Sunday, October 4, 2009
Friday, October 2, 2009
Exhaling deeply...
I just quit the Savage Critics.
Anyone who'd been keeping up with my comics-related posts (or lack thereof) over the past few months can probably guess why, and Hibbs willing I'll do a goodbye post over there that sums things up.
Even though I know it's the right thing for me to do right now, I'm still feeling the loss - I'd been following the Savage Critics back when Graeme McMillan was single-handedly terrorizing the Big Two with Fanboy Rampage, and when I got the invitation to join the group... well, I still consider it a huge honor to have been considered one of them. My feelings towards comics in general may have changed, but Brian, Jeff, Graeme, Abhay, Joe, Tucker, Dick, Chris, Sean, David and Douglas will always have my utmost respect and admiration.
Posted by
Diana Kingston-Gabai
at
11:58 AM
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Labels: non-sequitur
Sunday, September 13, 2009
Game Reviews: Iron Roses, Mata Hari
Well, if I spend all my time on thesis-related work I'll likely fuse every neuron in my brain. So today we'll be looking at two contemporary adventure games, Iron Roses and Mata Hari.
The adventure game genre has always been something of a double-edged sword. It's ideal for telling stories because adventure games typically require only a minimum amount of interaction with the player, which means you can sit back (for the most part) and let the plot unfold without being distracted by gameplay mechanisms.
Unfortunately, this also means that once the story's over you have little reason to replay the game. Even if multiple endings are possible, the narrative experience just won't change that much. Contrast this to strategy games where any tactic can change the course of a battle, or RPGs that let you develop characters a dozen different ways, resulting in a dozen different play-throughs, and so on.
In the olden days, the Sierra paradigm dealt with this problem by really making you work to complete the story. Oh, all you had to do was click the PICK UP command and then click on the fire extinguisher... but if you didn't get the insulated gloves from the shelf three hours ago, a burst of static electricity will detonate the extinguisher as soon as you touch it, and the foam will suffocate you. Sierra games were particularly brutal: you could die eighty times before leaving the first screen, or waste half an hour pixel-hunting for a coin on a beach, or get stuck in a no-win scenario because you didn't pick up a key item and you can't backtrack.
The only way to effectively cope with this (without using a walkthrough) would be to constantly save and reload, inching your way towards victory through a very lengthy series of trials and errors. This had the effect of making Sierra games seem at least three times longer than they actually were, and since the death scenes were usually humorous, you didn't mind so much when your character turned left instead of right and literally fell off the screen. Unless you forgot to save, in which case you'd be very frustrated.
With Sierra's decline, a more forgiving trend emerged, pioneered by companies such as LucasArts ("Sam & Max Hit The Road"): gamers weren't punished for making a mistake or overlooking an important inventory item. You could always go back to a previous area and search more thoroughly. This allowed the story to flow more smoothly; it also made the genre much less challenging, which in turn made them much shorter.
"Iron Roses" and "Mata Hari" are examples of the current model in the adventure genre: the gameplay is largely simplistic in that someone tells you to do something, you go to the appropriate location, you do it, you report back and receive a reward of some kind that moves you a step closer to the endgame. I'm probably generous in estimating that neither game takes more than six hours from start to finish.
To be fair, both games try to pad things out with mandatory mini-games: whether it's waiting tables or performing a dance, the plot pauses at certain points to break up the "fetch quest" routine. In theory, it's a good idea that can maintain a player's interest if the core game is too monotonous; in practice, these mini-games just aren't compelling enough.
"Iron Roses" tells the story of Alex, a sympathetic young woman who wants one last crack at fame and fortune. Her band, the Iron Roses, disbanded years ago due to the drunken antics of their faux-British lead singer; the group split up and went their separate ways. When Alex finds out about an upcoming Battle of the Bands, she is determined to reunite the band (sans lead singer) and reclaim their lost glory.
It's a solid, down-to-earth premise that works nicely with the adventure game format: to reassemble the Iron Roses, Alex has to run around town from one ex-member to another, helping them out with their problems so they'll have time to hear her out. There's even a bit of sardonic lampshade-hanging regarding the fact that Alex is expected to solve everyone else's issues before they're willing to lift a finger for her. Being a game about a rock band, it's worth noting that the game's soundtrack is quite good and helps set the mood during various scenes.
Unfortunately, as I said above, the story's dreadfully abbreviated, and leaves some awkward plot holes: Alex's roommate Lynn disappears after the second act, and there's a last-minute development with her father that seems to come out of nowhere. I would've liked to see more of the band's past rather than just be told how awesome they were and how John (the lead singer) ruined everything; I rarely encourage padding, but it might've done more good than harm here. And though the ending tries to loop back to the beginning, it actually falls short by not showing us whether the Iron Roses actually win the contest. Considering that it's the lynchpin of everything Alex does, that's a rather striking omission.
"Mata Hari" faces an entirely different problem: it's too sedate. Based on the life story of the infamous Mata Hari - now immortalized as the archetypal femme fatale - the game promises intrigue and adventure, but you'll spend most of your time either talking to people or playing some rather dull minigames. I was actually surprised at how placid this game turned out to be: granted, it's probably a more realistic depiction of Margaretha Zelle's biography, but that doesn't make it especially entertaining.
