"I think you might want to try reading a book every now and then to get those creative juices flowing, it sounds like your brain and thinking capacity has disappeared somewhere within your exaggerated sense of self worth."
Showing posts with label Amazing. Show all posts
Showing posts with label Amazing. Show all posts
Wednesday, October 30, 2013
Movie Appraisal: Twin Peaks: Fire Walk with Me (1992)
Twin Peaks: Fire Walk with Me directed by David Lynch is probably one of my favorite movies of all time. To put it out there, this movie is not for everybody. David Lynch is not for everybody. If you haven't seen an episode of the Twin Peaks television series, don't watch this until you watch that series. Despite the fact that this movie is mostly a prequel to the TV series, it also has elements of a sequel. And the spoilers provided by the movie would probably be best avoided if the television series is in your interest at all.
If you're reading this review and you like the other movies I've reviewed, Twin Peaks is probably the series for you. It is by far my favorite television series of all time. If I were to write my own series, it would end up looking a lot like that one. But this movie- this movie is where the heart and soul of Twin Peaks truly is. It has it's true capabilities, weirdness, and insanity out there for all to see before the end. It's a gory, visceral, surreal, and introspective look at what would lead up to the television series, but it stands all on its own as something brilliant and spectacular.
David Lynch made his career making movies that pushed the bounds of psychology, horror, and the nature of surreality. This movie has all those elements in it, often becoming quite terrifying if you can parse exactly what's going on. This is the reason the television series is a much watch for understanding this movie fully. It's absolutely needed to understand both the horror and the implications of exactly what's going on. I don't know how much and how often I can proselytize why this series and movie are some of the best works of fiction ever created.
I know that sounds like the ravings of the lunatic. I get that. but nothing this original exists anywhere else. It led to so many other different takes off of the same material. It was also, in my opinion, the Firefly before that show and subsequent movie existed. Cancelled before it should have been (in my opinion), leaving fans stranded with more questions than answers, and having a fanatical fanbase, Twin Peaks was a movement and an expression more than it was ever a simple television show.
The movie should have been there to answer lingering question and tie up loose ends, but when has David Lynch ever done anything of the sort? For every question answered in the movie more arose from it. And frankly, the movie brought me a whole new definition of small town horror when I first watched it quite a few years ago.
So, with introductions over, let's talk about this movie if we can. First off, the movie can be viewed as two different parts. The first part follows around a series of FBI agents (including our good friend Agent Cooper!) as they are involved in some odd investigations. I always found it odd how the FBI is basically comprised of some of the weirdest people imaginable, every one more surreal and interesting than the last. Agents Chester Desmond and Sam Stanley (played by Kiefer Sutherland) are looking into the murder of one Teresa Banks. And the investigation is hampered by an uncooperative police force in the town of Deer Meadow. Deer Meadow is also basically the opposite of the town of Twin Peaks. Anyway, they get their information from a woman named Lil, who dances for them.
And it's weird. They interpret the dancing, and I have to believe it all has something to do with how Lynch and his films (and television show) were received. Most of Lynch's films are surreal, often with the easiest way to view them being to interpret the plots and fill in what you need to from the information provided. A David Lynch film is something to watch. There's nothing else like them, not in my experience anyway. While not everything might have a hard meaning in his movies, I do believe the interpretations can still be there. He's such a deliberate filmmaker that I can't see him not having specific ideas on what he means to do in a film.
The investigation of Teresa Banks murder goes on, but nothing is really found out, besides a missing ring and a missing trailer. And eventually a missing Chester Desmond. And that's where the movie leaves Deer Meadow, going instead to Philadelphia to focus on Dale Cooper for a while, who has had a series of dreams over the course of the movie, prophetic dreams. He tells Gordon Cole (played by David Lynch) about the dreams and a man named Jeffries (played by the man and the legend David Bowie) enters the room only to disappear again. It is surreal and odd, and probably makes no sense at all. I think he's connected with Windom Earle, although I'm not sure why I think that. (Windom Earle is form the latter half of the second season of the TV series.)
