From Central California and Northern England, two aspiring writers natter and share a blog. We like to talk about our disparate but oh-so-similar lives, offer opinions on literature and movies... and endlessly reminisce about Bioware RPG's.


We hope you haven't had enough of our disingenuous assertions. If you have, please don't hit us.
Showing posts with label the british could teach the canadians a thing or two. Show all posts
Showing posts with label the british could teach the canadians a thing or two. Show all posts

Saturday, September 3, 2011

Film Review - Attack the Block


Why is it that the films with the best acting and most carefully-written scripts are always the ones with the lowest budgets, regardless of genre? Well I suppose not always, but still. Sometimes. And it's annoying.

This summer I watched a whole lot of action movies at the cinema, starting with Pirates of the Carribean 4, going through just about every superhero origin story you can name and ending with a cheerfully-ridiculous re-make of Conan the Barbarian. None of them were bad, exactly, not even Conan, but none save the surprisingly great X-Men First Class seemed to have had any particular effort put into their stories. Again, I liked all of them, but every one had the kind of script that would pass a creative writing class but wouldn't exactly make its author into the star pupil. They had lead actors who were basically coasting and collecting the big cheque at the end (Ryan Reynolds, Natalie Portman, even Johnny Depp, Harrison Ford and Daniel Craig) - not doing a bad job by any stretch, but not exactly going for awards. Nobody involved in any of these films seemed to really give a crap.

And then you have Attack the Block. I hadn't even heard of this thing, and I only rented it because it had a cameo from Nick Frost (of Edgar Wright / Simon Pegg fame). I rented it along with Priest, in fact, and saved Attack the Block 'til after the feature presentation, as a last minute thought before bed. I suppose I just answered my own question from the top of this page, right? But my point is that unlike the movies mentioned above (except X-Men, loved that one) this one was... not brilliant exactly, but it was something. Not a sequel or a remake or a concept - but a story.

That story sounds daft: this is a movie where alien monsters (which look exactly like the DVD cover of the movie Wilderness) land in a London housing estate and it's up to a bunch of semi-dangerous teenaged thugs to stop them, once they realise they are the ones being hunted. And Nick Frost appears in it, and it's written/directed by Joe Cornish from The Adam and Joe Show (one of my earliest memories of alternative comedy - they did crude, dumb sketches with Star Wars figures and plush toys, I loved it but I was very young. This was back when Channel 4 was good and... gave a crap. Hm.) So you'd be expecting a silly film here. A farcical parody, like Shaun of the Dead but worse. Or at least, that's what I was expecting.



But actually, I can't honestly say it's a comedy. It's funny, but not all the time, and only with the side-characters. Neither is this a horror, despite the Alien-like aliens who stalk our 'heroes' through their block of flats and the surrounding neighbourhood (more on this later) using all the traditional scary-monster horror movie tricks. And the aliens are not our focus, and there is real drama in there, so I guess we have to just call this a 'low-budget British sci-fi action film'. That's going to make it hard to recommend to people, which is a shame because it deserves to be seen.

The aliens in the film are awful. They are CG-made, cut-and-paste identical "big gorilla wolf motherfuckers" (I loved that line) whose presumably hairy bodies are so black that they appear like pure shadows (or indeed unshaded cartoons) with luminous cyan teeth. Despite the very unique and fun reason for them being here, and the scary, animalistic behaviour they exhibit, it is impossible to be scared by this effect. And any other low-budget British horror/ SF / comedy might have been ruined by this restriction, but not this one.

What makes this work is not the horror-style, the SF concept or the jokes, but the carefully-written characters and the cast of teenage lads who fill this film with some of the best acting you'll ever see in an action movie. Hell, in any movie - this is proper acting. I wonder how much they got paid for this, and then how much the cast of Thor got.

It's a simple basis, but deeper than you might think: teenage and mostly black gang members are running from alien monsters. But those teens (and the middle-class characters around them) are interesting, realistic and layered. And every one of them is a complex satire or social commentary. Aside from one or two smaller parts, none of these young people is wholly likable or loathsome. They're not there to lampoon or beg sympathy, but to represent a point of view. And each has a personality, too. I wish we had time to learn more about them, a feeling that came to me very strongly in the third act when we are given (slightly clichéd) glimpses into our lead, Moses' home. I wasn't expecting to care about him so much, and that really impressed me.


