Transformers: War For Cybertron (PS3)

June 28th, 2010
Transformers: War For Cybertron PS3 cover

The "coming soon" cover with Cybertron in the background looked cooler. Oh well...

I don’t know when or why, but I took a wrong turn somewhere on my gaming journey and fell out of line with the First Person Shooter – a genre that I had sacrificed many a sleepness night to, at LAN parties not all that long ago (or so it seems). I just can’t play FPS games any more – my last attempt was Half Life 2, and I dry-retched my way through the entire game as my brain fought back the waves of nausea brought on by motion sickness. As a result, I’ve passed on some of the biggest gaming franchises in recent times such as Call of Duty, Gears of War, and their brethren.

Hence it was with great sadness that I discovered that Transformers: War For Cybertron was an FPS, because Transformers is one of the things that I love (to the point where I fought the bureaucracy to import a Megatron toy that is classified as a restricted firearm). To rub salt into the wound, the Intarwebs reported that WFC was more more than just a competent welding together of the Transformers lore with the war gaming mechanics, it was actually a decent game. So it is with great thanks to the Contagious Network that I’m able to give the game a go in spite of the fact I would never have purchased it for myself for fear of the barf monster.

The planet Cybertron

When you first hear Peter Cullen say "Cybertron..." in the game's intro, you know it's gonna be good

Since I’ve divulged my shame, I won’t pretend familiarity in talking about the gameplay. All I can say is that using the Sixaxis controller to run-and-gun is more difficult than I thought it’d be. Flying in particular, is a brain-melting exercise in hand-eye co-ordination. This is also the first game I’ve played where you see the character that you’re playing in 3rd person, but they’re off to one side so as not to obscure the action, which leaves me with a “lopsided” feeling after playing, like I’ve been craning my neck to see over somebody’s shoulder the entire time. Surprisingly though, I’m not getting motion sickness from playing, huzzah!

Anyway enough whining – this is the good stuff. War For Cybertron positions itself as a sort-of-prequel to G1 (for the uninitiated, that’s the original Generation 1 cartoon from the 80′s), so in the Decepticon single-player campaign we get to see when Megatron and Starscream first meet, and why there exists the thinly veiled animosity between them. On the Autobot side, we have the story of how Optimus takes on his role as leader of the Autobots after the death of their leader, Zeta Prime.

A scout class vehicle

At one point, Megatron goes "Ooh a car, I'm scared!"

The voice acting is superb, with the inimitable Peter Cullen again providing his mellifluous tones as Optimus. The dialogue is snappy, obviously written with great care by folks who know and understand the franchise. I LOL’d at this little exchange between the Seekers:

Starscream: These guys are as dumb as Skywarp!
Skywarp
: I’ll show you dumb, Starscream!
Starscream
: You always do, Skywarp.

While you couldn’t mistake this for G1, being that all of the characters appear in their Cybertronian modes, they still carry a very strong G1 vibe about them. My only criticism is that because both the characters and the environments are metal or metallic, everything tends to blend in and makes things hard to see*, especially when the action gets frenetic.

Speaking of which, the multiplayer action is supposed to be where this game is at. The game is able to create matchups locally or globally, and even in the late evening, there were still around 1600+ people online, so it was pretty easy to find a game to join. The good old Deathmatch and Team Deathmatch modes are there, plus a plethora of options that I don’t claim to understand, which probably involve some other tactical manoeuvring that I’m not yet brave enough to try (I’ve come last in every match I’ve played so far; pity the poor sods who ended up with me on their team).

Concept art for Starscream, from Transformers: War For Cybertron

Not everybody will like the aesthetic, but many agree that it's better than the live-action movies.

Sadly, the PS3 version of the game suffers from bugginess. I’ve fallen through the floor for no reason a few times, and the game occasionally crashes the system (requiring a hard reset). Hopefully, commercial success means that patches will be quickly forthcoming – even as I write the first patch has already been released, taking it to version 1.01.

Seriously, I could go on all day. I haven’t even mentioned character classes, weapons, unlockables, G1 homages, etc. – there’s a LOT here for die-hard fans and newcomers alike, and considering that the launch price at JB is $59, you’d be hard pressed to find better value for money.

—-

* Take a look at the thumbnail pictures of the game here and tell me you wouldn’t use the word “dark”.

Bookmark and Share

Toying around is serious business

June 27th, 2010

Toy Story 3 - Lotso Huggin' Bear

A poster from the "Meet the characters" series

Toy Story 3 is a triumph for Pixar in so many ways: overcoming sequel-itis, thwarting the evil empire, and simply maintaining an unbroken string of hits – which is a lot easier said than done.