Finally we get to the main part of the movie: the lead-up to Laura Palmer's death. And what a lead-up it is. We see a visceral, surreal, dark, and often very salacious as well. I don't think I've ever seen nudity made so ugly, so feral, and so hard to look at. What it looks like to me throughout the film is victimization. And it's obvious that's what it is. Laura Palmer leads a double life. On one side, she's the beautiful homecoming queen with a nice family life, a best friend, and a boyfriend (or two). But beneath it she's a drug addict, a sex addict, a person who has no idea what she wants in her life or from her life, and mostly she's a scared young woman. She admits to being raped since she was twelve, although early on she claims she doesn't know who's been doing it.
But we find out along with Laura, and what a reveal it is. it is one of the few movies brave enough to tackle an incestuous relationship in a believable way. Laura's father, Leland (Ray Wise, basically the second lead of the movie after Sheryl Lee's Larua), has been possessed by an evil creature named BOB. he's been in love with and raping Laura for years as BOB, but we're left wondering whether or not it's been Leland all along... or if BOB is really the perpetrator. The incestuous relationship is definitely an undercurrent of this entire part of the film, with a definite focus on Leland's responses to Laura's relationship, manners, and life. But there is also Laura's odd reactions to her father, so much pointing to the idea that she knows he's been raping her, but is hiding it under the surface. The awkward moments, the nearly broken home, and the appearance of normality- those are certainly themes throughout both Twin Peaks and David Lynch's works in general, but here they are on display for all to see.
In some ways, many ways, this film is the natural progression from a film like Blue Velvet. Both involve "normal" suburban or small town life, but both also involve this undercurrent of sleaze that David Lynch captures so perfectly. And that's what this movie is at times: pure, unbridled, and unadulterated sleaze. The horror is throughout this movie, maybe not in overt murderers or copious amount of blood and gore, but rather in the normal being so awful as to not be able to be accepted. It's about the degradation of Laura Palmer, about the character's final days, and about how she was falling apart because of the sexual abuse, the incest, the being used constantly- even letting herself be used, wanting to be degraded and worshiped because of that sexual abuse. It's so well-handled, not with baby gloves, but as a visceral look at it. And it is terrifying and sickening all at once.
It's meant to be. And that might be the creepiest thing about the movie. The nudity isn't meant to be sexual, it isn't mean to evoke a sexual response. It's meant to invoke a heavy feeling of sickness. I know that's how I felt watching it at least. Leland's rape, eventual capture, and murder of Laura are also sickening. it is so awful to see, but Lynch makes it so compelling to watch. You don't want to see the conclusion, but you cannot look away.
Obviously this movie has many things, little things, that have meaning. The pictures in Laura's room mean something. The angel that was with her has left her once the ring comes into her mind. And the door opening painting that brings Laura to the Black Lodge- it has layers of meaning. The Black Lodge being the worst of entities and "humanity" alike. But the whole movie has layers of meaning- throughout there are moments where you wonder if you're even watching reality anymore. There are moments in the Roadhouse that feel like that, specifically within the Pink Room, which I would say is the absolutely most surreal moment in the film.
To me, this movie is the pinnacle of what it means to be a surreal and psychological horror movie. It brings about elements that are used to evoke emotions. While we follow Laura, we see what kind of person she is. We get to intimately know her, see her struggle, and see her fall. And all the while we get odd moments of comedy, real life, and absolutely blanketed horror- all of which culminate in Laura's murder. I can't say enough good things about this movie. David Lynch is a master as well as being one of my favorite filmmakers of all time.
I've avoided Lynch for the most part in these reviews. There is so much to say about his movies that I feel slightly uncomfortable extrapolating meaning. And since most of his movies are some of my favorite films, I find it very difficult to want to review them for fear of not doing them justice. But I have to talk about them all eventually, one way or another, and this film, one of his more direct films, felt like a good place to start our journey in exploring Lynch as a director, a storyteller, and a true artist of the screen.