Incidentally, I don't mean to imply that the aliens chases are laughable, or that the comedy doesn't work. There is menace when the aliens strike, despite their appearance, and some of the comedy is brilliant. (This is too much madness to fit into one text, bruv!) And the two little boys following the gang around are particularly funny. But what so surprised me and so thrilled me here is the drama. It's obvious that Joe from the Adam and Joe Show really cared about these characters and worked damn hard at them. Same for the actors: Moses is played very well by John Boyega. I never quite hated that character, and never quite pitied him either. Brilliant.

This silly-looking film with drug-dealing, teen muggers fighting aliens is about something, and the kids are neither hilariously inept chavs nor lionised gangsters. They're a group of characters who almost never get a realistic portayal in film, and they're done very well. The movie is flawed, by the way, but there's something unique and great about it. Captain America was good, you know. I liked that a lot. X-Men, I think I mentioned, was great. So was Attack the Block.

--

And did you know that Bucky, Captain America's sidekick, is so-nicknamed because his middle-name is Buchanan? And that my name is Buchanan and nickname is 'Buch' (pronounced 'Buck')? It's true! And on this site, I'm sort of the sidekick to an American! Spooky.

Tuesday, April 27, 2010

Disingenuous Discussions: Dragon Age Origins



Hello and welcome to the first
Disingenuous Discussions! We thought it would be fun to write an article together, and also we wanted to talk about our most beloved video games (for a change). So this will be an occasional series, in no particular order, looking at our very favourites. We've no particular structure for this - expect it to be long and meandering!

I'm Buch, and I'll be writing in this elegant, British font.


I'm Knight from the US of A, and I'll be using this typewriter-ish font, even though I've only used a typewriter twice in my life.

Ironically, Knights are from the British Isles, and not the USA.

Ironically, Americans are also from the British Isles. We make everything better.

I own that t-shirt! *looks down*
I'm wearing that t-shirt!

---

For the first one we chose a very recent game - Dragon Age: Origins from last year. Nobody really seems to play or talk about this game, though there is a sequel in the works and a number of expansions available, so I guess it did well enough.

It's a story-based RPG from BioWare, using semi-turn-based, part-based combat and lengthy dialogue trees to tell an engaging and very interactive story. In that regard it bears a striking resemblance to our beloved Star Wars: Knights of the Old Republic, from the same brilliant developers. But I think we've talked enough about that game already.

Star Wars: Knights of the Old Republic is a role-playing game set in the Star Wars universe, which also just happens to be the best game ever created by man or Canadian. The comparisons that can be made between it and Dragon Age: Origins are many, and I think it's safe to say that this is the heir apparent to the spirit of KotOR. Even after this MMO, The Old Republic, is released, I can't imagine this opinion being changed much.

I call it the 'Spiritual successor' to KotOR. Also in many ways it reminds me of Jade Empire, BioWare's wuxia-style RPG which I really loved for its simplicity and enormously fun plot. Dragon Age seems to deny itself a sense of 'fun' at times. See Landsmeet, later on.

And, to be perfectly honest, I think it's almost a crime that BioWare's Mass Effect series is being touted more than Dragon Age. If there is one series that I'd like to be stranded on a deserted island with, it would be DA:O. This is also taking into consideration that I would also be stranded with an Xbox, electricity, and a television.

I'd be stranded with the original (well, I played it first) and best: KotOR. But. Enough of that. We were talking about Dragon Age. I think what might harm this game's success is its lack of originality. The setting is a standard Medieval Fantasy World: a mix-mash of Tolkein and all the usual fantasy archetypes. There are some nice, unique (and distinctly BioWarian) touches though - the elves are second-class citizens who live in the slums of human cities as servants, the dwarves are not Scottish (oddly, they're either American or from the West-country...) So, whilst unoriginal, the story and setting are frequently refreshing.

As is the case for most fantasy stories these days. It's very difficult to market a fantasy world that DOESN'T have the elf/orc archetype in there somewhere. George R.R. Martin and Robert Jordan sort of blazed a trail of their own, in that regard. But I think it's safe to say that most are okay with that. I certainly am. It saves the player (or reader) from too much of a learning curve. The same can be said for Mass Effect, with their almost-Jedi main character, space marines, democratic order of planets (DOOP), and last but not least, blue women.

But! At the same time, while I don't mind another storyteller taking those archetypes and running with them, I sorta mind when they half-ass the originality. Yes, we have dwarves, they hate magic, and they are expert craftsmen and miners...but they are certainly not Scottish. I think that's the only part of the lore where Dragon Age really twisted my sides: their original twist on a race was to give them a different accent.

To BioWare's credit, though, they did try to make this game more about the politics of the world and not as much about the battle, which I commend them for.

