Monday, August 2, 2021

[Film Review] Friday Night Lights


 

 

Someone once said that storytelling is creating a memory for the reader.  It is obvious when we think about it in hindsight.  Every memory we have is a story constructed by our brains to capture the essence and importance of a given event, whether that be good or bad.  Sports, much like most games and most live, in person actions, are a form of storytelling.  The sports story has had a rocky history, mostly due to how tradition gives us certain expectations we want met: it is either a story of overcoming great odds, or a story of the attempt being good in and of itself.  It is the difference between Rudy and Rocky, about attaining the seemingly unattainable, or otherwise learning something about yourself along the way that made the defeat in the end worth it still.  These two types of sports stories, however, are extremely restrictive, and have created a pattern within the "sports film" genre that has been lambasted and bored out of significance in the greater medium.  Many have convinced themselves that the sports story simply has no other avenues, but that is only true if you keep the focus on the game as it is meant to be played, not on how the game is actually approached, the culture that surrounds it, and all that it touches and effects.  Sports movies are not a dead genre, they have just found their best works on the periphery.  Films such as Big Fan stick out particularly well as examples of how the sports movie doesn't have to be about a game being played, per se.  The culture itself is enough to hold our attention.  

Friday Night Lights needs no introduction, thanks in part for its critically acclaimed TV show adaption.  But the movie is more than worth a look.  I, myself, am not a big sports fan.  I enjoy watching Baseball and Hockey, and I can get by watching Basketball if the situation has a game as its pivotal focus, but I've never been much of a fan of Football.  In part, this is because I grew up in "Football Country", parts of the south and midwest where the sport takes on a religious significance.  Texas and Oklahoma, in particular, seem to exist on a moral currency of how the Big Teams are doing this year.  OU, The Cowboys, OSU, UT and Texas Tech are all big names you are likely to hear or see the iconography for just about anywhere you go in these states, and the effect on a less-than-sports-minded person is to block it all out.  For those in the game, however, it is something else entirely. 

The toxic nature of sports, the bittersweet mix of the game itself and the pressure and judgement involved in those who play it, particularly young men who aren't just proving themselves, but ironing out and relying on it for their entire futures, is one not looked at nearly as much as it should be.  Friday Night Lights follows a small but traditionally successful high school Football team from Odessa, a tiny, shit-hole town in West Texas known for Football and being a shit-hole town in West Texas.  There, Football is the most important thing in the world.  There is nothing better, nothing more important, and teens within the sport dedicate their young lives to the game.  There is a point midway through the film that punctuates this well.  Three of the players are out shooting rocks with a shotgun after a recent defeat, talking over their youth.  "I don't feel seventeen, do you?"  One of them asks.  "No, I don't feel seventeen."  The other responds.  "Pull," a rock flies through the air.  There is the percussion of a 20 gauge exploding, the full force of the pressure they feel being shot into the sky in a hail of destruction.  Everywhere these kids go, there is pressure to succeed.  A sheriff pulls up to a 7-11 where two Football teens are eating breakfast before school.  The sheriff asks "You gonna win state?" with a cold glare through aviators and a tapping of his own state championship ring on the wheel.  "Yes, sir."

Friday Night Lights doesn't hate the game, but it realizes there is more than just winning and losing at stake.  For a lot of these kids, abuse is the answer to defeat, or somehow worse, no future at all.  The only people who remain in the town are those who never made it to the big leagues, people fixated on their teenage days as though that was their last shot, dumping that same pressure on their kids.  "You got one year, and then it is all gone."  Multiple teens hear some variation of this message.  Most of these kids are poor, with next to no prospects for getting out of this town or making any sort of life for themselves outside of the sport.  This makes any sense of failure a life changing affair, something that could haunt them for the rest of their lives, sealing their fate.  

Football is given more than reverence here.  It is a virtual religion, and these kids, dealing with ailing mothers and sometimes coasting on physical talent alone are riding a razor's edge.  I don't much care for the sport, but even I get exhilarating watching the game when it is on.  There is something primal about the violence of it, the field control, the quick plays.  Friday Night Lights is a sports story not about the game being played, but the game being beloved.  It is a dark portrait of what we put kids through when they play a game they are supposed to love with the pressure of their entire lives being held in the balance, of an industry that grinds up male physical talent and takes very few all the way.  At one point, a talent agent asks a player if he loves the game, and he hesitates.  He glares at the man, unable to speak for a second, before his mother answers for him.  Love the game?  Why should that factor in?  This is about the future, about a career, about getting out of Odessa and finally being able to provide for oneself and ones loved ones.  Who cares about love when this is the last chance out of a dead end.  

 

 

 

8.5 

 

Tuesday, July 27, 2021

[Game Review] The Top Ten Games I Didn't Finish In 2020


 

As with any year, there were a ton of games I started but stopped.  There's many reasons why, but one of the rules I have for this blog is that in order to write a review on something, I have to finish it (with few exceptions here and there).  Unfortunately, this leaves a lot of games I want to talk about, but simply can't in the right conscious.  I wanted to write one of these last year, but couldn't bring myself to do it, in part because these intros always feel so canned and insincere.  This year is not really an exception in that regard, but with the pandemic and a 6-month lay off earlier in this year, there are plenty of games I'd love to talk about but don't necessarily see myself finishing anytime soon.  It isn't that I don't want to finish the games below - quite a few of them I am still playing on occasion - it is that, for posterity's sake, I'd like to run through them, what I liked or didn't like, and why I didn't manage to finish them this year.  I want to remember, and finished or no there is still a lot to say.  The games below are not in any particular order, but they are the top ten unfinished games that left the most impression on me, good or bad.  

 

 

Final Fantasy VII REMAKE


The long awaited remake to one of gaming's most cherished entries was finally released this year, and mostly to a mixed reception.  People generally liked the game, some loved it, and plenty of people didn't like it much at all.  Final Fantasy VII REMAKE is a frustrating game.  It takes place over the first third or so of the original, elaborating on roughly 10 hours of gameplay into a 40 hour RPG.  With that comes a lot of filler.  REMAKE had a lot of things I really liked - voice acting, great graphics, a revamped and far more fun combat system, a greater focus on the parts of the plot that felt a little quickly run over in the original - but it still stands as a stretched game.  Too often the game sends you to a place full of time-waisting side quests or long, unnecessary hallways full of enemies to stretch out its playtime.  The changes to the original game's plot, as well, allude to something potentially interesting, but somewhat muddled in this entry.  A lot of discourse about this game is about the ending, something I've gleaned a lot about but do not know outright, so a review is simply unacceptable.  That said, I have difficulty convincing myself to return to a pretty, fun, but bloated game that amounts to 1/3 of an experience I've already had.  I'm in the middle on this one. 

 

 

Infinifactory

  

Zachtronics' followup (in a sense) to his cult classic Infiniminer, Infinifactory has you placing blocks a la Minecraft in order to build a conveyor belt system that constructs odd looking mechanical parts.  Some of you may be grinding your teeth at that description, as Minecraft was heavily influenced by Infiniminer.  True, Infinifactory is not a rip-off of some Minecraft mod, but neither is Zachtronics simply returning to an obviously profitable design.  Infinifactory is simultaneously simple and complex, allowing for some real creativity in how you get these components to lock in with one another to answer the puzzle's riddle.  Infinifactory is a blast, and is probably the most palatable of Zachtronics' infamously esoteric puzzle games.  Just about anyone can get into Infinifactory if they give it some time, and the block-placing mechanics make it the most immediately fun of all of his games.  Infinifactory is a game I will finish in the future, a game I loved my time with, but life happens (and friends), and I didn't have much time to invest in its mechanical brilliance, choosing instead to play The Forest with a friend.  Expect a review on this game in the future sometime, whenever I finally return to it. 