Andy is all grown up, and Woody, Buzz and the gang find themselves looking forward to either a life of retirement in the attic, or the threat of being thrown away. Instead, they’re accidentally donated to a kids’ centre where they find a new lease on life with an endless supply of kids to play with them, but all is not as well as it seems…

I found the movie to be a lot closer to the original than Toy Story 2, which is to say that I rank this one higher (but the original is still the best of course). This third and final instalment in the series does what it has always done exceptionally well, which is to combine imagination and the sense of wonder with an emotional core based in reality (unlike that other franchise, which presents vapid parables of adult issues dressed in kids’ fairy tale clothing). Only a person with the coldest heart would be unmoved at the conclusion of the movie.

The cast of Toy Story 3

The core cast of the Toy Story series

The plot of Toy Story 3 is not only entertaining in and of itself, but provides a most satisfying conclusion to the trilogy. Like everything about the series’ contrivance that allows toys to come to life when we humans are not looking, the resolution is neat, plausible and leaves nothing to be desired.

By the way, don’t waste your money on 3D for this one. It was not specifically designed for it, not does it add much to the experience, unless you really love the novelty of it, and aren’t troubled by the encumbrance of the glasses and the dimness that they cause.

And so we bid a sad, but fitting farewell to Woody and the gang (at least until they release the trilogy on blu-ray…)

—-

* Huh, I discovered that “integrous” – the adjectival form of “integrity” – is actually a neologism, one of those non-words that entered the lexicon through common usage rather than a respectable etymological history. Ah, the perils of an ever-evolving language.

Bookmark and Share

Shrek Forever After

June 23rd, 2010
Shrek Forever After

The final showdown

Cast aside your doubts: the fourth and final chapter in the series isn’t too bad, although I must admit I may be slightly influenced by the fact that I got my tickets for free through work (I probably wouldn’t have watched it otherwise). It’s also mercifully short, with Shrek dealing with the consequences of signing a magical contract with Rumpelstiltskin and dealing with his domestic problems, all in a brisk 93 minutes.

The contract grants Shrek one day where he can return to being a real ogre, loathed and feared by the humans, and in exchange, the trickster Rumpelstiltskin takes one day from Shrek’s past. Naturally, there’s a built in gotcha, and the day that “Rumpel” takes is the day on which Shrek was born, thereby changing everything – Shrek never rescues Fiona, and her parents sign the rights to the land of Far Far Away over to the trickster in the misplaced hope that he could help save their daughter.

You could say that Forever After is a reboot of sorts. Shrek starts out alone all over again, and the movie loses all of the excess baggage accumulated through the earlier sequels. Other favourites like Donkey and Puss-in-Boots are also given clean slates, so that even the occasional rehashed joke felt fresh again.

But it’s not all good news. The original Shrek kicked off the franchise as a kids movie with adult smarts – the inverse fairytale of the ugly ogre who turns out to be the hero – but as the series progressed, the grown-up humour and story elements encroached further and further, until the point where we now have an adult movie that has the occasional amusing bit for kids. It’s still presented as a kids movie (especially with the pointless, gimmicky 3D), but the main theme deals with Shrek’s mid-life crisis, and there’s a scene where sexy witches dance to Beasty Boys music in a pseudo nightclub. Riiiiiiight.

Dreamworks just doesn’t get it. The original Shrek was charming and original, but Shrek 2 and Shrek the Third proved that they had no idea why, by dishing up smarm dressed up as charm. In spite of the above gripes though, I enjoyed this chapter more than the previous two because this time around I didn’t feel so much like as if the movie was watching me back with a smug grin, constantly digging me with its elbows going “Geddit? Geddit?”

And there’s no arguing with free.

Bookmark and Share

Summer Wars

June 15th, 2010
Summer Wars poster

The (large) cast of Summer Wars

How many movies do you remember seeing where the audience clapped at the end? Not many, right? It’s hard not to feel overwhelmed by Summer Wars, an ambitious movie that presents a rich tapestry of themes, rather than the loosely connected string of ideas going from start to finish that I’ve become accustomed to expect lately. I’m not quite sure what I would say is the main theme of the movie, but it could easily be any or all of these (and more):

  • the dangers of the receding boundary between digital and analogue;
  • the role of families and communities in modern society
  • a restoration of pride in Japanese identity, history and culture

All this is told through the eyes of the Jinnouchi family, as they come together to celebrate the 90th birthday of their matriarch. There’s a a grab-bag of stereotypes: the wise-old grandmother, the quiet kid, the black sheep (an adopted son), the loud uncle, the gossiping aunts, and the uncontrollable kids, but because they each play a critical role in the story, and the very real and warm way in which they’re portrayed, made them seem to me like the most compellingly realistic fictional family in recent memory. This is one of the things that I love most about anime – how they often depict “humanity” even better than live action dramas.

This, of course, is set up against the virtual world of OZ – an idealised representation of the Internet. A lot of geeks might cringe and groan at some of the representations, but the makers did a good job of ensuring that things never gets so technical that ordinary people wouldn’t be able to follow. My measure of this as usual, is my wife Jenny. She had no difficulty understanding the comments that the story was making about issues that we face as the digital world continues to encroach into the real world.