Agreed. The game begins with an intro promising 'multi-racial heroes battle orc-like demons', but all 6 'origins' (the unique and superb opening acts depending on your chosen race and background) reveal much more depth than that. And with the arrival of villain Teyrn 'Stop Comparing Me To Richard III' Loghain, the secondary plot reveals itself. At that moment the land of Ferelden gets really interesting.

Similarly, the combat and general gameplay are very similar to Bioware classics like Baldur's Gate and those mentioned above. But Dragon Age seems to seek to refine all those tried and tested elements. I'm not sure if this is to the game's detriment or its advantage. Most every character, quest and location is good (the same cannot even be said of KotOR) but you often get the sense you've done all this before, in another world.

The only point of contention that I would have is the Landsmeet, which I think we both agree: sucked all the magic out of the room. If it had just boiled down to "pick who you want to be ruler" I'd have been fine with that. But, no. Like the Mass Effect 2 ending, the player lost control of the situation based on erroneous choices at some point in the game. Boo.

Agreed, a thousand times! The insanely-complex 'Landsmeet' section, right before the dramatic conclusion, threatens to ruin the game. Both times I played it, I had a walkthrough open and was studying it very carefully, just to make sure the plot didn't veer off course. Easy there, BioWare. I just want to beat the bad guy.

Anyway... we seem to be coming down awfully hard on the first entry in the Favourite Ever Games Ever series. Be assured the only reason we pick at these slight negative points is that in a game this good, they stand out. Also high difficulty and poor graphics. But who cares.

RPG's are something I've only come to love in recent years, since the advent of full voice acting.
So it's not too surprising that this brand new game is on my top-twenty list - so are a lot of BioWare titles, and maybe a couple of other, similar games. Dragon Age is one of the very best of this genre - the modern, Western RPG. Even if it does seem overlooked.

I just finished playing the game again, and managed to clock in a personal record-breaking 63 hours of silly, silly procrastination (writing it down makes me wonder what accomplishments I could have made in that time...) But the game sucks you in completely. For those 63 hours (and the thirty-or-so extra hours of endless unsaved deaths) I deeply cared about stopping the Blight, confronting Richard III, romancing the French spy on my team and getting to know the varied cast of followers in my camp. Even Sten.

63 hours is something I've yet to beat in terms of Dragon Age, but I have over 70 on Fallout 3 and Poke'mon Sapphire, and over 3000 hours on World of Warcraft. Don't beat yourself up.

Your mother has three hundred hours on World of Warcraft.

And the camp itself is wonderful. Traditionally, BioWare provide a place where the player can wander around in peace and with all the time in the world, and manage inventory / chat with his party. But not since the Ebon Hawk has one of these home bases felt so much like home. This time, we get a dimly, warmly-lit makeshift camp in the Fereldan countryside. Our wardog (I named him Molyneux, after Peter) stands guard and barks, a lovable pair of traveling merchants are with us, there's a big fire, and representatives from the various groups you recruit to your cause. As you progress, the camp gets more and more populous. And there is lovely, soothing, Tolkeiny music in the background.

The camp is my most favorite part of the game. Perhaps because of the way the game is structured so that no place in the world feels safe, except for that damn camp.

Even the camp is attacked at one point.

Fuck. Get on that BioWare.

And the music, well I'm listening to it right now.

Me too!!

Combined, it represents the spirit of the genre in my mind. Something that you find often in R.A. Salvatore's writings, for instance.

The soundtrack is generally very nice, if a lot of it is forgettable (compared the the brilliant 80's synth style stuff for Mass Effect, the very cool pseudo John Williams for KotOR or the astounding Chinese-esque epic score for Jade Empire.) I already mentioned in an earlier blog how much I adored the scene where Leliana sings a beautiful, beautiful elven song - in camp.

The camp also happens to be where you come to know your party members more intimately, so you come to associate the camp with the pleasant feeling of growing closer to your companions as friends and, sometimes, as more-than-friends.

Even now, I'm thinking about Duncan...

I would've liked more moments like this throughout, but the game suffers from one of KotOR's biggest drawbacks: world creation. The zones are confusing and it all feels like on-the-rails exploration. Oblivion and Fallout 3 did exploration justice, and even though Fable 2 had some pretty straight paths, there was so much to see/discover. Dragon Age feels like the worst parts of KotOR at times: i.e. Manaan, the Shadowlands, and Dantooine - all of them are pretty to look at, but feel like mazes and are confusing beyond all reason. Ocarina of Time did exploration better than DA:O and KotOR and that was a generation before.

The Brecilian Forest reminded me very, very strongly of the Shadowlands. There was even a mad hermit.