This is a complex film, and I don't blame others for not liking it or really any of Lynch's material. While I think David Lynch is amazing, I can see how many think his films are crazy nonsense- and that's really their loss, not mine. So, this is a full recommend for me, but really only seriously watch it if you can get through Twin Peaks. It'll also help if you like Lynch's other movies like I do.
Putting it out there, this is the absolute scariest movie I've reviewed this October, so if you're looking for sleazy and hard-to-watch horror, this is where you should start. Well, Lynch, in general, is very good about that.
Tuesday, October 8, 2013
B-Movie Appraisal: Plaguers (2008)
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| The cheapest movie you will ever see. |
So. This is something, let me tell you. This here is a movie among many other movies. It is a horror film. It is, in a word, something. I can't say if it's a good something or a bad something. All I can say is that it is something and leave it at that. I call this a B-movie as well, even though it isn't necessarily such because of the acting, the way the movie is shot, and, mostly, because it absolutely is. Unlike many of the movies that I review that are put into this October month of reviews, this one is wholly terrible. It rips of Alien and Aliens so bad it is actually physically painful. There is nothing good in this movie. There is no dialogue that is worth your time, money, or effort. There are no characters that are going to give you new thoughts and motivations throughout your life. There are, in fact, no redeeming features of this movie. It is, quite possibly, the worst horror movie I have ever seen. I would even go so far as to say it definitely is the worst horror movie I've seen, even worse than those crappy Japanese horror movies I review sometimes while I sigh and hate myself.
And yet.
I think I must have something wrong going on in my head. I think I must be seriously deranged and damaged. Because despite all the negatives about this film (and the film is nothing but negatives remember) I had a goddamn great time watching this movie. Its effects are laughable. The "zombies" or plague victims or whatever are laughable. The acting is literally almost painful. The script is terrible. The premise is simply awful. But there is something under the surface that makes it interesting despite the fact that it is a movie made of flaws. It is an enjoyable trainwreck.
Is it ever scary? No.
Will you ever have nightmares over the gore, the make-up, the situations, or anything else? No. Nothing is scary. The characters are never fleshed out enough to be interesting. The dialogue is so wooden and flat that it sounds like these "actors" for the most part are just reading off of a half-finished script. Steve Railsback is good as the android character. I'll give the movie that. It did have one legitimately decent actor in it.
But I think calling this movie terrible goes against all of my instincts. Is a movie terrible if it still entertains? Is it terrible when it is absolutely memorable? Yes, everything about this movie is bad. But at the same time I was never bored, never uninterested. Hell, I watched some scenes more than once simply because I wanted to laugh at them again. And some scenes played twice in the movie because the editing was literally that terrible. I'm looking at you, scene(s) where Riley's chest gets pulled open. The same shot of his rip-cage being exposed twice? Wow, movie. Did you really think I wouldn't notice? You must have. And yet, I still loved it.
There must be something wrong with me.
I will say that you'll know exactly what you're getting into in the first scene. Oh boy is that opening scene terrible. As soon as you see that you'll know what this movie is. It's schlock, pure and simple. It's a "horror" movie with terrible dialogue, terrible acting, sexy women because why not, an android because if they're going to try and rip-off Alien thirty years after the fact they'd better damn well use an android. Who is even going to notice? Besides everyone?
Oops, I meant to say syndroid there. Syndroid. Yeah.
There are moments of actual interest to me as a human. I think there is something to be said of each female character being strong in various ways and each male character being weak in various ways. The women are the strength of this movie and the male characters are paperthin and very horny caricatures of what a man might look and act like if sex were the only thing on his mind constantly.Which some might argue is completely true. I simply found that interesting. The male characters are in the background, with only Tarver the android (not really male) being interesting or compelling in any way. The rest of the characters who are interesting are all female. The captain who is the tough one. The psychotic pirate. The pirate who wants to be in charge. And... yeah... I'm sure there are others.
This movie makes me need a drink.
