s Tomb Raider feel less like an anomaly and more like an inevitability.

As an almost direct adaptation of 2013’s game of the same name, which also sought to reboot the Lara Croft brand from scratch, Tomb Raider is a film infused with the language of video games, but unfortunately much is lost in translation; you could say the film’s dialect is clumsy and uneducated. It lifts action sequences wholesale from the game (featured heavily in the film’s marketing) which retain none of the tension imparted by actually controlling Lara; it borrows characters and storylines from the game but fails to mine them for the same entertainment value; and it discards some of the only narrative and tonal elements that made the game feel distinct from its source material (namely, the Indiana Jones franchise). The result is a film that will appeal neither to fans of the game, who have already paid for a richer version of the same experience, nor to general moviegoing audiences, who will be bored by the film’s cut-and-paste plot and generic action sequences.

Thursday, March 15, 2018

Load Checkpoint: Metal Gear Solid 3 (2004) – Virtuous Mission

"Naked Snake" in Metal Gear Solid 3: Snake Eater.

“Light is but a farewell gift from the darkness to those on their way to die.” – The Boss, Metal Gear Solid 3
The release of Metal Gear Solid 3: Snake Eater in 2004 was met with the same fevered anticipation that many franchises experience on their third entry: trepidation about the new material that’s needed to keep the series fresh, hope that missteps from the second installment might be addressed, and general excitement at the property's being back at all. By this point, whatever its perceived flaws, the Metal Gear series had established itself as one of the most singularly creative and expressive franchises in video-game history. Anyone with even a passing interest in the industry looked to Snake Eater’s release with wide-eyed curiosity. How could director and writer Hideo Kojima possibly follow up the expansive, mind-bending experience of Sons of Liberty?

Tuesday, March 6, 2018

Inventory Management, Vol VII: Battling for Supremacy

Dragon Ball FighterZ was developed by Arc System Works and published by Bandai Namco Entertainment in January.

I’ve had a rocky relationship with the super-popular anime series Dragon Ball over the course of my life. When it was airing on television in the 90s, I never caught enough of the story for any of the shouting and fighting and flying around to mean anything to me, so I largely ignored it. Later, having never really watched it, I nonetheless felt comfortable deriding the series as a brainless assembly of fight scenes broken up by long, tedious stretches of exposition. In my first year of university, however, a group of my new peers – horrified that I’d never given their favourite childhood TV series a fair shake – cemented the early days of our friendship by watching the show with me in our down time, making the shared enjoyment of this hyper-dramatized, aggressively-plotted story a ritualized, almost sacred event. Its quality meant very little in that context, since the social aspect of those viewings was far more important than the show itself, but still I enjoyed it far more than I ever thought I would. To this day I’ve never watched the entire series, but I treasure the memories of those early seasons, and still nurse a great fondness for the world of Dragon Ball.

Another activity that my dorm-mates and I would regularly engage in was the friendly competition of fighting games, from Mortal Kombat to Super Smash Bros. I was never much good at these types of games, not being a terribly competitive person by nature, but again, they were far more effective as a catalyst for fun socializing than anything else. Apart from the occasional indulgence (the Soulcalibur series being a decadent favourite) or the odd title picked up in a bargain bin (like my much-loved Xbox copy of Marvel vs. Capcom 2), I never went out of my way to buy fighting games for myself, much less practice them or follow their competitive scenes. So it must have been a subtle yet potent bout of nostalgia, powerful enough to overcome my general indifference to the genre, that prompted me to purchase this year’s Dragon Ball FighterZ for Playstation 4.