Tuesday, January 24, 2012

We Need To Talk About Kevin Review

We Need To Talk About Kevin is a movie about two horrible parents and one kid who's way too smart for his own good. And by "smart" I mean manipulative and downright evil. It's dark, disturbing, and tackles some pretty tough issues, but I never really felt invested in what was going on.


The one thing I'll say for Kevin is it's shot almost flawlessly. Anyone would be hard pressed to find a single frame that isn't beautiful in some way in that whole movie. Director Lynne Ramsay clearly knows what she wants in the frame, when to move the camera, and when to hold on for that extra beat. Unfortunately, I feel she was a bit overindulgent in some of the visual motifs. The story goes back and forth between past and present, with the present mostly consisting of the lead character, Eva (Tilda Swinton), cleaning up the red paint used to vandalize her home. But there's plenty more splashes of red in the past, whether it be tomatoes, strawberry jam, more paint, or even blood. About halfway through, I was starting to feel like I was being hit over the head with it. Yes, we understand. Red.


But ultimately, I was just not that interested in the subjected matter of the film. This is a movie about a mom who's completely intimidated by her own child. Granted the kid is batshit evil, but what's he going to do when he's four? Arguably, the entire conflict of the film could have been resolved with a good spanking. I just have trouble sympathizing with an adult character who's being pushed around by a child. You're bigger than him! That means he has to do what you say! If God didn't want us beating our children, then he wouldn't have invented belts (ugh, okay, for those who don't know . . . this is hyperbole).


I guess it just comes down to a matter of respect. I never respected Eva because she's a spineless loser, and I never respected Kevin because, well, he's evil (and not even in the cool Darth Vader sort of way). So I never respected their plight. I kind of feel they deserve what they got because they never took action to assure otherwise.


You might like this movie if you enjoy dark, psychologically disturbing thrillers, or if you're into the whole evil kid thing. But if that's not your idea of a good time, I would skip this one. For a different opinion, check out my friend Jordan's review here.

Monday, January 16, 2012

Batman Arkham City and Why the Masses Are Wrong

Batman is just awesome. After 6 movies and a 70+ year publication history, the masses still can't get enough of him. But it wasn't until 2009 that he got his first great video game treatment in Batman: Arkham Asylum. So its sequel, last year's Batman: Arkham City had a lot to live up to. After somewhat of an extended wait (being poor is no fun) I've finally gotten to spend my due time with this game. Unfortunately, I'm less than impressed.

It appears I am alone in this.

Arkham City is rated 94 on Metacritic. IGN's Greg Miller initially had his reservations, then came up with a whole list of reasons to gush over it, and gave it a 9.5 (out of 10). The whole review kind of reminds me of a little boy trying to convince himself that he likes something because he wants to like it. Kind of like me one summer when I went to see this certain movie. 

Most of my complaints with Arkham City have the theme of "too much." No doubt developer Rocksteady felt the pressure to make this Batman game bigger and better than the last one. Kind of like how they tried to do "too much" with the ending of this certain movie. Arkham City is clearly a big game with a lot going on, just not that much worth doing. Too many villains that aren't fleshed out, too many unmotivated side-quests, and far too many on-screen prompts.

I think I first noticed this pattern while playing the combat portions of the game. In its predecessor, combat is simple, fluid, and awesome. In this game, however, I feel they tried to add too many options. Every gadget the Dark Knight wields has a hotkey (or rather, hotkey combo) for use in combat. That's no fewer than half a dozen combos to memorize, and it only gets worse as you upgrade your abilities. What was once simple and fluid is now clunky and complicated. One could argue that you can just stick to the basics, and indeed you can...until the game drops a mini-boss or lieutenant into the fray. They have to be taken out in specific ways, so I hope you remember which combo is the Remote Electrical Charger.

Maybe I'm remembering the original game through rose colored glass, but I just don't recall these problems existing in the first game. I was free to handle all confrontations short of a boss fight any way I wanted. As long as I didn't get shot in the face, I had a good chance of succeeding. Because I was Batman. Now, Batman has to do what the game wants.

A good example of this is the Mr. Freeze fight. This battle is so convoluted that the game actually stops so that the "bat-computer" can give you a strategy guide specific to this fight alone. In the last game, you only needed to know three things: X was punch, Y was counter, and A was everything else. Those three face-buttons allowed you to engage everyone and everything, from 20+ thugs to Gotham's most dangers super-villains. And it was always cool and unique. Because you were Batman. And Batman kicks ass.

Another aspect I didn't care for was the open-world gaming. Now, I've never liked open-world games, and I realize that a lot of gamers do, so I won't harp on this too much. It's just that the game is so big, with so much to do, but I finished the story in less than two days, and everything after that seems kind of pointless. Side-quests are often unrelated to the story or the characters, so I feel no motivation to go back and finish them. That, and I'm disappointed the developers went this rout after the great hub-world of Arkham Asylum.