Any movie I've complained about before is nothing compared to this. This is the single worst horror movie I've ever seen. Why I enjoyed it I will never know. Why I can complain about and hate The Innkeepers and like this movie I will never know. That movie was at least shot competently and for its budget. This movie was not. And yet I liked this movie so much more. It had so much more to offer despite crappy visuals and everything else. It never talked down to me or asked a ton from me at all. It was a gory fun stupid horror film. I mean, no, it was never scary, but it had some life to it.
I don't know. I don't even know where to start. Or end. Or whatever. I guess the story is about these spaceship people who take aboard a mysterious object they found one day. They thought it was heading to a planet named Thanatos. Don't ever call a planet Thanatos. Seriously. You're just asking for trouble. Why it was called Thanatos nobody will ever know. Because that place has been dead for two years. Thanatos. Ugh. WHY? (For people who don't know Greek, Thanatos mean Death, usually in reference to the personification of Death.)
Anyway, these spaceship people find another spaceship in need of help. On board that ship they find four "gorgeous" women who appear dirty and awkward in terms of acting. These women turn out to be pirates who activate the zombie effects of the mysterious device. Then everybody turns into an awkward zombie (and some are awkward alien zombies for some... reason that none of us will ever understand). And that's it.
I have no idea what to say about this movie. I thought it was really something. While terrible in every way, it made me laugh. I had a good time watching it, and I get the feeling that watching this movie with friends would be really enjoyable. It's never scary or horrific, but it is substantially gory. There's no nudity even though parts of the movie look exactly like what a porn film looks like. You know, those stereotypical bad porn films about the pizza man coming into the house awkwardly asking to show the barely dressed bored woman his big sausage or whatever they do these days. Yeah, with how this movie was shot, I was literally expecting that. Anyway, we have Brad Sykes to thank for the way this movie was filmed and directed. I guess, good job? I have no idea. I said way too much about this movie already.
Friday, October 4, 2013
Movie Appraisal: Premonition (Yogen) (予言) (2004)
I love horror movies because of what they can do when they are spot on. A good horror movie won't just scare you, it will make you a wreck of a person. Once you get into a horror movie, really experience it, it can become a transcendent incident unto itself. That probably makes no sense. Let me put it this way: if a good horror movie can scare you, a great one will be a lingering fear within you for the rest of your life. You will think back on it as things happen in your daily life. It will become a part of you just as easily as the bad or mediocre horror movies are forgotten memories, only dredged up if you actively think about that certain movie.
Yogen, or Premonition to us English speakers, is such a movie. I don't even have words for what i just watched. I mean, yes, I'll write down a ton of words, but none of them will be a meaningful as my reactions as I watched this movie. Very few movies make me react viscerally to them. I can only tick off a few: Possession from 1981, Jacob's Ladder, 1408, and that's about it. I mean, I'm sure there are a couple of others that I'm simply not remembering, but this movie... this movie was brilliant in every sense of the word.
It was not shot as a horror movie, and with most of the film being setup, it had very few moments of actual horror. But when those moments popped up it certainly hit me in a very visceral way. I was shocked at some of the things that happen in this movie, and not simply jump-scare shocked, but truly horrified at what happens. It is a slow-burn of a movie, even at only about an hour-and-a-half long. It feels like a much longer film.
As I said before, most of the movie is setup. It establishes the rules of this movie universe. It sets up the whole idea of fate, and that some people seem to be "gifted" to see what could happen in the future, or in this case, who will die and how. And these are not peaceful deaths either, but deaths of a violent and often very sudden nature. While we see very little of the actual deaths and dying, the ones that we do get to see are awful, really be benchmarks in how to film a death in a horror movie.
But would I even call this a horror movie? I was certainly shocked and horrified, but horror doesn't rightly describe this film. It is a film about terror, about trying to understand the workings of the universe and being completely unable to do so in any meaningful way. It is a film that shockingly states that there is very little we can do against the universe, and in the end we can only truly somewhat control our own fate and nothing else.