 

 

Devil May Cry


I will be eternally frustrated I didn't stick with Devil May Cry until the day comes when I finish it.  Truth is, I tried Devil May Cry three times, and each time I couldn't stick with it past the first handful of levels.  I tried on PS2 twice, and once (the farthest I ever got) on PC.  There were several things that got in my way, but one in particular made playing and learning the game a chore.  The yellow stone system, where spawning from a checkpoint uses up an item (otherwise forcing you to start the level all over again) was beyond frustrating for a player trying to learn.  Granted, the game is rather short, so you are meant to play this game more than once.  But when you need to spend your currency to upgrade Dante, and some of that currency is spent also stocking up on orbs to make the game more manageable for a learning player, what we get is a game that is harder for newcomers and easier for veterans.  Systematically, Devil May Cry is pretty severely flawed.  But as far as gameplay goes, Devil May Cry is an absolute blast.  Combos and quick dodges are a lot of fun, and ever since Dark Souls I have desperately wanted to get into the spectacle fighter genre, but, though Devil May Cry was the start, I can't help but feel it is not made to be your first game in the genre.  As much as I don't want to write about Bayonetta before finishing
this game, it may just be the best choice.



Divinity: Original Sin II

 

Hells bells do I want to finish this game.  Across platforms, I have roughly 100 hours in Divinity: Original Sin II, but I've yet to finish it.  My first 50 hours or so never had me leave the starting "tutorial island", because I couldn't help but go back to the start, messing around with different class builds.  Original Sin II has one of the most expressive class RPG mechanics I've ever played with.  On the last playthrough I did with a friend, we managed to hybrid every class once or twice over, but managing that amount of creativity comes with a strong sense of how the internal mechanics work.  It is easy to build your characters out of being able to progress through the game.  I've yet to meet anyone who has either beat Divinity: Original Sin II or played without having to, at some point, start over.  Original Sin II is an absolutely fantastic game, but one that seems hellbent on making you really work to finish it.  I've managed to get halfway through the game, but without ample amount of time to dedicate to it for a month or so, finishing it is a veritable impossibility.  I'm not sure I will ever finish it, but contradictorily I think it might be one of the best RPGs I've ever played. 

 

 

Assassin's Creed


Before Cyberpunk 2077 came out, I was a good third through Assassin's Creed.  I may return to it one of these days, or I may just skip it in favor of the sequel, the game I've historically liked.  The first Assassin's Creed game is probably best known now for simply starting the famous Ubisoft series, paling in comparison to its followup games and feeling generally clumsy.  This isn't entirely wrong, but I was surprised playing it recently that it is a lot more fun than I remembered it being.  Sure, it is still hella repetitive, sure it has a relatively simple plot, and sure it is sincerely dated, but it still captures that core aspect of climbing shit is fun.  It is a heavily imperfect game, a game that had a lot of ideas but didn't quite develop them for whatever reason.  I'd like to look at more games in the series, as I have traditionally not liked them.  I feel a new appreciation for them now, but time will tell if that holds up far into the series. 

 

 

Europa Universalis IV


Europa Universalis IV isn't really a game you beat.  Despite over 120 hours in the game, I still don't feel qualified to talk about it.  EUIV isn't just a strategy game, as you've probably heard.  It is a history simulator, and that is key to getting what this game is about.  EUIV can be incredibly difficult to get into if you aren't used to this type of game, or you simply don't really know what it is.  EUIV has a monstrous amount of multi-hour tutorial videos, some by the Paradox Studios and some by the fandom, but even watching 100 hours of these won't properly prepare you for actually playing the thing.  The best way to learn, unfortunately, is to play with a friend who already knows how to play.  The game is little more than a map and a thousand menus, and your understanding how to play this game - not even playing the game well - is reliant on your ability to anticipate what actions you want to make, and where to find the menu for those actions.  It is a pretty specific group this game is aiming at, but if you are one of those people you may never need another game ever again (except, perhaps, one of Paradox's other grande strategy games).  I love EUIV to death, but going in depth as to what makes it great is a daunting task.  Maybe sometime in the future, but I couldn't manage that now, even as I played it a ton early into the pandemic.  If It sounds interesting however, I strongly recommend bashing your head against it for a hundred hours.  

 

 

Into The Breach


Rogue-likes are pretty much made to be on a list like this.  I hardly ever finish any of them, but I usually like them.
  It has, admittedly, taken a lot of effort to filter them out of this list, but Into the Breach is the exception because, despite starting this game sometime in 2019, I still find myself firing it up and playing it for a week. 
The game is dressed up as a Pacific Rim style kaiju game, but in reality it is simple tactics.  Into the Breach takes the tactics style RPG of Final Fantasy Tactics and X-Com and turns it into a rogue-like, perhaps the perfect genre for it.  It acts as a sort of "reactive chess", where the opponents moves are telegraphed ahead of time, and you have to create a response.  A time travel macguffin is wrapped within to explain away the rogue-like necessity is happening, and that does actually serve the game's immersion, but all of that would not be anything if the game weren't any good.  It is pure strategy, with randomness more or less about weighing loss in a particular situation, not necessarily to screw you out of a win through chance.  Into the Breach isn't a perfect rogue-like, but it fulfills my itch towards strategy games without the daunting task of having to play hundreds of hours in order to properly beat them.  Well, in the end I suppose it did, but that has more to do with my lack of skill than anything.  I still play this to this day, so it is likely I will beat it eventually, and can give it the proper focus it deserves. 

 

 

Xenoblade Chronicles 2

 

I still don't know what to make of Xenoblade Chronicles 2.  I got some 10 hours in before I dropped it in favor of . . . Batman: Arkham Asylum?  It is hard to remember totally when I first played this game, but I recall it being sometime before The Witcher III.  Regardless, Xenoblade Chronicles 2 is just fucking weird.  It is anime as hell (downright campy in how it plays to anime norms, such as overt sexism - a literally objectified busty woman is a main character, acting as the spirit of a sword - and embarrassing, virgin-esque references to sex), and it plays like an MMO but single player.  The game is game-y to the point of annoyance.  There were aspects I liked about the game, such as the world they built where all land is simply the back of giant monsters, but I couldn't make heads or tails of this game.  Combos could be fun at times, but it all boiled down to "button mashing" the game.  I'd like to return to the series - perhaps from the first Xenoblade game or Xenogears - but probably not for a long time.  

 

 

Her Story


Her Story was simply a game I didn't spend enough time with.  Her Story is more a database of videos than it is a game, but in simply being a collection of videos it creates the game in the player's head.  I don't know if anything external ever happens to validate your understanding of what is going on with these interview tapes, but what I saw made the story sound incredibly interesting.  It is a game I desperately want to play, but just don't know how or when to go about doing it.  It is yet another example of a game I wish I had the free time I had over the summer to really dig into.  I imagine this is an inevitable play at some point, but I cannot dedicate much time to it now, even with its short gameplay.  The concept, of delving into a library of information and piecing together what is there, is precisely the kind of game I would love.  Hopefully I will return to this one soon.  

 

 

The Room (1-3)


The Room's first three games are very different from the other games on this list because I actually beat them.  The Room is essentially those flash "open the box" or "escape the room" games, but on a touch screen device.  Played on a phone or a tablet, The Room showcases why games such as Myst could be built for the platform, if someone with the proper chops would.  The Room isn't a bad series of games, but it is often times obvious, and that can be frustrating.  There are clever puzzles here and there, but generally your go-to reaction of pinch, push, or pull (as the touch screen allows) on any given tactile surface is pretty much what you do.  Puzzles usually act in parts, firstly finding the puzzle "board" and then finding the key as to how to finish it.  But the key is almost always found on accident by simply interacting with the game the way you would expect to.  When I play a puzzle game, I generally want it to be puzzling.  As a near contradictory point, sometimes the games can be too obscure.  Many surfaces look interactible, but end up requiring a very specific way of approaching them, or not being interactive at all.  It is the modern day "pixel hunt" of past point and click games.  The Room is all concept, little follow through, but that doesn't mean they aren't fun.  They just aren't that fun.  Largely why I didn't end up reviewing them during the year was a lack of things to say.  For the most part, I've said everything in this one paragraph, making for a rather anemic write-up if this was a post on its own. The games pass the time, but aren't going to truly challenge you.

