Punisher War Zone

February 24, 2009

Finally saw this reboot of the Punisher franchise, the first production from Marvel’s new ‘grown-up’ studio Marvel Knights, which aims to bring some of the more adult Marvel characters to the silver screen.

This first outing is… odd. It’s shockingly brutal, that’s the first thing to say, and Marvel Knights are to be congratulated for their modest use of CGI – preferring traditional squib and cutaway technology (as well as a huge variety of props) to handle the gore. It’s refreshing, even if it is at times unintentionally hilarious.

The interesing thing about this film is just how comic-book it really was. I could imagine each scene in frame-form, the writing exactly reminiscent of graphic-novel style dialogue. Frank Castle was spot-on, he was the Punisher. He killed everyone, including women and young adults, with equal vigour regardless of their crime and with zero mercy. He was impossible to relate to – an inhuman killing-machine, and that’s how it should be! There wasn’t much to the story, it even featured a brilliantly self-knowing moment in which Jigsaw (the deformed villain) told his crew they were not going to hunt down the Punisher yet – first they needed to recruit several hundred goons and hole them up in a huge reinforced building. Seeing the Punisher punish everyone in that building is the climax of the film, and if you like that kind of thing, it’s hugely rewarding.

There are also frequent Biblical allusions which seem to imply that the Punisher is a Jesus-figure, the second coming for the shotgun generation. It’s odd, but this is an odd film. Perhaps the Punisher should best be seen as an example of what happens if you stick too ruthlessly to the source material. That is to say, I loved it, but I’m very aware that hardly anyone else will.

“Sometimes I think i’d like to get my hands on God” – Frank Castle considers punishing the almighty.


Resident Evil 5 makes a poor first impression

February 16, 2009

I now have a shiny weekly video games column on my university paper’s online edition, which can be found at http://www.redbrickonline.co.uk here, reproduced in screen-o-vision is my first contribution.

The Resident Evil 5 demo came out on Playstation Network this week. (and the week before on Xbox Live, but they were charging for the download, so you get the PS3 version) The Resident Evil series needs no introduction – you wander around, you learn to cope with a baffling control system, you eat herbs to regenerate health and you save your game at typewriters. It’s a series that has wormed its way into our hearts, and despite no single game getting it quite right, it’s all jolly good fun.. Except that’s not quite true, because Resident Evil 4 did get it exactly right. It was brilliant in every important respect, and that’s what makes this sneak-peek at the follow-up particularly disappointing. (There you go, cards on the table – we can both relax now)

The flaws in this game have the appearance of being niggling little nit-picky problems, but when you start picking away you’ll soon see these little things actually cover every aspect of the demo. This is an exercise in weaving a hundred tiny flaws into one huge unplayable blanket. (note to self, brilliant analogy) Enough small talk, let’s dive straight into what’s wrong with this demo. First off – corpses disappear. I thought we had left this annoying mechanic behind in the N64-era. Back then it was a technical limitation – littering the place with corpses put undue strain on olden-times processors. What’s the excuse now? I can only assume it’s the same problem, but I would willingly sacrifice my female team mate’s accurately flopping ponytail for the chance to keep killing enemies after they’re dead. (actually I would just willingly sacrifice her, no reward necessary) I mean, it’s a zombie game! No dismemberment?! Outrageous. They don’t fade away, they bubble unspectacularly, something to do with the plaga virus I can only assume, but damned if Capcom are going to bother explaining the science behind a corpse-bubbling virus.