The movie is about a man, an overworked, very stressed out man named Hideki, who needs to send an email to his work, but that decision ultimately leads to his daughter being killed in a car accident. And that accident is so sudden that it literally shocked me out of my seat. His life turns into a mess. He loses, or gives up, his wife. And his whole demeanor changes. It doesn't change because his daughter dies though. It changes because he sees, or thinks he sees, a newspaper article concerning her death before she dies. He does nothing, and his guilt is what drives a wedge between his wife and himself, and basically everybody else as well.
Over time he starts seeing more of these newspapers around, foretelling deaths and terrible things. And he continues to do nothing about it. He doesn't try to change anything.He simply gets freaked out and doesn't want to deal with it. Then, when he sees a student of his in his newspaper of fate, getting stabbed to death, he tries to get involved, only to be too late to save her.
The movie moves on as we see his ex-wife, Ayaka, researching the phenomena he has been experiencing to try to grasp what is actually going on. Eventually, as she finds a psychic photograph of Hideki taken by a psychic person she had been working with who seemed to have died, possibly violently? It's never really shown how or why. Anyway, she starts to believe him, tries to talk with him, and eventually does. They team up to try to solve the mystery of what's happening only to find a great deal more than they would have expected.
It is a movie that goes through many twists and turns. Those who can see the future as he does are cursed. Either they go mad and die if they do not help the people in the newspapers out or they blacken and shrivel away like some sort of living spectre if they do warn those people and save their lives. So, it's a no-win situation. Hideki has chosen up to this point to do nothing, but when his ex-wife, whom he has become close to again, is mentioned dying in an article about a train derailment, he chooses to save her, thus damning himself. He changes her fate and that changes his as well.
The end of the movie is a cerebral turn that jumps from one memory to another. It is dreamlike, and called Hell by another character who is experiencing it... or who has. It's unclear exactly how much of it is real or really happening. This is the most terrifying and upsetting part of the movie, and the part that will probably be make or break for most people. It never seems to "really" be happening, but at the same time it is a part of the movie, and the most important part at that. I connected with the characters, really seeing them as beautiful pieces put into this film. They work well, and the ending works well because that added effort was put into making them as good as possible.
Anyway, in the end, Hideki chooses to sacrifice himself so that both his daughter and wife will live. And it is shown that that is his choice, but also somewhat his fate. The psychic picture of him was of his death photograph in the newspaper at the end of the movie that his daughter sees. So, how much of the end of the movie was his choice and how much was his fate is certainly up in the air, at least to me.
I don't really know what else to say. The movie is amazing from beginning to end. The music is wonderful when it actually happens. The filmography is well done. The acting is brilliant and believable with the actors being one of the biggest highlights of the viewing experience. The plot is well done, based on a manga "Kyoufu Shinbun" ("Newspaper of Terror) by Jiro Tsunoda published in 1973, and is certainly the best part of the film, so much so that... I just have no other words for it.
As for the director Norio Tusuruta, I had reviewed one of his other movies last year in fact. I did not like Kakashi very much and subsequently kind of eviscerated the movie for being a wishy-washy mess. Junji Ito films sadly tend to have that quality about them. This movie though, with its genuinely great script, great acting, great production quality, and great cinematography works on every level that Kakashi didn't. So much so that I basically want to apologize to Norio (even though I said I liked the directing of Kakashi) because this effort shows true quality that I have huge amounts of respect for.
This movie is also the second movie made in the J-Horror Theater series of movies, and that might be why the production values are so good.
Do I recommend this movie? Yes. Hell yes. Go see this movie whether or not you like Japanese horror. It is both a great movie and a great and viscerally upsetting horror movie. It deserves to be both watched and praised.
Also, since this is the first movie of the six J-Horror Theater movies that I've seen, and since it was so good, I've decided to check out the others in the series as well. Hopefully they keep up the quality.
Labels:
2004,
Amazing,
Fate,
Horror,
J-Horror Theater,
Japanese Horror,
Movie Appraisal,
Norio Tsuruta,
October Nights 4,
Odd,
Premonition,
Yogen,
予言
Thursday, July 4, 2013
Video Game Assessment: BioShock Infinite (2013)
Hello all!