 

 

Some of these games I will likely return to (or continue playing), but for now, this is them, and I have left my record.  I really don't like writing these things, but hopefully I will appreciate it sometime later, when I'm curious as to what I played in 2020.  At the very least, I may have created a reference point for a future write up.  Until then though, I'll just keep playing.    

Sunday, July 18, 2021

[Film Review] Tenet


 

You can almost see a Christopher Nolan film coming a mile away.  The way he blocks his shots, the usage of practical effects over CGI, the grand mystery of what the hell his films are even about until you've finally seen them, and, as the most recognizable part of his brand, the high-concept narrative for him to drape blockbuster shenanigans over.  Christopher Nolan is one of those few filmmakers who has managed to carve out a niche as an American Auteur With A Budget, a rare breed post-90s.  One of the things most people look forward to with his films is being able to see money actually spent on something original rather than an adaptation of one thing or another.  It is an exclusive club, one with very few if any modern directors in it.  Whenever a filmmaker like Nolan, or Tarantino, or Fincher makes a film, it tends to feel like an event.  Christopher Nolan, more so than those other two, really likes to play the ambiguity game with his film's plots.  In a way he is a lot like J.J. Abrams, preferring trailers to tease and to be an experience and for a film's plot to be a relative unknown until you have your ticket in hand.  And, much as many will probably dislike this, Nolan is a lot more like Abrams than he is Fincher.  

Christopher Nolan wants to challenge his audience to keep up with him.  He wants to propose a mechanical concept, an idea of how something works for which he has built a plot around, usually bathing you in exposition for the first half hour or so until you're swimming in so much information it can be easily misunderstood as "intelligent".  That isn't quite the slight it sounds: it isn't that Nolan's films aren't smart, it is that the way his films go about explaining themselves isn't particularly smart.

Tenet's plot has been called confusing and complicated, dense and challenging, but this is a bit seeing the forest for the trees.  Tenet plays out in a confusing, complicated way, but the plot is actually incredibly simple.  For all intents and purposes, Tenet is really just a second-rate James Bond film with a kink.  You've got a bad guy hellbent on destroying the world (with less motivation than one would find in a Bond flick), and a group of secret agents practicing espionage to thwart him and figure out his grand plan.  The trick with a Christopher Nolan film is that the plot isn't really what anyone goes to see his movies for.  The main character, called just Protagonist, is little more than a suit and the occasional witty comment.  The conflict is, ostensibly, to thwart the bad guy, but a majority of the film's running time revolves around explaining and then showing (with great flair) the mechanic Nolan really wants to sell you on.  Nolan's films are event films, they are a trick.  The Prestige was a damning film he should have never made, because it basically outs him as the magician he is.  There is a lot of slight-of-hand in Tenet, but next to zero substance.

And that isn't all bad.  After all, one can find enjoyment in a well done action film with interesting set pieces and concept, but Tenet is all concept, to a headache inducing degree.  Many will tout the complexity of this film's concept, about how intelligent you need to be to grasp it, but the truth of the matter is the concept isn't all that complicated, it is just how Nolan decided to explain it to us.  The first hour or so is a rush of scenes and quick dialogue exchanges, interlaced with explanations and exposition.

Below are mild spoilers, but I will not give away the ending.  Nolan obviously intended you to figure all of this out by watching the film, so make the decision as you see fit.

The trick to Tenet is that some objects are found to act in reverse time.  If you see a bullet on a table that has been "inverted", so long as you will drop the bullet, it should come flying off the table and into your hand.  At least, that is how it is first explained to us, confusingly.  More accurately, there is a human-made radioactive substance that can invert objects and people to move backwards in time instead of forwards.  If you were inverted, the whole world would look to be going in reverse.  If you saw someone inverted, it would look like only that person was going in reverse.  It takes about a full hour or longer before this concept has been explained to you, with Nolan preferring to drop elements of the concept out of context with lengthy suppositions from characters as to how this all works.  This element, it turns out, was sent back in time so that no one in the future could  destroy the past with it (which does not make any sense, as they can destroy the past in the past which is literally the plot of this film).  The element can be constructed into something confusingly called the Algorithm, which apparently does the actual destroying.  The Algorithm was sent to nine different locations in the past, and our antagonist is after the final piece. 

Between the quick paced scenes and the way this concept is explained to us, understanding what is going on in the first hour or so is quite a lot of work.  It is completely possible without straining yourself too hard, but it will still come with quite a lot of effort.  The effort itself isn't really the problem, it is more the inefficiency of the effort and the lack of payoff once you do understand what is going on.  There are some truly cool action scenes throughout - just about the only saving grace, really - but the plot boils down to cliche once you look at the beats of the story and not the trickery.  And that trickery is particularly frustrating, revealing its mechanical complexity in the most confusing way possible.  The first half hour is spent wondering how and why someone made bullets that go in reverse time.  There really isn't a reason for it, frankly.  There is a slight explanation that would spoil too much for my liking, something that also explains slightly why someone sent the Algorithm back in time as well.  Perhaps one day I will do a more thorough review spoiling the ending of this film, but until then suffice to say I didn't like it or its implications.  If it isn't too much of a spoiler, think "closed time loop".

Christopher Nolan has a talent for most aspects of film, but writing has never been one of them.  Sometimes he strikes the right balance between movie magic, interesting characters, and substantial plot (usually when his brother co-writes), but more often than not they are roller coaster rides designed to look intelligent rather than be intelligent.  I'd love to see Christopher Nolan direct a movie he doesn't really want to film, something not written by him but still with a talented scribe behind it.  As it is, Nolan is M. Night Shyamalan for the college bound.     

 

 

 

6.0

Monday, March 15, 2021

[Game Review] Cyberpunk 2077


 

For those of you who wanted a straight review of Cyberpunk 2077, I'm sorry to say it is going to be buried in here somewhere, but not easily isolated from the event that was this game's release.  It is no exaggeration to say that Cyberpunk 2077 was possibly the most anticipated game of all time.  Announced eight years ago, three years before the release of CD Projekt Red's opus The Witcher III: Wild Hunt, Cyberpunk 2077 promised to be the future of RPGs.  It took place in the oft coveted genre of cyberpunk, a genre that has seen its fair share of representation, but generally relegated to the sidelines of mainstream media.  CD Projekt Red went full tilt in marketing this thing, adding video after video, pic after pic, promise after promise as to what was in store for us when this game was released - if it ever would.  It wasn't until 2019 that we even got a release date, one that would be pushed back three times before its eventual release on December 10th 2020.  Release date shenanigans only amplified the hype for the game.  People began joking that it would 2077 before we ever got our hands on the thing, but it is important to note that, outside some preliminary outlining and conceptualizing, the game really wasn't in production until roughly 2016, after Blood and Wine for The Witcher III was released.  

At this point, the release of Cyberpunk 2077 is the most controversial and infamous release in video game history, somehow sidelining the likes of Mass Effect: Andromeda, No Man's Sky, and Fallout 76.  The reasons have been recounted and extrapolated over the last month (Edit: make that plural, now, as this was written in January) nearly to death, to the point where now I reckon few really want to hear about it anymore unless it is about added content.  Cyberpunk 2077 was supposed to be the future of RPGs, but instead it became the awful totem of all the industry has become.  

