Wednesday, October 28, 2015

Jem and the Holograms (2015) - It's Not For You and That's OK


Jon M. Chu's Jem and the Holograms is, ostensibly, based on the 1985 cartoon of the same name. Names, themes, and concepts are shared between the two, but the film is not an adaptation in any but the loosest sense of the word. Functionally similar to Rupert Wyatt's excellent Rise of the Planet of the Apes (2011), the film uses its more famous source as a launch pad for its own socio-political intent, which is, in this case, to show the dichotomy between real life and internet personas while on the surface talking about family, loyalty, and the scumminess of the recording industry.

Friday, October 23, 2015

Walking Dead Season 6 Episode 2



New episode review's up on Sharkberg! I really loved this one. It's Jennifer Lynch's second episode and I'd be happy if she just ran the show from now on.

Also, be sure to check out this article on The Phantom Pain written by a friend of mine. It's good, but it's nothing but spoilers, so be warned!

Monday, October 19, 2015

Walking Dead Season 6 Episode 1



Now that I'm done with the spin-off, I can catch up with the new season of the original series. Here's a review of the pilot episode before I sit down to watch the latest one.

Fear the Walking Dead Episodes 5 and 6

A double review of the final two episodes of this season's Fear the Walking Dead is up on Sharkberg. Episode 5's just as frustrating as 4 but the finale was good. Should you watch it? A solid "Maybe."

In movie-land, I checked out Crimson Peak and The Martian this weekend, both good though both not without their issues. At the very least, they're both nicely shot films with cool sets and costumes.

I'll be writing more movie reviews soon. In the meantime, I'm relaxing after the nightmare world of Metal Gear Solid V with Yoshi's Wooly World. Couldn't possibly be more different.


Thursday, October 15, 2015

Silence Speaks Volumes: Metal Gear Solid V's Invasion System and Elimination of Game/Story Dissonance


 This article discusses the online component of Metal Gear Solid V and contains no plot spoilers for the main game.

In my Metal Gear Solid V: The Phantom Pain review, I declared it to be my favorite game of the year, in spite of a few snags and some dangling plot lines. I touched briefly on the game's built-in online mode (separate from Metal Gear Online, which is essentially a separate game), an optional system in which players can build Forward Operating Bases to mine resources, house staff, and speed up research development/combat missions. After a base is built, it's open to invasion by other players at any time (with a cool down period) whether you're currently playing or not; if you're not there to defend it live, you'd better hope you've put enough resources into your AI guards to defeat the invader.

Your soldiers, your resources, and your standing in the world stage are all at risk, and even though there's no direct connection to the main game's story, the Forward Operating Base system (FOB) silently delivers a meaningful message on deterrent and disarmament using its gameplay as its story.

Words That Kill: Language and Legacy in Metal Gear Solid V: The Phantom Pain

A Wobble Reviews Guest Article by Tom Laakso
 
This article contains ending spoilers for Metal Gear Solid V: The Phantom Pain. Read at your own discretion.

Hideo Kojima’s Metal Gear Solid V: The Phantom Pain is a stealth combat game, set in a shadow history of the 1980s in which revolutionaries, mercenaries, and terrorists vie for global power. The story, set in Afghanistan and central Africa, unfolds in just two vast environments which the player is free to explore. This flexibility extends to the missions, which, once accepted, drive the story but can be completed using a number of strategies. Stealth, brawling, assassination, artillery strike, wolf attack, and wormhole abduction. The player is allowed to choose if the protagonist, Big Boss, is a warrior or a phantom, and these choices are echoed back in the rumors swirling in the enemy camps, overheard as Boss slips by in the night -- unless he blows them up with a grenade launcher first.

 
This action is superimposed on a story of vengeance. Big Boss’ idealistic mercenary organization seeks revenge against a rogue intelligence officer, Skull Face, who nearly killed the Boss nine years earlier as part of his own plot to avenge himself of perceived wrongs. Skull Face and the Boss’ lieutenants deliver many monologues on the subject of Boss’ rage, going so far as to give him a new code name, Venom Snake, to reflect the depth of his poisonous anger.





Big Boss himself, however, is notably silent about his supposed motivations. It is possible he is driven by anger, but it is equally plausible that he views Skull Face as a military rival, or as a threat to peace. Boss rarely speaks at all -- a quiet emphasized by the plot’s preoccupations with the virtues of silence. These are reflected both in the selflessness of the mute romantic interest, and in Skull Face’s belief in the imperialistic nature of language. Indeed, Big Boss is not only a man of few words, but almost completely without affect. His blank, slightly twitchy stare is continuously on display: in the title menu, in the mid-mission helicopter rides, and in the opening cinematic attached to every chapter of the game. This is not a failure of technology. The faces of other major characters are extraordinarily expressive; the face of Ocelot, one of Boss’ comrades, is quite beautiful in its realism. The lack of both speech and visual cues as to Boss’ interior state compliments the open gameplay, in which the player can choose if the Boss is ruthless or merciful, and in the most practical of terms. Will you spend your time rescuing endangered animals, or murdering guards for minor rewards? There is an incongruity between the player’s freedom to infer and act out the Boss’ morality, and the assumptions expressed by the rest of the game’s cast. In contrast to the beliefs of Skull Face, there is freedom in the game’s action, and its reality is not controlled by language.