Gimme some open zones BioWare! Orzammar's very pretty, but here's what the map looks like: |-------------|-------------| Boo. The visuals and gameplay need to catch up to the storytelling in a lot of respects. If they sprint fast enough, they just might catch up by the time Dragon Age 2 is released.

In that sense, I suppose that's why I adored this game (go figure), the story is amazing, because you actually feel like you're a part of it, as I've mentioned before. Just like KotOR, you feel like you have the freedom to behave as polite or as foul as you would if you were presented such choices in real life. Bethesda almost allows this, but they don't have the writers for it. Lionhead has the writers, but all the choices are fairly black and white (hehe). Until the sequels to all these games come along, Dragon Age provides the best interactive stories of all time.

Lionhead has the....
I strongly disagree with this. This is why we used separate fonts.

Say what you will, British, but Fable 2 was consistently clever and engaging. The gargoyle quest had one of the worst rewards ever (initially) and I still felt satisfied. And my font's better anyway.

Hm.

In conclusion, I think we both agree that Dragon Age: Origins is a game that deserves our admiration, with a side of scorn. The formula for this game is dated to the point where it shouldn't even exist in this generation...

I disagree... hugely...

...but BioWare's writing staff, led by the Fabulous David Gaider, have managed to create a story that's sure to pull you in, even if the gameplay and visuals do no such thing. Give us a game that doesn't molest us with loading screens, give us some open zones that don't look like a crossword on paper, and for the love of god: NO MORE DARKSPAWN.

When that day comes, BioWare, you have my axe.

And my massively-underpowered bow.

---

Knight's Review:

+ The characters are some of the best BioWare have created.
+ The interaction with said characters is very dynamic and real. You really come to genuinely feel like you're a part of the gang.
+ The world at large is very well crafted, believable, and open for more exploration that I wouldn't mind being a part of.
+ The origins are an amazing gameplay element! One can only hope more games adopt this as a way of giving their players more unique experiences.

- The graphics.
- The gameplay could use more depth.
- Exploration has been done better in text-based games of yore.
- Fighting three kinds of darkspawn for hours sucks.
- Dragon Age: Origins - Awakening

--

As for me, I'd say DA:O is made up of everything you've seen before (plus some Canadian-style twists), but it's undeniably more than the sum of its parts. Despite the GOD-DAMN LANDSMEET and a very steep difficulty, this is up there with the very best of BioWare.

Buch's Top Five Random Awesome Things:

1) Leliana's song
2) You can have a male/may gay relationship in this. YES. There is even a sex scene, albeit a very muted one. BioWare remains the gay gamer's best friend. Seriously, they're really doing their best. That move HAD to hurt sales, but they did it.
3) Despite smallness, Orzammar and the Dwarven culture are fasinating and beautiful pieces of background.
4) The prequel novel, Dragon Age: The Stolen Throne, is very good. Much better than a game tie-in has any right to be. And it really enhances the game too - makes certain themes more apparent and certain characters (Loghain, Alistair, Shale) a lot more fun to speak to.
5) As you explore or dungeon crawl, your party-members will have funny little conversations. They're very funny. And there are tons of them in this game.

Sunday, April 25, 2010

OBJECTION: In Defense of Knightfall


So, I wake up this morning, feeling utterly incapacitated by the ruthless hiking trip I went on in Yosemite, and I drag myself to my computer to find that some British dude had disagreed with my previous post! This is outrrrrrageous! I'm going to attempt to defend myself against this heathen, and I invite him to retort if he dares shows his face around this blog again. >=D

First of all, he had the nerve to say this:

"...this..."
To top things off, he went on to quote something I had said in my review of Fable II concerning my philosophy on the ending of a game. I read what he had to say on the subject AND HONESTLY...I can find myself agreeing with him. This is going to me a bad argumentative essay already, I can tell. Because I agree! I really do. But lemme draw the line between what I agree with and what I prefer.

Let me use KotOR as the prime example here, and allow me to begin with something Mister Buch said, and use a red font to make it look sinister:

"Rather than ending on a bang, the character ends with a whimper. He ends when you get bored of side-quests. I hate seeing the world AFTER the cataclysmic events of the ending... and seeing it's just the same."

I can understand this, actually. I'm winding down in terms of side-quests and things to do throughout Fable II. Dare I say, I'm starting to get tired of the game. And with the exception of a few achievements that I can only obtain by beating the game over again and getting a different ending, I've almost increased my gamerscore as much as I can in Albion. There will eventually come a day when I wander around my favorite area of the game, looking for that one last shred of awe left, save and quit, and likely never play the game again. That will be a sad day, and probably won't have the same feeling as a proper ending would have had.