Of all the promises that disappointed fans, the one that seemed to cut deepest wasn't exactly a promise at all.  Cyberpunk 2077 promised in depth roleplaying, with decisions that would matter, a life path that would change the way your character interacted with the world and the general campaign itself, and customization that the world would react to.  These teases dripped to the masses over the years strongly implied that Cyberpunk was going for an immersive sim type game, a near perfect combination with CD Projekt Red's skill for story telling, character, and repercussions.  Someone from the company would say directly that the game was, indeed, not an immersive sim, but those words paled to the promises the marketing team seemed to continue to commit.  An immersive sim, by a general definition (and actual definition is up for debate, even among the genre's most devout acolytes) plays by a set of rules and contains a vast array of consequences.  The idea is that so long as you play by the rules, you can do whatever you want.  If you can combine certain hacking abilities that allow you to bypass a third of the game, then that was fair and the game would adjust accordingly.  Likewise, decisions, including in game conversations, approaches to quest fulfillment, and aspects of your character build would all have consequences seen throughout the game.  Prominent in the genre are classics like Deus Ex, Prey, System Shock 2, and to small degree Bioshock, although I have qualms with that one.  It was the type of RPG that the hardcore loved to lament its lack of representation, the serious RPG for serious RPG lovers, like Krautrock can often be to those into the progressive rock scene.  CD Projekt Red had shown a propensity towards consequences, with its extreme differences through choice in The Witcher 2, and its standout quest with the Red Baron in The Witcher III.  The idea that these systems, so fundamental to the cyberpunk genre, could be used creatively to change your experience was an exciting proposition.  

There were other elements, too.  Promises ranged away from RPG styles, venturing into open world sandbox type gameplay.  Much like Grand Theft Auto, there would be a wanted system and cops, ready to fight you tooth and nail if you ever stepped out of line.  Following genre tropes, however, you were to have the option to bribe the cops out of pursuing you, and likewise corporations you displeased could pay the cops off to make a reason to hunt you down.  Night City, Cyberpunk's home-of-squalor and corporate greed overrun, was to be a veritable playground, full of crime to commit, gangs to align with, and a reputation to amass as you climbed the ranks.  

The promises were obviously too big to be true, but where the line was going to be drawn was the real question.  Delays and stories of extended crunch time made a worrying prospect, especially from a company that had decried crunch, saying they would never partake again.  The delays were concerning, sure, but nowadays it was virtually unheard of for most major releases to not have at least one (or not need one).  The masses were getting restless, but so long as Night City lay before them, developing and getting ready for their arrival, they would have managed.  This was, after all, CD Projekt Red.  

That was the killer of it all.  CD Projekt Red had spent over a decade amassing a reputation within the games industry as the company "for gamers", the same company that released one of the greatest RPGs of all time, updated it incessantly for years and released massive, full-priced-game-sized DLCs for $15.  The same company that created Steam's greatest competitor, GOG.com, a games store that let you download games without DRM, and that worked hard to get classic games running on modern machines.  They were the last bastion for gamers who still valued a company-gamer relationship after the fall of other such companies like Blizzard and Bioware.  It was obviously a bit creepy to be invested so much in a company that sells you media, but they had earned at least some faith and respect up to this point.  They had a committed vision, a general ethos that felt like they weren't out for money, but for quality content.

The ending is obvious, even if you didn't somehow hear about it by now.  Cyberpunk 2077 fulfilled very few of its promises, it released late, and it was so buggy that anyone playing on previous gen consoles - the platform, other than PC, it was built to run on - could hardly get through the early quests without running into a gamebreaking bug or hideous graphical mishaps.  Cyberpunk 2077 was plainly unfinished, rushed out the door with more cut content than content left in the game, and suddenly the greatest game company around became one of the most hated over night, their stock tanking nearly 50% and preparing a defense against a law suit from their investors.  The lies are too numerous to list out, the response to affected gamers even worse.  CD Projekt Red announced gamers could get refunds for the game, but they didn't talk this over with the respective stores people bought it from.  Steam has a policy where you cannot return a game if you have played more than 2 hours, and PS4 won't let you return it if it has ever been downloaded to your harddrive.  This caused a massive influx of return requests to online stores everywhere, with everyone having to unprecedentedly flag the game as being fully available to return, no strings attached.  PS4, particularly pissed off about this fiasco, went a further step by removing the game entirely from the digital storefront, another first.  CD Projekt Red, without a doubt, fucked up beyond what I imagine can be repaired.  There are a few out there - and, admittedly, I am sort of on the fence of this group - that want to see them pull a No Man's Sky, to update and patch this game to a closer image to what was promised.  But there is so much that needs fixing, so much content that simply isn't here, it won't register as a possibility in my head, much as I want it to happen.  

All possible immersive sim elements - or the mechanically adjacent - are virtually stripped from the game.  At the beginning, you get to choose one of three life paths.  You can be the street kid, raised on the street and comfortable with the crime in Night City; a Corpo, essentially a corporate mercenary; or a nomad, a Mad Max type on the outskirts, living the family life with your comrades out in the badlands.  Choosing one of these three life paths was supposed to change the game, supposed to morph the game around your version of V., the main character you play as, but instead they give you a separate first 20 min of gameplay and after that some colorful, alternate dialogue that amounts to the same as the neutral option.  For all intents and purposes, the life paths are just dressing on a game that is no different than any other choice.  Choice throughout, however, is more complicated.  Contrary to popular, frustrated belief at the moment, there are choices throughout Cyberpunk, just not nearly as much as even the first The Witcher.  But for the most part, choices take a back seat to the main gameplay loop and the story that CD Projekt Red want to tell.  

Likewise to the lack of RPG mechanics and choice, the Grand Theft Auto elements were stripped down where they weren't outright broken.  Cops do, in fact, chase you if you commit a crime (or simply look at them), but they cannot pursue.  The AI in this game is laughably bad, hardly an AI as a small batch of rules associated with very immediate geometry.  What I mean by this is best explained through example.  Cars don't really drive around Night City, they simply follow the road as though on rails.  This means that if you were to park a car even remotely in the way of traffic, a traffic jam would inevitably occur since the AI only knows to follow the road, and stop for anything in the way.  What is somewhat tragically hilarious about this is that the AI itself will sometimes get into car wrecks, having followed the path without consideration for what any other car is doing.  These wrecks can be stumbled upon with a mile of cars lining up behind the wreck, no one able to move because the AI doesn't know to go around.  The programmers came up with a simple solution, but it breaks all immersion.  So long as the line of cars and the crash is out of view of the player, it will despawn everything and respawn new ones.  The same goes for pedestrians.  Gang members and police will shoot and duck under cover, but general citizens of Night City will duck into a canned "cowering" response, each a perfect mirror of the other.  When in this state, just like the cars, they will despawn when out of the player's view.  Even those gang members and police aren't sure exactly how to engage in combat.  More often than I would like to count, enemies would walk right next to me without shooting me, unable to properly parse the area and where I was.  The AI also didn't know how to take cover all that well besides "hide behind nearest box", which was easily exploited by simply running around and shooting them.  Challenge is still sort of there, but it is due mostly to bullet sponge enemies on occasion.  