On the other hand, the plot structure itself does impose an interpretation of events on the player. Though he or she is free to make tactical decisions, the arc of the story is mostly unchanged by these choices. Every aspect of the plot is explicitly explained through monologue and third-party conversation, mostly in the form of audio recordings played as background during the game’s action. Motivations are spelled out, ambiguities are cleared; strange powers and inexplicable events are dismissed through excruciatingly detailed pseudo-science. This rigid control over the game’s interpretation reaches its climax in the final story mission. There it is revealed that the Boss’ identity crisis, set up in the opening scenes and apparently played out through the player’s moral choices, is not a personal or ethical struggle at all. Rather, it is direct psychological trauma. The protagonist was never the Big Boss of the earlier Metal Gear games, but is a disoriented coma survivor, given plastic surgery and coached into believing himself the Boss, a perfect decoy for the enemies of the real Big Boss. This is a bitter pill: not only were the events of the game a meaningless diversion, but all the freedom allowed the player was equally hollow. None of those choices were actually advancing the development of the character who has been at the center of the Metal Gear series for decades.


The ending is the triumph of dictation -- the story erases the choices of the player as he or she understood them. The sense of constraint is reinforced by a change in the style of play. Players are forced to relive the events of the game’s introductory chapter, repeating themselves while using simplified, tutorial-style controls that are noticeably constraining after playing with the game’s full mechanics for many hours. This seems to contradict the conclusion that there is freedom in action -- ultimately Skull Face is correct, and the words of others, in this case Kojima himself, are chains.


There is, however, a possibility of escape. The latter half of the game has an odd structure, in which all missions become optional and may be replayed infinitely; chapters become accessible out of order, and the method of unlocking them is never explained; the plot jumps back forth in time; and the final story mission is not the final mission overall. This jumble leaves the elements of the plot re-arrangeable and discardable. The player may follow the game’s ordained route through the story, ending on its sour note, or may choose to conclude with one of the game’s other stirring, late-game set pieces, many of which feel like traditional cinematic climaxes: defeats, victories, a tragic romance. “There are no facts, only interpretations”, the game quotes near its conclusion. Metal Gear Solid V tells us it is in control, but quietly suggests the story is in the hands of the player.

Friday, October 9, 2015

Rock Band 4 (2015, PS4) - Coming out of Retirement with a few Sour Notes

 

This review is based on software version 1.01 running on the PS4 using PS3 Rock Band instruments. My official drum set, guitar, and microphones work perfectly, while a generic third party guitar does not.

I've always enjoyed music/karaoke games, from the older Guitar Hero titles to Karaoke Revolution to Taiko Drum Master, but Harmonix's Rock Band series has always been my favorite. Five years ago in 2010, Harmonix launched Rock Band 3, adding a keyboard to its existing line up of vocals/guitar/bass/drums as well as vocal harmonies, a feature first introduced in 2009's Beatles Rock Band.  Rock Band 3 was the most thorough, well-designed game in the series, but came at a time when the market was already massively saturated with plastic instrument games.

The series faded, and weekly song DLC eventually ended in April 2013 with Don McLean's American Pie. Two years later, Harmonix announced a relaunch of the series on PS4 and Xbox One, and I was thrilled at the idea of more Rock Band content (I never got into the fan-made custom song community, though I greatly respect their work.) The newly announced Rock Band 4 would feature compatibility with almost all old DLC purchased on previous generation systems and, my favorite feature of all, vocal harmonies added to add existing songs, thanks to the folks at the Rock Band Harmonies Project. As a primary vocals player, I couldn't be happier. Now that the game's here, how does it measure up to expectations?

Thursday, October 1, 2015

Metal Gear Solid V: The Phantom Pain (2015, PS4) - The Year of the Diamond Dogs

After years of speculation, hype, internal drama, and a series of incredibly well made trailers, the final installment of the Metal Gear saga is here. I discussed the drama and the first part of the game in my review of Metal Gear Solid V: Ground Zeroes, an hour and a half long prelude (sold separately) leading into the events of the full game, Metal Gear Solid V: The Phantom Pain, and won’t rehash them here.

Phantom Pain has its own issues; a couple of major plot points get dropped towards the end, including the entire conclusion of a major character’s arc (don’t watch this if you haven’t played the game), while other major conversations are stuck in optional tapes instead of into the game’s nicely directed cutscenes. Save/retry checkpoints are often inconveniently placed. Travel across large areas can be tedious, thanks to a fairly sloppy fast travel system that requires you to return to your mobile command center more often than I’d like, and the online base defense/invasion system feels half-baked. And in spite of all these things: This is my favorite game of 2015.