I can only assume a focus group of thirteen year olds led the decision to ditch Leon Kennedy, the protagonist of all the best Resident Evil games so far, and the recent movie. Presumably they struggled to relate to his ridiculous hair, and demanded a newer, sexier lead male. Well they have one, in the form of Chris Redfield, who fans of the series will remember as the protagonist from the very first game. (and he pops up throughout the series) Chris, or as I prefer to call him, Douche Flexington, (I know that’s petty, I just miss Leon) is “assisted” by Sheva Alomar. I will now subdivide this list of flaws into lists of ways in which Sheva manages to ruin everything about this game. One of the few criticisms levelled at RE4 was that far too much of the game was basically an escort mission. Ashley, the president’s daughter, was to be escorted by you out of the deadly land they call “Europe” and back to all-American safety. Ashley was pretty useless – she couldn’t hold weapons, could only run away and was frequently attacked if you left her alone, but essentially it worked out because it was very clear from the outset that you were in charge. She was totally powerless, and was programmed to follow nervously behind you, and duck instantly if you needed to shoot something in her direction.

Sheva, conversely, is not the weakling you have to protect, rather she’s your supposed equal. What this means in practice is that she runs into you all the time or at least pushes up against you, forcing you into walls. This wouldn’t be so bad if you could just pop her in the head at the start of every level, but she dodges every bullet. She doesn’t duck, as Ashley obligingly would have, she strafes instantly to the left or right and stands resolutely in your field of vision. Needless to say, when a hoard of undead villagers are running for you, and you’re trying to conserve precious bullets by going for headshots, Sheva’s ramming determinedly into you and knocking your aim is less than helpful. Actually, it’s controller-smashingly frustrating. Oh yeah, and if you dally too long picking up ammo and health, Sheva will greedily gobble it up herself! Give that back! Douche and Sheva work as a team. That means if she takes a hit and needs some stirring words to get her back on her feet, it’s up to you to wrestle through the swarm of murderous villagers to whisper whatever secret words of courage magically fix a ruptured spleen.

Conversely if you suffer an axe to the face, you’ll be relying on her to come save you. She will fail. Oh yeah, and if she dies you die. These mechanics, whilst a little ill-conceived would be bearable if the game made allowances for your partner’s small failings, and left things squarely up to you to fix. However this is not the case. Let me give an example from the ‘shanty town’ level presented in the demo: Sheva and I are hanging out on top of a roof, when it becomes clear that it would be advantageous to get across to a different roof. The gap, alas, is too great for either of us to jump. Upon closer inspection I am given the option to ‘press X to assist jump.’ Excellent – a chance to ditch miss Alomar and forge a path ahead. Look out world, Captain Flexington is going solo! I press X, and with acrobatic aplomb I manage to flip Sheva onto the other roof. As soon as she lands her roof is flooded with zombies. She starts yelling for help. As far as I can tell I am powerless to help. My screen flashes dramatically to indicate she is being wounded. She runs down some stairs, hindering any assistance I could have given. Weeping, I cradle my little plastic Leon doll as the controller slips from my shaking hands. Ok, so it’s not a total disaster, but relying on an AI character is never going to be a good idea.

The only time this kind of system has been effective was Half-Life 2, in which you and Alyx Vance fought through many levels of combine-tastic mayhem. It worked because she was immortal, had infinite ammo and was generally way cooler than you. Another minor gripe is the control system. I know it’s a sort of tradition that the Resident Evil games have awkward controls, but they feel unusually out of place here. Survival horror is unique because it’s the only genre that can get away with really inconveniencing the player, and still have those annoyances count towards the game’s quality. In this case however the only clues to indicate that this is a survival horror game are the ammo conservation and the fiddly control system. Both imbue a sense of urgency and panic that would work well in a game that had some atmosphere, but you wont find any of that here. You’re not going to be alone, so forget any feeling of isolation, and the levels I played were in bright sunlight. Sure you could get a few frights from crazed villagers jumping out of cupboards (or something that would actually be frightening) but a good survival horror game will make you dread every new area, and will leave you emotionally drained after every encounter. For this game Capcom have stated they were going for a ‘Black Hawk Down’ kind of feel, which says it all really. You might say that judging the whole game on the strength of the demo is unfair, but this is supposed to be Capcom putting it’s best foot forward, out to impress, and doing their level best to separate me from my money. What reason is there to suppose that the whole game is going to be any more impressive?