Now this is going to be a spoiler-filled review, analysis, and interpretation of BioShock Infinite. Don't say I didn't warn you, and don't read on without heeding that warning. I have some ideas that will probably prove to be unpopular, but since I've never personally seen them raised, and I've played the game four times, I think I have very valid reasons to raise them myself.
Anyway...
It starts with a lighthouse.
And what is a lighthouse? A way to keep pesky travelers away. A warning. And what happens when one fails to heed a warning? I think that the answer must be: nothing good at all.
There's always a man.
But he barely matters. He's simply a man. Nothing more. Kind of generic really.
And there's always a city.
Columbia in this case. A city in the clouds. Kind of like Cloud City on Bespin except... uh... not centralized.
But I'm getting ahead of myself. We have to start at the beginning or we're never going to get anywhere. So, let's begin.
What is this video game?
BioShock Infinite is a multi-faceted, complex, and brilliant game brought to us by the developer Irrational Games and Publisher 2K Games. It is a follow-up (or spiritual sequel) to BioShock and BioShock 2, which in turn are spiritual sequels and homages to the old System Shock games. Everybody knows that. It's a tired thing to say, but I have to start somewhere.
I personally can't stand BioShock. Not this game, we'll get to my feelings on this game later, but the first BioShock was a game I really did not enjoy in any sense of that word. It called itself horror game, but had no horror. It attempted to parse Objectivism, but only ever touched the surface. It tried to create a new kind of narrative, but only fell on its face. My opinion on that game is fairly negative. It was one of my least favorite games that I actually bought in this gaming generation (alongside Alan Wake and possibly Mass Effect 3). I can't think of anything besides the stunning visuals and designs that I actually liked about the game. And the end of that game is one of the worst fetch-quest things I've ever seen in a non-JRPG. So, I don't have fond memories of BioShock, so much so that I had no further interest in the series.
BioShock 2 came out. I never played it, never even cared to play it. I heard it was more BioShock, a tired sequel in a generation of tired sequels. I didn't care. I was done with the series. A horror series that isn't horror that thinks it's more intelligent than it actually is? Yeah, not my cup of tea. And when the teasers and trailers started coming out for Infinite, I simply let them pass right over my head. How could I care about a series I never liked? And what did it matter that it would have nothing *really* to do with the other games? All I saw was fluffy pretty nonsense.
And I wasn't interested.
I didn't care.
Then a beacon, a light from across the sky. A review and a damn good one at that. Adam Sessler posted a video review that drew me in, and made me need to play this game. I hadn't had any inkling of interest before this, but in that moment, on the Tuesday this game came out, I knew I needed it. The game was my lighthouse, and I was like a moth to its brilliant light. I bought it, and I played.
I saw the true face of what brilliance could be.
And I was glad.
But I'm not talking about the game yet, about the rowboat, about the barely understood conversations with what seem like two crazy people, about the lighthouse, the mystery, and on, and on, and on ad infinitum...
It wasn't just that the game was brilliant. The game also touched on things never brought up in video games, played with ideas that were always left rotting in the attic of a creator's brain. It wasn't just that the game was intelligent. It was that the story was saying something other than: go shoot this, go save the damsel, and go get the reward. It was a deconstruction to be sure (and I love those), but one without pretext. And certainly one that didn't seem that way from the outset. It is a game that ages well with time and playthroughs, being confusing the first time through, and gaining traction with every subsequent journey through Columbia and its avenues.
I'm not going to waste your time and mine saying what people have already said. Go read other reviews if you want to hear dull praises and claps on the back for this game. It's a great game. Hell, in some ways and to some people it is goddamn near-perfect. It is for me. But saying that does not make it so. Yes, the visuals are stunning. Yes, the gameplay is like some crazy high-octane roller coaster ride. Yes, the narrative is good. Yes, Elizabeth is a wonderful character. But those are empty statements without something to back them up.