The game also features a rather poorly-constructed quasi-RPG system wherein you can perform certain acts to increase Mata's spycraft, wealth and skill, either through minigames or uncovering hidden objects. You'd be forgiven for ignoring it altogether, except that higher final scores unlock alternate endings regarding Mata Hari's ultimate fate. The bigger problem is that you'd have to spend an absurd amount of time - far more than is really necessary for the story - to get more than halfway there. And there's really only the one minigame per category: to attain wealth you have to play a minigame with a hilariously subdued recreation of Mata Hari's provocative dances, and to raise your skill you need to evade agents while running up and down train tracks across Europe (not as much fun as it sounds, believe me).
Both these games left me feeling like they hadn't achieved much with the tools they had: decent graphics, (mostly) solid voice acting, strong premises... but they fall short. And maybe the problem does have to do with challenge, or lack thereof. If the puzzles are easily solved, and the plot just isn't lengthy enough to hold the player's attention for very long, the solution isn't to throw in a bunch of tangentially-related minigames: clearly, that's not helping. Crimson Cow's "A Vampyre Story" was a much stronger game than either of these, simply by virtue of having a really good story that - while segmented across several games - still accomplishes a lot more than either of the two we've looked at today...
Sunday, July 26, 2009
Apropos of absolutely nothing...
Saturday, July 25, 2009
SDCC Commentary
* One of Marvel's many confounding tendencies is their occasional imitation of a DC Big Event via a Small Event. Last time it was "Identity Disc", now it's the upcoming X-Men crossover "Necrosha" which apparently involves the undead wreaking havoc. The fact that I automatically thought of "Blackest Night" even though I'm not reading "Blackest Night" is probably not a good sign. Still, if Craig Kyle and Christoper Yost are to be believed, it's one of those crossovers where each series tells a self-contained story - a fortunate choice, given how "Messiah War" turned out.
* "X-Men Noir" is coming back for a sequel miniseries. I liked the first one, might end up checking this out.
* Gerard Way has two upcoming projects coming out at Dark Horse: a third volume of "Umbrella Academy" (always welcome) and a new series called "Killjoy". Now, Way did not do himself any favors by calling it a love letter to the '90s, since the '90s are already back with their damned ugly foilograms... On the other hand, I was reserved about "Umbrella Academy" too - a comic from the lead singer of My Chemical Romance? Parents, hide your razors and black hair dye! - and it turned out to be one of the best stories Dark Horse has published in years.
* I'm expecting a hail of posts around the blogosphere titled "It's A Miracle!" Yes, Marvel has finally completed its acquisition of Marvelman/Miracleman, perhaps the greatest "lost epic" in mainstream comics. And this would be a coup worth celebrating, but there are a few caveats that bother me. For starters, I'm sorry, but this is Marvel Comics we're talking about: much as I'd love to be optimistic, this wouldn't be the first time they made a big splash at a convention and then utterly failed to come through, as I'm sure any fan of Stephen King recalls - they went from "Stephen King is writing comics" to "Stephen King is overseeing comics" to "Stephen King's assistant is co-writing comics". Here, too, any celebration may be premature: it seems Marvel's initial plan is to reprint the Mick Anglo Silver Age material, which is... well, it's Silver Age material. And not particularly good examples at that. It's the Moore/Gaiman saga everyone's waited for all these years.
Which raises another interesting question: am I to believe that Marvel, once it gains access to those specific issues, will reprint them faithfully? They're going to publish the childbirthing scene in "The Red King Syndrome"? The destruction of London in "Olympus"? Or are we going to start hearing about quiet censorship, "minor" tweaking of panels and so on? It seems unthinkable, but so does the notion that Marvel - having cowered in the face of possible controversy in the past - might balk at some of the themes Moore explored in his trilogy.
So... I don't know. Not breaking out the champagne yet. It would be wonderful if we got the whole hexalogy out there - "A Dream of Flying", "The Red King Syndrome", "Olympus", "The Golden Age", "The Silver Age" and "The Dark Age" - but I've seen Marvel drop the ball way, way too many times to get as worked up about this as I would have two or three years ago. We'll have to see what happens...
Posted by
Diana Kingston-Gabai
at
2:00 AM
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Labels: commentary
Thursday, July 23, 2009
In the beginning God created CANCELLED DUE TO LOW SALES
Hmph.
Okay. Decision time. I think it's becoming counter-productive to pick up new monthlies these days - I feel like a complete idiot for buying the first three issues of Jeff Parker's "Exiles" given its just-announced cancellation at issue 6. It feels like bad faith on Marvel's part: they got me to pay for a fragment of a story and they don't feel at all obligated to see it through.
I'll admit this is a personal reaction, because I did get invested in Parker's story (what little he had written so far), and that's just another dead-end now.