I mentioned before that the Resident Evil games were never perfect, but they always seemed to me like a child with a macaroni picture. It’s not great but we smile and nod along, because we’re fond, they’re trying their hardest and it’s pretty good really. But this time the macaroni picture is bad, the child is whining and I’ve had enough. Resident Evil 5 is going to live with grandma for a while.


Adsby earns a spot in my bad books

February 5, 2009

OK i know i’ve been hating on Google a little bit these last few days, and i promise this will be the last anti-Google rant. (at least for a little while.)

We’re all familiar with ‘Ads by Google,’ the advertising system that fills every page on the internet with junk that’s vaguely related to the topic of the page itself. Behold mortal, the power of context sensitive advertising. This advertising has recently infected youtube, as if youtube wasn’t infected enough. Now you can expect your videos to be interrupted by cheeky little Ads by Google poking their noses over the bottom of your video. Watching hilarious footage of the world’s biggest cookie? Expect an ad for cookie delivery to sidle its way over to you. “Hey man, looks like you’re enjoying seeing those cookies. You know, i could hook you up with some of those double choc-chip for a very reasonable fee.”

Everyone knows that people in general are suggestible idiots, but up until now it has been the task of advertising agencies to convince us that this is not the case. We are in fact attractive smart-minded citizens who work hard and carefully consider the value, ethical considerations and environmental impact of every purchase. It was a slimy, manipulative system but at least it made me feel good about myself. Now all i get is, “you watch cookie?! YOU BUY COOKIE?!”

A particularly insulting example of this happened to me just this morning. I was getting my geek on, enjoying the third Watchmen trailer in glorious Youtube HD (which actually works really well) when my old friend Adsby of Googleton shows up with the following message:

“ALWAYS HAVE BAD BREATH? SCIENTIFICALLY PROVEN METHOD TO ELIMINATE BAD BREATH – fangocur.com/bad_breath”

Goddamn that’s a mood-breaker. But here’s the real kicker, this particular ad is what Google assumes will be relevant to me! I check the tags for the video, and find “geek” “nerd” and “comic book” amongst them. Well thanks a bunch Google! Good work identifying the geeks in the audience and singling them out with some insulting adverts. Bully for you.

Stupid Google. Initiate nerd-sulk.


Planning for G-day

February 3, 2009

You might have heard of planning for Z-day, the plan you make for when zombies inevitably rise up and come running (or lurching depending on which films frightened you the most) for you and your family. It’s important to make plans for nightmare scenarios, because when you’re safely established on top of the Mega-mart with a helicoptor landing pad, a sniper rifle and several years worth of ammunition and food you can be super smug towards all those hapless losers banging on the doors begging to be let in.

Google’s breaking-down a few days ago led me to create a G-day plan: a strategy for coping in the most disastrous, inconceivable circumstance whereby Google breaks or turns evil. Here then, is the rough draft of my plan.

Step 1. Drink some Red Bull. (or cheaper equivalent) You’re going to need your energy, soldier.

Step 2. Clear Firefox internet history – it’s riddled with broken Google stuff. If Google goes down, then so will Firefox, as I learned to my dismay. (see post below) Plus, if Google turns evil then your best bet is to quiickly erase all traces they might chase you up on. Having said that they’ll already have your physical and online address and know your search history, so maybe that’s a tad pointless.

Step 3. Open IE and delete your Gmail account, then open add/remove programs and remove google toolbar, Google earth and so on. If you’re using a Google OS or browser, I imagine you’ll have to manually dissassemble your computer, and if you’re using a Google PC, well, threre’s a lesson about eggs and baskets here for you.

Step 4. Set your homepage to ask.com. I know it sucks, but I think it has a peculiar charm. So there.

Step 5. Give yourself a pat on the back, and start making your ‘how to live without the internet’ plan. Also maybe watch Dexter. I love Dexter.