So, Cyberpunk 2077 is only partially an RPG, and only partially an open world sandbox.  The question becomes: what the hell is Cyberpunk 2077?  The answer is both simple and complicated.  Cyberpunk is a hybrid of sorts, and it cannot figure out how to properly mix its styles effectively.  The general loop has to do with combat, leveling up, quests, gigs, and exploration.  Combat is reminiscent of looter-shooters such as Borderlands and Destiny.  It does this side of things adequately, but suffers in number of places.  Looting guns and equipment can be quite a chore.  Most loot all looks the same, and is primarily used as sellable fodder or scrap for the crafting system.  You will generally find weapons that incrementally increase your DPS, or armor that incrementally increases your defense, but it is always by a minor set of points.  You could hold onto certain guns for awhile if you want, but you always run the risk of potentially running into something quite a bit higher level than you, several iterations of loot up.  This does a couple of things to the rest of the game.  Firstly, it makes shops (of what few there are) virtually useless.  Secondly, crafting becomes more or less flavor over a system that can take care of itself.  Crafting certainly has its advantages - I was able to upgrade my quickhacks, this game's equivalent to spells, painlessly and free with all the crafting parts I had looted - but more often than not it does little for the rest of the game.  The looting may be a bit of a bust, but the general shooting is good.  Aiming down sights and pulling triggers definitely feels as though it was made by a company that hadn't made a shooter before, but it is refined enough that, so long as you aren't hot off Counter-Strike or Doom, you are likely to only partially notice it.  

What becomes most annoying about the combat, however, is in what great potential there was here.  If you did something like I did, investing heavily in hacking, you'd know that there is a lot of fun to be had mixing and matching gunplay and your little cybernetic spells.  Quickhacks let you do a few things, such as Ping, which shows every enemy in the area for a short amount of time, or Contagion, which hurts enemies and can jump from host to host, upgradable through the tech trees.  You can hack electronics around the combat arena to distract enemies and help you stealth around, or you can jam an enemy's gun or temporarily blind them.  Hacking becomes incredibly fun the more you invest in different ways to approach large groups of people, but can make you pretty overpowered rather quickly.  The main problem is that the game isn't particularly well balanced, in just about any of its RPG roles. 

You will level up in Cyberpunk, but there is more than one XP gauge to keep track of.  Each of your core five abilities can level up the more you use them - so hacking can level up your technical ability, and beating someone to a pulp will upgrade your beating to a pulp ability - which gives you nice perks and extra talent points as you gain a level.  Likewise, you will have a Street Cred level, which does little outside of gate you from doing certain gigs and buying certain stuff from stores.  Street Cred is so insanely easy to amass, however, it hardly gates anything outside of trickling certain side missions to you as you play rather than dumping them all into your lap immediately.  All of this is essentially dressing around your primary level and the skill trees.  The skill trees, however, are a bit of a mess.  They are initially hard to read and misleading.  What is worse, several of the abilities therein are completely or basically useless, as are whole trees.  This thing was obviously still in the testing and planning stages when they decided to lock what they got and move into polish mode.   

Cyberpunk 2077 reeks all over of a game that was just into its testing and balancing phase when it got pushed into the final stretch.  The technical work of this game is generally impressive, with some of the best graphics of the generation (and if you can run it with raytracing without the thing chugging too badly, it can be truly jaw-dropping).  There is so much detail to admire throughout Night City, a place obviously built with love from the developers, but with no chance to truly fill it out with anything to do.  Side activities, a la Red Dead Redemption or Grand Theft Auto are virtually nil outside of racing.  Getting a haircut isn't even included, again bucking what was said before release about customization (and don't even get me started on how you look consistently like a clown since so many stats are tied to gear).  What you get instead is an Ubisoft map.  Once the prologue is behind you, Cyberpunk spills its guts worth of "gigs" (and what amounts to the same thing under different names).  Gigs are separate from your quests, being essentially "go here, kill this, take this".  It is basically a hundred Far Cry miniquests.  To be fair, I've always had a soft spot for the Far Cry series, being a good blend of popcorn fun as far as shooters and open world games go, never too demanding but usually never totally a waste of time.  As such, I enjoyed doing gigs throughout Cyberpunk 2077, but they are hardly what I am here for, and they take up a majority of the content in the game.  There are some special gigs here and there, such as minibosses called Cyberpsychos, and even once where I ended up investigating what happened to a missing person, but they are all generally the same.  

To sum up generally what Cyberpunk 2077 is, it is essentially a streamlined Witcher game in plot and dialogue, a looter shooter meets Far Cry in general gameplay, with the backdrop of a Grand Theft Auto game.  It's a weird, hodgepodge of different styles that each can be fun on occasion, but rarely seem to come together as a whole.  There are moments here where a side quest you went on can be heard referred to by a gang you are about to smoke out of existence, or sometimes you will be roaming around the city, looking for what there is to offer, and stumble across a small, more unique quest such as talking to a vending machine.  But these sorts of things are well hidden beneath what is essentially a lot of fodder to keep you playing this game, without all that much payout except, you know, money for mods.  And there is at least a partial worth there.  True to the genre, you can modify your body with cyber-enhancements, and these cost a lot.  Grinding money to get the double jump or those wicked blades that come out of your arms was actually really rewarding, since neither are remotely necessary to play the game, and both made playing much more fun.  Keeping a high price ceiling on them made them easily coveted, but they were never so high I gave up even trying.  Modifications more than once changed the entire way I played the game, and I can see replaying later - preferably after some content updates - and trying things differently.  

Cyberpunk 2077 is technically chock full of stuff to do, it just doesn't have a lot of depth to it.  It is mindless fun to get money, up your street cred, and generally fuck about when you are between main or side story beats, and generally that is fine, if it is a bit disappointing.  But, much like The Witcher, the main draw is in its plot.  In Cyberpunk 2077 you play as V., a person whose one goal in life is to go out in a blaze of glory and be remembered forever in this horrible city.  Not too long into the game you get a gig to pull off a nearly impossible heist, one that doesn't go quite as planned.  You steal a biochip called a relic, essentially a chip that holds an entire person digitally on it.  When things go awry, that chip has to be slipped into the slot in your head, but unfortunately that doesn't quite match the warranty with the device.  The chip, it turns out, has legendary rocker and terrorist Johnny Silverhand on it, played by Keanu Reeves.  That chip, as well, was never meant to be put inside another person, as it will slowly overwrite the person with the personality on the chip.  V.'s mission - inexplicably another ticking clock like The Witcher III, despite the obvious problems with doing that in an open world game meant for you to lose hours in - is to somehow get the chip out of his head before the construct takes over, and without dying in the process.  The plot set up here is pretty simple, toying around with themes of personality, identity, and extreme situations requiring extreme measures and alliances.  Johnny Silverhand, who first comes off as the world's biggest asshole, ends up being a fully compelling character as you progress, whether you choose to fight with him, discuss things, or agree with him like the fanboy you can play V. as.  This problem, after all, is both of your problems, as Johnny isn't too keen on having your body any more than you are to give it to him.  

Surprisingly, Cyberpunk 2077's plot hardly touches upon the genre and its strengths.  There are elements here and there about identity, modifications, and the horror of corporations essentially running the show (and, as a side note, let me recommend SOMA, an excellent game that follows some of the same themes much better than Cyberpunk), but primarily what Cyberpunk wants to talk about is the gung-ho lifestyle V. wants in the beginning.  Johnny is everything V. wants to be, and being forced to confront the man himself creates a new understanding of what these types of people are.  The core conflict of the game is whether you still want to become Johnny or not, and how you deal with either of those options.  Through Johnny, V. climbs the underground social ladder, meeting the old greats as well as some new and powerful entities within Night City, essentially fulfilling V.'s want right under your nose without you noticing.  It is a neat narrative trick, where the circumstances of this fulfillment take away the accomplishment you would expect, again requiring you to go inward to consider the elements at play.  After all, no one is happy in Night City, especially not the old vanguard regarded as legends.  Praising the rebels at the top who did something means a lot less when those they fought against are still tyrannically in power, it turns out. 