Being anime, there were still some unfortunate genre conventions that were sadly obeyed, one of which is the obligatory nudity of a young female character – I really don’t see why when every other character’s digital presence was some kind of cartoon animal, the girl’s avatar turns out to be … a girl. Who gets (partly) naked.

Be that as it may, it’s a minor quibble to an otherwise excellent movie. If you enjoyed The Girl Who Leapt Through Time – or less likely, the Digimon movie – by the same director (Mamoru Hosoda), then you’ll love Summer Wars.

Now if only I could get a round of applause at the end of my reviews :-)

Bookmark and Share

Heavy hitter

May 30th, 2010
Heavy Rain poster

A promotion for Heavy Rain done up like a movie poster

Since 1999, French musician and videogame designer David Cage has created only 3 games – Omikron: The Nomad Soul, Fahrenheit (a.k.a. Indigo Prophecy in the US), and Heavy Rain. Besides the fact that all of these have a plot centred around a serial killer, a common element that runs through Cage’s work is high quality, compelling stories, and a game mechanic where players’ choices affect the outcome, with each iteration making massive improvements over the last.

Despite general critical acclaim and achieving cult-status amongst gamers, one of the biggest criticisms of Fahrenheit was its ridiculous deus ex machina ending (which I won’t give away here, ‘coz it’s still worth going back to play if you haven’t already). Cage learnt his lesson well, because Heavy Rain a cinematic tour-de-force from start to finish, and will most likely turn out to be a significant turning point in interactive storytelling. I base this claim on the fact that my wife Jenny sat through 10 hours of watching me play, totally engrossed – pretty major for somebody who otherwise has absolutely zero interest in gaming.

It’s impossible to say much without giving away the storyline, but the game gives most Hollywood scripts a run for their money. Ethan Mars is a father already having difficulty coping with the loss of a son in an accident 2 years ago, when his other son Shaun is kidnapped by the “Origami Killer”. In the quest to find the culprit and save Shaun, we’re also introduced to: Madison Paige, a journalist; Norman Jayden, an FBI agent; Scotty Shelby, a private detective; and a large supporting cast. In the whole time throughout my first run of the game, the suspense and tension never let up, and the twists and turns kept coming right through to the very last moments. It’s all the more impressive when you consider that many movies fail to deliver this in their mere 2 hours.

The character Ethan Mars, in Heavy Rain

Ethan Mars, one of the game's four main protagonists

The “acting” is lifelike and realistic, having been created using motion capture techniques, although occasionally you do get the uncanny valley effect where they look somewhat artificial and creepy – particularly for bit-part roles. There’s also plenty of what Jenny calls “the treadmill”, where characters walking up against a wall continue to move as if they are still walking, but go nowhere. As a seasoned gamer I’d never have noticed this if she hadn’t pointed it out. Otherwise, the graphics are as real as you’re ever likely to see, and both characters and scenery are amazingly detailed.

A "quick time event" in Heavy Rain

A "quick time event" scene

Besides the story and the graphics, another major improvement that this game has over Fahrenheit is in how the “quick time events” (button presses during action sequences) no longer appear in the dead centre of the screen, obscuring the action and forcing the player’s focus away from the action. Instead, indicators appear near the action itself – throw a punch, and the icon appears next to – and moves around along with – the character’s arm. It both looks and feels intuitive, as well as greatly contributing to the immersion – like when the character is agitated or nervous the icons will twitch and quiver, or when the character is confused many thoughts will be swimming around his or her head.

The other thing that bears mentioning is that there is no way to save – it automatically locks in your progress as you reach certain milestone events, which means no going back if you did something you regret. This forces you to think through decisions very carefully, because if you make a mistake you can’t simply reload (to a certain degree anyway. You can restart the scene again if you’re quick enough to catch it before the next automatic save point). Just another way that the game forces you to build an emotional commitment to the story (in a good way).

Heavy Rain shopping mall scene

Because of your emotional attachment to the character, some scenes, like this one in the shopping mall, can be quite traumatic...

This isn’t gaming like you remember it. It’s very adult, containing graphic violence, nudity coarse language and strong adult themes. I’m not talking about the stylisted graphical violence like that of the God of War series for example. Because these are realistic events happening to realistic people in realistic settings, they hit much closer to home. Jenny even thought that because of the player involvement, some who are susceptible might even suffer vicarious trauma when things happen to their on-screen alter-ego. This isn’t something that cinema will ever have to deal with, because there’s always a clear distinction between the movie and the audience.

There’s an easy segue here into the discussion about both whether video games are art as well as the relationship between video games and real-life violence, which only goes to reinforce my earlier point about why I believe this game will play pivotal role in the history of the medium. Those aside, Heavy Rain is a truly exceptional experience that anybody in any way serious about gaming must not miss out on.

Bookmark and Share