Dragon Age: Origins for instance, had an amazing ending. It took that adventure that you just went on and not only closed it up nicely and intelligently, but it also left it open for further adventures with later games. I loved that. Even though it was all a bunch of text blocks, I loved it. Teary-eyed. And that was okay with me, because BioWare has been fulfilling their promises of late.

But let me point out the one rotten egg, and it pains me to even relate this game with that term: KotOR. It is my favorite game, for all the reasons that Mister Buch illustrated. It was the pinnacle of storytelling in video games at the time, allowed you to own the story that you created, and let you invest way more of yourself into it than any game before it. In contrast to other games, you don't take on the role of the hero (i.e. Zelda), the hero takes on the role of YOU. Additionally, it did what Mister Buch pointed out:

At the very end, when the classic John Williams theme music kicked in and the credits rolled over the story's climax (and a teasing hint at a sequel) I was so excited I pumped my fist into the air like a fool.
Not only did I react the same way, but I saw this little tease as well. But as I was doing this Manly Arm Pump so wildly, I realized something: KotOR II had been released only a short time ago. Not only that, but it was my birthday that month. I nearly shat myself thinking about it. I got the game as a gift not too long after, threw it into my Xbox, and began playing...and that's when things went wrong in my life.

See, when it comes to KotOR II, I think that me and Buch are in agreement that it was technically a good game. It had some amazing moments (the character of Atton Rand being the highlight) but it was overall not KotOR. It didn't provide that same feeeeeling that its predecessor had brought to the table. Most of all: IT DIDN'T CONTINUE REVAN'S STORY!!! I watched the ending of KotOR II in horror and confusion, not able to grasp anything that had just transpired before my eyes. I had to do a ton of research for Revan's Shadow, and I STILL didn't get it!

That's when I was like...okay. That was a silly game, and crushed my dreams like so many glass unicorns under its foot, but that's okay! KotOR and The Sith Lords both sold more than enough to warrant a sequel. For sure! All I have to do is wait...

That was five years ago, and I'm still fucking waiting.

BioWare's unwillingness to make a sequel, and their complete willingness to capitalize on everything that made that game great and whore it out to the masses still burns me, because I know that I will never see Revan and his companions' stories come to fruition. It's a feeling of dejection that I will likely feel until the day I die, and well into whatever afterlife awaits us. In a Riverworld scenario, I will probably be recounting my sorrows to Mark Twain. I know he would listen.

I never wanted to play a game where that feeling might return. Never ever. And, thankfully, I've not had to. Fallout 3 gave us the Broken Steel DLC, which allowed me to roam the Capital Wasteland for as long as I dared to, and let me do all the little quests that I had wanted to do with that character. I would have been in the same sort of mood with Dragon Age: Origins had BioWare not promised constantly that there would be a sequel (but there's still a chance if fucking Dragon Age - Awakening is any indication on how a sequel will turn out. Think happy thoughts). Fable II allowed you to keep playing, but unlike Mass Effect 2, there was still stuff to do, and people still reacted to how you went about your business; not only that, but the See The Future DLC pretty much said, "Be patient, Hero, for history to repeat itself," and went about teasing the story in Fable III.

See, allowing me to keep running around the world, despite the shortcomings in the programming (everyone in Mass Effect 2 says exactly one thing to you after you beat the game, then repeat the same lines over and over) is way more preferable. It keeps me in the illusion for as long as I'm not bored. I prefer playing the endlessly wandering hero; it makes it more romantic in my mind. And I know that nothing can mess that up.

Mass Effect 2 did some great things, allowing your character to continue on into a new story almost seamlessly (despite mine and, apparently, Buch's view on Shepard's character being independent of our own). I say almost seamlessly, because there are always bits of your story that are completely disregarded in the sequel. "Oh, you thought you had united humanity against the Reapers, did you? Sorry about that. Turns out, everyone thinks that's a load of bollocks and have continued about their lives. Also, Anderson has become a complete puss in years, despite his bravery fighting those Reap...I mean, geth. That load of geth." Also, the importation nightmare that was Dragon Age - Awakening where 90% of the endings from the original game were disregarded.

So, I suppose I agree and disagree with this set ending premise. I agree that it makes for a powerful story to have the lights go out on the highest possible point, but at the same time, I've been burned by KotOR, where the lights went out halfway through the story and never came back on. And I agree that having the game keep going after the ending diminishes the story, but so does replaying the story, which you're almost constantly encouraged to do. I would much rather keep going, living in the illusion and warm, fuzzy thoughts left over by the initial story than end on a high note than wonder what could have been.