But these connections aren't nothing.  Some of the best content in the game are the side quests, as is common in CD Projekt Red games.  Side quests this time around are a lot more strange to receive this time around, and I am not surprised to find a lot of people seem to have missed a lot of them.  As is fitting the narrative and setting, you get side quests from contacts you meet either in the main story, or in a location that the main story generally takes you to, such as the Afterlife bar.  There was a particular instance that seems emblematic of how side quests generally find you.  After a certain amount of time, someone named Elizabeth will contact you out of the blue, saying they have a job for you.  The quest, called I Fought the Law, is somewhat interesting.  You figure out what happened to the recently deceased mayor of Night City, working for a wealthy couple currently campaigning for the position, and working with a detective that cannot let the case go, though he knows it is closed.  The quest opens up two quest lines, one with the detective (which is surprisingly dark and a rather fun detective side quest) and one with the wealthy family.  Both come to you organically over the course of the next few days in game, neither of which is totally connected to the initial quest you took (one is in part, but veers in a rather interesting direction).  Virtually all of your side quests end up coming to you by accident, usually with someone from a main quest contacting you later, or from a message out of the blue when your street cred reaches the required level.  Pursuing these quests usually but doesn't always lead you to meeting other side quest givers, letting the stories overlap and connect tangentially through association of the characters.  It feels incredibly organic, but the execution makes going out of your way to trigger these quests a bit of a chore.  This wouldn't be so bad, except it feels, again, like things are a bit unfinished.  There are far fewer side quests, by my count, than previous games by the company, and it feels like a lost opportunity.  I liked learning who different people were in the city, some of which would connect to other quests in interesting ways, such as one quest investigating a cult ending up associating with an old friend of Johnny's, met through a side quest he gives you.  The overlap and interconnection feels somehow lived in, but it is so sparse it is hard to appreciate at times.  Likewise, you getting quests through incessant calls and texts gives Grand Theft Auto IV flashbacks.  You will get so many at such a rapid pace (and often while doing other missions, hardly able to tear your attention away from the task you were already set on) that it is easy to forget how certain quests in your journal got there in the first place.  It feels extremely messy and not well thought out, like a tacked on way to connect all of these disparate parts that had no way of organically coming together.  It is impossible to know if this was due to the game being rushed out the door, but it certainly feels like it.  

One has to wonder what Cyberpunk 2077 looked like over the summer when the game was originally set to be released, but looking at footage from years ago, I'm wondering what things looked like before Johnny Silverhand became a core component.  There is a lot off about the development of this game.  Nothing quite makes sense.  The release was a downright travesty for the industry, a shocking, brutal knife twist in an industry that has been struggling for a while to keep up with consumer demand.  Buggy, unfinished games are the norm now, and it really shouldn't be any sort of surprise.  Gamers want games as quick as they can get them, as graphically impressive as possible, and with more content than anyone with a full time job could ever hope to complete, but that simply isn't viable.  Games are extremely difficult to make, and the current demand for them and what is in them requires an insane amount of work, a lot of time, and a lot of money - all of which is being pressured and improperly managed.  There is something toxic at the core of the industry, and it is showing just about everywhere, and there isn't a single obvious answer to it all.  Gamers want the impossible, and the competitive market of the AAA space simply won't relent long enough for the industry titans to take a good hard look at how to better go about development.  Cyberpunk 2077 has the unfortunate designation of being a watershed game, but not the kind they wanted.  Instead, it represented the toxicity of the industry and its crippling internal problems, and that sucks for everyone.  But as much as Cyberpunk should be made the example, it also pains me that very few people are actually talking about what is in the game rather than what isn'tCyberpunk 2077 is a malformed chimera of styles, inconsistent but definitely fun.  The world built here is interesting, one that I wish there was more to see and play around in.  I don't know if CD Projekt Red could possibly fix this game, but I sincerely hope they at least try again with a sequel.  There is so much potential here, and it would be a shame for it to go to waste.              

 

 

 

7.0

Friday, March 5, 2021

[Film Review] Bill and Ted's Excellent Adventure


 

For the longest time, Bill and Ted's Excellent Adventure was more well known as the film that gave Keanu Reeves his start.  Coming out in 1989, well past the height of the stoner/burnout comedy and the time travel shtick, Bill and Ted was successful financially but ultimately panned by critics.  The film follows the titular duo as they travel through time abducting historical figures to help with passing their history presentation.  They are helped by Rufus (played by George Carlin), who comes from the future where Bill and Ted's music has led to a utopia of high bowling scores, and "the most water parks in the universe".  As far as the bare bones of this thing, it looks pretty standard fare for the time.  More than thirty years later, however, Bill and Ted's Excellent Adventure has found itself with a cult status, its humor and good nature winning out over its traditional (for the time) plot and its late entry into its genre. 

Bill and Ted certainly feels trite on the surface, but the key to what makes the film great comes largely from its heart.  Bill and Ted are the biggest, gooberiest morons you can imagine, famously pronouncing Socrates as "So-crayts", and claiming Julius Caesar was "the salad dressing dude".  But beneath the fluff of two idiots from The Valley is a movie about lovable goofs who live by the mantra "Be Excellent to each other!", a sentiment that has only grown with time.  Like the best of the best dumb comedies, the true humor comes from a smart place.  The Simpsons was once called "a show for smart people that appeases the masses by having Homer say 'D'oh' once per episode".  What they meant was that The Simpsons operated on a level of humor that came from an esoteric point of view, of surrealism playing for idiocy.  It was silly, but the way it was silly seemed self aware, meant to play not only on what was expected, but beyond what was expected.  Homer could run his car into a tree, but not be flung from the drivers seat for a couple of seconds.  The delay itself isn't overly funny, it was the subversion of physics, of playing dumb with a smart crowd.  It was clever, the way Monty Python's Flying Circus would position intelligent subjects in a farce anyone could laugh at.  It is just as funny that The Simpsons would put that delay on Homer's car wreck as it was that it happened.  Bill and Ted operate in a similar way, from Ted falling out of his armor when they are in medieval times despite that not making a lick of sense, to how Bill and Ted tend to get through the climax of the film by simply remembering to go back in time later to help them out.  "What if we come back after the presentation and leave your dad's keys behind this sign?" Bill says.  It is toying with its concept and the audience as much as anything else.  

One of the best examples of how Bill and Ted manage to be funny while being both stupid and clever is early on, when they first meet Rufus.  Standing outside of a Circle K convenience store, Rufus appears in a phone booth that just dropped out the sky.  The next moment, Bill and Ted from the future drop in and give them some advice, telling them to trust Rufus and travel through time.  Ted turns to Bill and says nonchalantly "Bill, there is something afoot at the Circle K".  Its deadpanning, an understatement played for comedic ribbing.  Understandably, there are still many that will find Excellent Adventure too stupid.  Much like Dumb and Dumber or Zoolander, the dumb shtick can feel like it is striking a surface level to those that aren't generally keen to pick up on the more subtle self-awareness.  It is almost niche, but it is a niche that has grown in recent years as people look more and more for unpretentious fun with a brain that it doesn't feel the need to show off.  Little to no historical jokes are made that aren't obvious, and the most clever ones (such as Napoleon explaining his invasion of Russia, which he ultimately lost, to Bill and Ted resulting in Ted saying "I don't think this is going to work", much to his ire) are so subtle you are likely not to notice it without reading some trivia afterwards.  Bill and Ted don't bog you down with any of that.  It is simply here to have fun.  

Part of the reason this works, despite the film's obvious strive towards empty headed enjoyment, is because of the film's heart.  Bill and Ted are simply lovable.  They want to party and play in a rock band, but their general philosophy on life is to simply be nice and have fun.  It may feel reductionist to someone looking for a challenge, but then again anyone looking for a challenge here has been mislead more than any film could possible help.  The good nature at show here helps bridge the gap from burnouts somehow being key to a utopian future and a general look at life is commendable, even as it is optimistic.  You can argue "Be Excellent to each other" is a lot easier said than done, but you cannot argue that isn't a good sentiment.  