While the visuals are stunning, there is nothing in them that makes or breaks this game. Yes, pretty graphics can be fun, but this game could have easily been another BioShock if it didn't have more than just pretty things to fall back onto. Columbia is a gorgeous world, but the visual porn will always be there. it doesn't go away, but is also frankly one of the worst and weakest parts of the game. And that should be read as elevating the other parts of the game, not denigrating the visuals. Columbia is gorgeous, and it only looks better the longer the game goes on. The character designs get better with time, the enemies become more compelling, with larger enemies having more unique designs, and even the smaller ones looking more interesting. The absolute high point for visuals in the game would be after the final battle when Columbia is nothing more than a memory, but that could just be me.
The gameplay is unique, interesting, and fun. Yes, it is also kind of generic with guns in one hand and magic powers in another, but so many other games do the same that there is really no way I can complain about this doing what others also do. It would be a ridiculous argument. Some of the fights are pretty well scripted, but I think that works in the game's favor, having amazing areas in which to fight rather than tiny corridors. People have complained about the combat... and I have no idea why. What is annoying about this combat that isn't annoying about other FPS games? I get tired hearing about complaints without any merit. Let's call it personal preference. Or maybe those people were caught up in the hype and it didn't deliver the experience they expected and wanted. Or maybe PC gamers are a fickle crowd and like to be annoyed at everything. I don't know. All I can say is that I liked the combat quite a bit. The gameplay was fresh and exciting, and I enjoyed it thoroughly. This is not a horror game (all that much) so why not have some adventurous fun while playing? The sky-hooks are brilliantly fun. Yes, they put you on rails, but rails can be a ton of fun. I loved ninja-ing down on unsuspecting enemies. I could do that all day long. And my favorite part was smacking people with my sky-hook. Man, that was viscerally incredible.
I really think that way too many people talk about gameplay like it's the entire game. I've heard some even say that bad gameplay can kill a game. No. No, it can't. Games have evolved. They are not simply Mario jumping around for a princess or Tetris blocks needing to match up. Games are not just about fighting. How can they be with narratives, characters, and everything else besides filling up the game with so much else? This game has a perfect balance between combat and rest. I wish every game could be like that. It reminds me of Half-Life 2 without physics puzzles. And I don't think that's a bad thing at all. I'm also very forgiving when it comes to gameplay. I loved the original Deadly Premonition and was okay with its frankly godawful combat. So, full disclosure, I guess. Bad gameplay has never turned me off of a game. And it never will. Then again, I'm also good at video games. So, take that as you will.
Something seldom spoken of in videos games is the music and sounds. This game does music and sounds better than any game I've ever played before. The music is near-brilliant, with many anachronistic 1912 covers of radically different songs through time, from Tears for Fears "Everybody Wants to Rule the World" to "Girls Just Want to Have Fun" by Cyndi Lauper. And they're all so good and so worth listening to and being surprised by. The sounds are great as well- everything from vocal work (the Luteces are amazing, Elizabeth is the female voice to be compared against now, etc.) to what characters say, not only in their environment but also on the voxophones. There is an essence to the words and voices in this game that gives the whole thing credence. The rebellion plot in the story is greatly increased by such amazing vocal work. Seeing a Handyman lying killed in the streets, only to find that he still kept a voxophone of his wife telling him that she loved him? That's heartwrenching and beautiful, especially when the existential question of what they are comes up in the game as well.
The voxophones are an interesting way of giving us the backstory of the game. Yes, BioShock did it as well, but much less satisfyingly in my opinion. Perhaps it's the vocal talent here, or all the alternate universes, but I found what was going on in the background much more compelling throughout this game. I even found it more compelling than pieces of our own narrative. Saying that, I also loved listening to people on the street talking, saying weird and oddly racist things at times. It made it all that much better. It made it all that much more an actual world. It drew me into itself that much more.
And does the narrative of the game matter? You better believe it. It's amazing, with twists, turns, and things that don't quite make sense. The ending, I'm looking at you here. But even the things that don't make sense still work. There are questions that still hang over the narrative, and that's a good thing. It makes the story more interesting, more ambiguous, and more likely to be interpreted many different ways. It leads to debate, and that's never a bad thing.