All of which is basically justifying the trade-waiting mindset; yes, I've heard the counterarguments that waiting for the trade lowers monthly sales and ultimately leads to cancellation... and yet for all the Big Two whine and cry about it, they're largely responsible for this situation by not supporting the lower-tier, Not Even Remotely Connected To Norman Osborn books at all.
So barring a few potential exceptions in the immediate future, I'm putting a moratorium on new series. I'm utterly sick and tired of having the rug pulled out for under my feet.
Where does this leave my position at "The Savage Critics"? Well, the webcomic reviews don't seem very popular, so I might need to think about a new approach. We'll see.
On a somewhat-related note, my pull list as of July 2009 (alphabetically):
Cable: I like the premise, but after a year I'm still not completely won over yet. This one's on thin ice, as it were.
Captain America: No complaints about Brubaker yet...
Daredevil: With a tremendous amount of hesitation, I'll stick around for the start of Andy Diggle's run, just to see how he handles it. If it works, great, I'll keep reading. If not, #500's my stop.
Fables / Jack of Fables: Running strong, no reason for me to drop either of them.
Immortal Iron Fist: Has this been cancelled? I can't seem to find any information on what comes after the Immortal Weapons mini...
The Sword: Like "Girls" before it, this latest series from the Luna Brothers has a set conclusion and we're already in the final act of the story. It's rather light, as these things go, but I'll see it through.
X-Factor: Loving what Peter David's doing with this series, as it's unpredictable and a lot of fun, rewarding both long-time readers and the guys who only know Trevor Fitzroy from Wikipedia.
X-Men Legacy: Depends entirely on what direction Carey takes after the Dark Reign tie-in - which I've duly skipped. Don't care, won't read.
And... that's it. Eight series, a third of what I was following back in the Jemas days. And I never thought I'd miss the Jemas days. Ever.
Posted by
Diana Kingston-Gabai
at
1:26 PM
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Labels: commentary
Saturday, July 18, 2009
Episode in Review: Dollhouse - Epitaph One
I wrapped up my season review of Dollhouse with the following comment:
"I suppose the question of whether I'll be watching season 2 is moot, given the vultures circling over this show, but I'm going to have to chalk this up as another disappointment from Camp Whedon. And those are really starting to pile up. I do hope he comes out with something in the near future to remind me why I used to love his work..."
As it turns out, I was wrong on several counts. For starters, "Dollhouse" has been renewed for a second season. This was quite a shock to me, given that the networks have been utterly merciless with genre TV over the past year or two given the cancellations of "Pushing Daisies" (no, still not over that), "Middleman", "The Unusuals", "Terminator: The Sarah Connor Chronicles", "Reaper", et cetera ad nauseum.
And then there's "Epitaph One".
For those who aren't familiar with the background, FOX initially commissioned thirteen episodes for the series' first season, but this included the unaired pilot - which Whedon famously discarded after completion - so that, even though the cast and crew had already produced "Epitaph One" as a coda to the first season, the network refused to air it, with only vague promises that it would eventually do so at some unspecified date in the future.
It should be said that this isn't yet another case of network interference derailing a narrative: for all intents and purposes, "Omega" is the finale. "Epitaph One" is an afterword.
It's also the best thing Whedon's done since "Dr. Horrible's Sing-Along Blog".
There's a certain habit I seem to be developing with regards to Joss Whedon, where I'm continually disappointed by his work only for him to create something that utterly astounds me, seemingly out of nowhere, perpetually redeeming my opinion of him as it were. After the Noxon years of "Buffy" he regained a lot of my faith "Dr. Horrible", lost it again during the unfortunate X-Men/Runaways/Buffy Season 8 Let-Down Hat Trick, and "Dollhouse" was inconsistent to the point of utter frustration: a return to form in some respects, a bitter failure in others. But if the second season stays in the ballpark of this episode, all slights will be forgiven and forgotten.
Why is this episode so great? At its core, "Epitaph One" is an expression of Whedon's greatest strength as a creator (and, I think, the reason he's so popular): the man takes chances. He puts real risk into the creative process and isn't afraid to change gears for the sake of the story. Case in point, our coda begins a decade in the future, with an entirely new cast, in a world gone utterly mad due to public use of Dollhouse technology. We'd seen hints of the potential dangers before, but only in generalized, undefined ways: for Mag, Zone and their companions, it's reality. Use a radio and you might catch a stray signal that will wipe your mind, or imprint you with a psychotic personality.
In the midst of this chaos, the survivors accidentally discover the original Dollhouse and start piecing together the mysteries of the past. We learn a bit about what happened to various characters (Topher's fate, in particular, is heartbreaking, and that's some more Whedon magic right there: I never thought I'd feel anything but disgust for Topher, and all it took to change that was one scene). After a few twists, one of which left my jaw hanging (you'll know it when you see it), the episode ends on an open note that allows for quite a few possibilities. Will the second season continue from this point and explore the post-apocalyptic landscape, making this episode the mother of all deck-clearing exercises? Or is this the series finale and upcoming episodes will retroactively build towards it?
Either way, I'm on pins and needles for more, which certainly wasn't the case after "Omega". Good show, Mr. Whedon.