Analyzing Bill and Ted's Excellent Adventure is absolutely ridiculous, and my attempts here make me look the fool, but for those not already predisposed for the joys of clever dumb comedy, I've made my appeal.  Bill and Ted are little more than lost labradors, looking to pass a final exam so they can continue to work on their band, and that should be enough for an enjoyable movie.  Enjoy it, and party on.  

 

 

 

7.0

Sunday, February 7, 2021

[Game Review] Post Void


 

I can talk about the greater context of gaming and culture that Post Void was birthed in - the rise of rogue-likes over the last decade, the retro-comeback of the Doom-like, the deep fried trend of digitally burning everything into a heap of references and emotional appeals as a satiric and exhausted sigh at the Internet's omnipresence - but, honestly, who gives a fuck.  Post Void isn't original, and it sits so comfortably in the current gaming zeitgeist that its edgy style could be considered downright quaint, but any and all pretentious validation I could spew to convince you to play this game pales against the honest to god truth: this game is just really fucking fun.

Post Void is a Doom-like rogue-light.  You run through a series of hallways (11, to be exact) shooting everything you see and trying to make it to the end before your life drains.  At the end of every level you get to choose one of three powerups, and if you die you go back to the beginning.  The game is something like if you mixed Doom (though, with the precision of a more exact shooter) with an acid metal album.  The colors are ugly and acidic, "burnt" into a migraine-inducing blur (it should be noted: don't play this game if you are prone to seizures or migraines - this is not friendly to the eyes).  Enemies span smoking men in trench coats with a giant mouth for a face, to eyeballs sticking out of the walls shooting projectiles.  It is that disgusting kind of metal you listen to when the world feels like a chaotic, unbearable whirl.  It's a modern nightmare, tripping acid in hopes of curing a hangover.  

It isn't a game for everyone, but if you have any love for the shooter genre, than it is more than worth a shot.  The game is criminally short, but that reservation is partially what makes it so great.  When I finally beat the game, I did it in seven and a half minutes.  The shooting mechanics are tight, but perhaps a bit generous, if I am being critical.  A friend and I mockingly called the game "headshot simulator", since the best way to make it through is by popping heads as quickly as you can with the pistol.  Those headshots, in particular, felt as though they had quite a bit of leeway for their hit boxes.  Often, keeping your reticle just in the general orb around the heads was enough to get the shot, but without actually testing it is hard to tell if this is actually the case.  Each level is under a time limit, as your health drains over time.  To recoup your health, you have to kill enemies, but stopping to pick off a straggler you missed could have you losing more health than you are bound to gain.  Getting through quickly and moving through your mistakes is key to getting to the end. 

Post Void really isn't any more than that.  It is a migraine simulator that lets you shoot shit, an arcade game beyond the internet void and back.  It costs as much as a coffee, and will probably squeeze five or so hours out of you, your skill in shooters depending.  Just be sure to take some Advil afterwards.      

 

 

 

7.5

Wednesday, January 27, 2021

[Film Review] Ghost in the Shell (1995)


 

Cyberpunk isn't all neon and corporations.  The key to what makes good cyberpunk is an understanding of technological growth, of social evolution, social restraint, and neoliberalsim run amok as governance falls to the side of corporate control.  But most of all, it is how tech threads its way through all of this.  Popularized by Willaim Gibson's kinetic novel Neuromancer, cyberpunk has been on the rise since the late 80s, culminating for many in The Matrix, the cultural high water mark for the genre.  The Matrix itself was less an original work than it was a blockbuster amalgamation of multiple different cyberpunk works, Neuromancer (with its wild west internet literally called the matrix) being one of the bigger ones, but at its heart far more like Ghost in the Shell

Ghost in the Shell started life as a manga I have not read despite it glaring at me from my bookshelf, and as such you can probably expect a revisit to this film sometime in the future.  As it stands, the manga was adapted into a wildly acclaimed anime film of the same name in 1995.  Ghost in the Shell, the film, followed a government assault team called Section 9, partially led by Major, a cybernetic woman.  In this world, technology has developed to where a person's whole body could be replaced with cybernetic parts.  One part in particular allowed for the brain to be cradled within this body and connected to the net.  The consciousness (sometimes referred to as a soul by certain people) is referred to as the "ghost", the last knowable proof of humanity within a cybernetic "shell".  

Major and the rest of Section 9 are after a mysterious and dangerous hacker known as The Puppet Master who is targeting political officials, but has somehow evaded capture or even identification.  The Puppet Master has an insidious trick up his sleeve, able to implant memories that aren't real in his unsuspecting victims to get them to do what he wants.  The search for The Puppet Master leads to copious amounts of espionage, informed by the fractured state of the Japanese government that is unable to communicate with itself, and seems to be desperately seeking stability after a recent revolution.  The plot itself is virtually impossible to talk about without spoilers, thanks in part to how tightly the themes, action, and story developments all intertwine into a solid whole.  Their search for The Puppet Master becomes a frightening reflection of existential concerns the characters and film are tortured over, coming to an interesting head that talks technology, philosophy, and the limitations of self.

Without getting into spoilers for this review, the primary concern for Ghost in the Shell is what being human really is, anyway.  After so many cybernetic modifications, at what point does the person cease to be human and simply become a robot?  This isn't just a thought whispered between action scenes, it is the driving force for their characters' concerns.  Many of them have been so heavily augmented that retirement is paramount to suicide since they are required such expensive upkeep to keep their bodies from breaking down the way mechanical devices do.  Their tech is military grade, and cannot be simply found on the black market, thus their work is also a sense of self preservation.  Not that they are necessarily complaining.  The true concern the characters have is whether or not their "ghost" is enough to distinguish them from machines.  They noticeably never actually say "human" when referring to who they are, preferring to consider the essence of being over the biological sum of DNA and its follow through.  The tech and the biological are less interesting in themselves than what defines the self entirely.  As Major mentions at one point, it is not her brain that makes her who she is, it is experience, memories, and the ways in which she perceives the world - and this includes her perception through the tech in her head.  Her personality and sense of self has long ago abandoned the solely biological.  To remove some of the cybernetic features from her perception is to remove a part of who she is, and that is the complexity of the issue Ghost in the Shell wants to tumble over. 

Technology isn't just a means to an end in Ghost in the Shell, it is a place and a perspective.  It is integrated with the self, with society, with a person's understanding of the world around them.  You would remain a person if you never had a phone or the internet again, but you would not ever be the same person.  That may sound ridiculous, but it is technically true.  So much of your interaction with the world is through this pocket computer and its connection to the internet, and simply taking that away fundamentally changes the way you perceive and consume the world around you.  And that is part of the point with Ghost in the Shell.  It isn't simply "tech is bad", its "tech makes everything different".  The irony is that while you would probably assume that turning away from the uber-modernity is as simple as turning of a phone, the reality is that your brain has morphed to coexist with this technology.  The "weakness" some perceive in those who are so reliant on gadgets and convenience is a conditional weakness.  There are strengths to the reliance as well, particularly in the literacy of technology and the ability to adapt with new avenues of information and interaction.  It isn't a flat pro and con, because our species did not get to where it is because of our intelligence and adaptability alone, it was because of the way we were able to create, use, and integrate technology into our lives.  That is what fundamentally changed us, and that is what led us not only into the 21st century, but to some sort of evolved being where our creations and ourselves have become intertwined.  Evolution, it should be said, is not perfection.  It is adaptation, it is changing with time as time requires.  Ghost in the Shell doesn't just bring up these questions, it searches through them with intensity and focus.  The film is insanely short for how many thoughts it has, and could have done with another half hour at least to really get into things, but even at its length there is a lot to unpack here.  One of these days I will have to do a spoiler filled review so we can tackle all there is involved in this plot, as well as the ending, but for now consider this a very high recommendation. 