There are also a few thematic choices, things relating the the continuity of Batman, that I don't quite get. First and foremost, how Batman clearly murders Solomon Grundy (oh, um...spoiler alert). Granted, Grundy is immortal (damn it! again, spoiler alert) and I'm sure he'll be fine, eventually, but it's the principal. Batman does not kill. It's part of who he is, and that includes ripping out the heart of a pseudo zombie...spoiler alert!

Also, Batman's seeming ability to "fly" through Gotham. Okay, he's not really flying; he's gliding and grappling seamlessly, which might as well be flying. I realize the game needed a way for Batman to travel quickly across the huge map, this just doesn't work for me. Batman doesn't fly. He runs along rooftops. I guess that wouldn't allow him to travel quickly enough, but flying is not the answer. Batmobile, anyone?


Then there's this little beauty, the utter uselessness of a "silent takedown," where Batman sneaks up on someone and knocks them out without making a sound. The first rule of being Batman is that you are the night; don't alert your presence to anyone. In Arkham City, many thugs are wearing special heart-moniters that their masterminds are watching. So if you take someone down, no matter how, they know about it. So...what's the point of a silent takedown if everyone knows you're there, anyway? I mean, I'm supposed to be the night, here. Yes, only "certain" thugs have this heart-moniter, but that's virtually every thug you have to get through in the story mode! This would have been cool to make certain encounters more difficult, but it's overuse made one of the games original features, a feature that highlights one of Batman's greatest strengths, completely null and void.

Okay, there are some things I did like about the game. The fight with Ra's al Ghul was pretty badass. In fact, the whole League of Assassins story arc was my favorite part of the game. It was where everything kind of condensed to a point and reminded the player that Batman was awesome, like its predecessor did so many times before. I also liked how the final confrontation with Hugo Strange is not some drown-out boss fight, but a super-tough scenario where you have to use all your bat-tricks to get passed his guards without getting shot in the face. Like most of his rogue gallery, Strange can't really compete with Batman physically; once the Dark Knight gets to him, it's over. But getting to him is always a challenge.

So, after all that, I guess I want to say that I don't think Batman: Arkham City, is a terrible game, just not as good as everyone says it is. Greg Miller might believe that I can't see the forrest for the trees, but it was the details that made the original game so good. Not the super-complex fight mechanics, or the thousands of things Batman could do outside of the main story, but the little things. The things that made you stop and say, "Yeah, Batman is awesome." These moments happened so infrequently in Arkham City that it just doesn't live up to its predecessor. 9.5? I think not.

Monday, January 9, 2012

ShortCuts Podcast #1 (About ShortCuts)

UPDATE: After some changes to their site, I've updated the link to shortcutsla.com so that it actually works now.


ShortCuts is a new podcast from Devin Marble (Syfy’s Fact or Faked: Paranormal Files) and Jordan Bowers (Short Cuts the Blog) where they discuss life in LA, what they’ve learned about the entertainment industry, and their thoughts on the industry in general. With the hopes of being both helpful and entertaining, ShortCuts has a lot to live up to. That said, this first podcast is a great start to what could be an invaluable resource for those looking to “break into the biz.”

Devin is an up-and-comer in the industry with Producer credits that include Project Runway and the independent film The New Republic. Now he works on-screen as a host for Syfy’s Fact or Faked: Paranormal Files.

Jordan is writer with a background in journalism and media and works for a film/TV database company researching features films in development.

The gist of this podcast can be summarized as, How did you get your job out here? As their website says:

There’s nothing worse than listening to an interview with an actor or director who says something along the lines of, “Well, I moved to Hollywood when I was 18 and I got a job at Paramount...” Really? Good for you. What about how that happened? WE WANNA KNOW!

They share their personal stories of how they got where they are today and what qualities they believe helped them achieve their success. It’s very conversational; it doesn’t list 10 steps to getting a job in the industry or anything like that. Nor do they equate success to fame and fortune. They’re talking about what it takes to make rent, to survive in LA while working in what many see as a cutthroat industry. As 
someone who began PA work last year, I can tell you there’s some sage advise here.

The good news is it’s mostly common sense.

In future podcasts, they’ll be bringing in guests speakers who will share their stories, discuss similar topics, as well as promote personal projects. Depending on the success of the podcast, ShortCuts could prove to be a useful platform for the workingman in LA. What I’m most interested in will be whether or not future pods rehash the same themes or if there’s new ideas that they haven’t covered yet.
Whatever the case, this is one to keep your eyes on. These are two guys living and working in the entertainment industry who genuinely want to share their advice with you!


Their first podcast is scheduled to release later today, and you’ll be able to stream or download it by clicking right here.