 

 

 

9.0

Monday, January 25, 2021

[Film Review] Naked Lunch


 

On paper, David Cronenberg adapting the wildly controversial William S. Burroughs novel Naked Lunch sounds like a perfect storm.  Cronenberg had a history playing with horror, surrealism, and themes of repression, culminating in what had to feel like a pseudo-tryout for Naked Lunch in Videodrome.  Cronenberg's forte, in particular, was in the sub-genre of horror called "body horror", where the human form morphs and mutilates into something horrific.  The general concept behind this genre is to make us feel like the source of horror, not just on a psychological level, but on a "dig the bugs out of my skin" while tripping kind of horror.  The horror was within, but it was externalizing.  You could see this most clearly in one of Cronenberg's earliest horror films, The BroodThe Brood was about little humanoid creatures that budded from a host like fungus, spreading violence wanted by the host.  It was a gross but effective film.  This sort of surrealist horror, disturbing and thematically layered, was perfect for adapting something by Burroughs.  Burroughs' Naked Lunch was infamously unfilmable.  It had a sort of non-structure, intended for you to be able to start the novel at any point and still come out roughly the same.  It was also unflinchingly graphic, with repulsive depictions of debased drug use and sexual violence on nearly every page.  It still remains one of the most controversial novels of all time, contentious in even the most broadly minded literary circles.  

And Naked Lunch sincerely deserves this contention.  Burroughs' style of writing - where sentences feel crammed together anxiously, as though gasping for air between rapid heartbeats and often without proper punctuation, all the while slipping between one reality into another without so much as the ending of a sentence to remark the break - is invigorating if you're into this type of modernist/postmodernist writing.  His style is truly original, and incredibly influential on the postmodernists that would come after him.  His writing is also extremely difficult to read if you are not accustomed to this sort of thing, requiring you to often read sections multiple ways, flipping between versions depending on what is happening next in the "story".  Burroughs has surrogates in the novel, infamously holding at least three names, but I suspect a fourth as well, with different levels of separation depending on the depravity the character has to either witness or partake in.  If one were awfully optimistic, you could consider it to be like peering into the stream of consciousness of a reflective patient in therapy, but that disregards the intention Burroughs places in just about everything in the novel.  

Adapting what is literally in Naked Lunch is not just impossible from a practical standpoint, it would also be revolting to the point that no one would ever dare see it, and would more than likely have never been released.  Smartly, Cronenberg decided on a new tactic, instead converting the odd story of how Burroughs wrote the novel into something of a similar vain.  Naked Lunch, the film, follows a Burroughs surrogate as he loses touch with reality in a hazy drug fueled binge.  After he accidentally kills his wife during a party trick, Bill Lee (the Burroughs surrogate) runs off to a place called the Interzone, someplace in northern Africa.  He is under the impression he has been enlisted in some sort of covert op, where he is to study and translate the goings on of several key people revolved around sexual depravity and the drug trade.  In particular he is to find and report on a Dr. Benway.  Bill Lee repeatedly sees giant bugs, often doubling as typewriters for him to work from.  These bugs have an anus like apparatus in their back in which they can talk out of, where they give him directions as to who to pursue, and what to write.  Hints of the novel are layered within this story, in particular the setting of the Interzone, and the occasional subject of homosexuality, but neither are given the significance they are given in the novel.  Instead, the film prefers to focus on Burroughs' drug binge, his tortured writing experience, and his delusional state in which he decides to process this information.  It becomes quickly apparent that what Lee thinks he is writing and what he is actually writing are two completely different things.  He thinks he is writing concerns and reports over what is happening in the Interzone (occasionally, he writes about his loneliness and his fear of getting off of drugs).  What he is actually writing is the manuscript to Naked Lunch.  

Cronenberg does a relatively good job not just showing the odd, feverish quality to writing complex and often unconventional fiction, full of doubt and paranoia and dissatisfaction.  Lee doesn't necessarily not believe in what he is writing, so much as he struggles with being as forthcoming with the information he has to write.  Throughout the film one of his conflicts is in whether he trusts the giant bugs (or the alien Mugwumps, which act at times as counterpoint to the bugs and facilitators) or whether he considers them hostile and dangerous.  Both the bugs and the Mugwumps secrete a drug when what Lee has typed pleases them, a disgusting representation of the dopamine secretion when you've written something you are proud of.  The complex relationship Lee has with writing is tied up in a particular tragedy in Burroughs' past.  Burroughs, back in 1951, accidentally shot his wife in the head, killing her.  He has said that it was his wife's death that was responsible for his writing career, which he described as an "appalling conclusion".  This line, it would seem, is the thesis behind Cronenberg's adaptation, following Lee's trauma and drug induced state as he tries his best to run away from this particular tragedy into a career as an author.  

The issue with Cronenberg's take is that it largely ignores, or otherwise simply teases, the real underlying concerns and personality of Burroughs himself.  For a film about Burroughs, it leaves out quite a lot.  Burroughs, first of all, was gay.  This is toyed around with here and there throughout the film, but hardly made as a particularly poignant point.  The novel Naked Lunch shows extreme interest in not just homosexuality, but any sort of non-normative sexuality (but also includes rampant fetishism, so while the above sounds progressive it is much more speculative and, often times, offensive).  Burroughs' novel is driven by the conflict of drug addiction and the culture that comes from it.  It is full of people who have fallen through the cracks of society into a dark underbelly that exists in the fringe of the glossy "normal".  Burroughs may use drug addiction and the horrific lifestyle and emotional trauma of addicts to tell his story, but he continually brings these issues to the conflict of societal norms.  Burroughs, if his novel is anything to go by, seems to think all sense of societal norms are oppressive.  He talks aggressively about the depravity of capital punishment, of lust for violence, of the animalistic nature of sexuality, and of, essentially, the obscenity of society.  Burroughs, however, never sees this as an issue to be solved.  There are numerous passages in the book Naked Lunch that show potential overthrows of authority, almost always ending in an orgy of violence and depravity.  There is no winning, Burroughs seems to say.  We are doomed to our torment.  

Burroughs' hellish depiction of, well, reality is not something anyone in their right mind could turn into a movie.  I enjoyed Burroughs' novel despite myself, finding it consistently off-putting but always interesting.  It is the kind of book I think virtually no one should read outside of literary people interested in the medium for its own sake, because, while Burroughs has good points to make, he certainly doesn't make them all that well.  He is unendingly offensive, continually trying to either make you sick or piss you off.  It is incendiary art, the kind artists like to say they want but here it is and all it amounts to is hate and remorse.  There is a pinch of value in Naked Lunch, but not enough to make up for what it does so horrifically.  Cronenberg was right to start from scratch, essentially, looking into Burroughs' life for inspiration, but in his attempt he somehow missed what was actually so great, the buried, sand and shit encrusted diamond that meekly glinted but glinted with a white hot fever of inspiration.  Cronenberg tosses out the novel in favor of an outsider's glance towards Burroughs, and he doesn't do the man justice.  

Cronenberg's overt attempts may have failed, but, somehow despite itself, the film is still rather good.  Taken on its own and only partially inspired by Burroughs and his infamous novel, Naked Lunch is a good movie about the creative process and the self destructive nature of creatives.  It glamorizes nothing, makes creativity out to be a hostile and self destructive entity willing to tear a person's life down if only to escape from the head that conceived it.  Cronenberg gets these themes across well, and we see that process as less masturbatory as it is frustrated, wishing for a sign that the process was worth it.  It takes quite a stomach to watch Naked Lunch given its graphic nature and pervasive drug use and bugs, but if you have it then you won't be disappointed.  It is a somewhat sanitized take on Burroughs, but one that does still feel an awful lot like him.  It is creative and unique, and though it doesn't add up to its potential, it is more than impressive enough.               

 

 

 

8.0