The ambiguity of the story and the ending is what I liked most about the game besides Elizabeth. Yes, the twists were fun. But not knowing what truly happens in the end is what made the game worth playing, and I guess my interpretation of the ending (which seems different from everybody else's) made me love this game. I'll get to it later, but yes, prepare to be upset with me. I'm sure I'll get yelled at for not getting it.
*sigh*
Anyway, Elizabeth is one of the best female characters in video games. Look, if you want to take anything away from this game that's good, it has to be that. She is a non-sexualized, non-damsel, non-escorted NPC, who can take care of herself, interact with you in so many different ways, and has an effect on the way you play the game. I'd compare her to Alyx from Half-Life 2 and its episodes, but Elizabeth is more a natural progression of that kind of character. It's amazing to see that in this day and age when everybody seems to hate women, especially in their video games, and the only women they seem to allow are huge-breasted and vapid wank material. I'm glad for Elizabeth's existence, for her equal status to Booker throughout the game, and for her even transcendence into something near-God-like. To me her progression as a character made the game for me. Seeing her change as she changed costumes, grow as the game grew, become more serious as our situation did, it was amazing. It was compelling. It gave me something to care about within the game, something to get attached to.
So, as the game goes on, and Booker gets involved in a rebellion, steals a girl from her "prison," sees what Comstock (the antagonist of the game) really is, and goes from rugged antihero to broken man, I was entranced. The story was paced so well. It made me care. It made me want to see what would happen next. I didn't want it to end. But it had to. And the ending was... controversial in my brain. I fought long and hard to come to a consensus about what I thought about it. Was it all happening at the end, with Booker and Elizabeth going through the lighthouses, seeing all the untold amounts of universes? Or was it simply another deconstruction?
The way I see it was that each other Booker and Elizabeth, every other lighthouse as well, they are all other games being played. Some perhaps by yourself, but some but other people entirely. The game can never truly change. The big moments always have to happen. But the small things can very easily change. Each and every game is different. But they all come to the same realization and the same ending. That's brilliant and sad. And it works so well. We go through the game seeing Elizabeth grow as a character, seeing her go from eating cotton candy and talking about childish things to openly wanting to murder her "father." But the biggest and most interesting part of the game is when we realize that we can never find another ending. There is no happy ending. Elizabeth cannot change her fate just as Booker cannot change his. What I find most compelling about the ending is that it is about failure.
Neither Booker nor Elizabeth win in the end because the game was rigged from the start. Things cannot change therefore our game never changes. Elizabeth can try a million times to save Booker and herself or kill Booker and herself, but the game keeps being played, and the failures, each and every game, will always happen. I don't know if Elizabeth is wrong about being able to fix it or if she just wants to end it right there. I don't know. Is she God at the end of the game or some equivalent? Or is she a terrifyingly sad young woman who thinks she knows what to do and cannot? Maybe she succeeds like most seem to think, but that is so far-fetched to me. Killing Booker does not kill Comstock even if they are the same person. Killing Booker does nothing but kill Booker. So, either she kills him for kicks, puts him in the role of a younger Booker, or kills him to make the failure complete. I will mention that if she can put Booker in the role of his younger self, than why not create an entirely new Booker? Or kill the Booker who always becomes Comstock after the choice is made? She chooses to kill the player character, the one who has protected her and cared for her throughout the game. There's a reason for that. And to me the reason is that there can never be a winning scenario. There can never be happily ever after. Some see the stinger at the end being the happy ending of Booker and Anna living happily ever after. I see it as a drunken Booker before the game begins forgetting that he already gave her away. Nothing changes. The game is always the same. And that is why it is very close to perfect.
I can compare it to NieR, another game about failure that I also loved. It is so good so often, and people hating it simply makes no sense to me unless they either don't care about narratives or they simply don't get it. I will never be okay with a person ragging on a game because the gameplay isn't their cup of tea. That is such a stupid reason to hate a narrative heavy video game. It gets to me, this slagging the game off, because I did find it so brilliant and so fun. I can't even see how others cannot also enjoy it unless they are suffering from anti-hype which is literally so stupid it actually makes me angry.
As for real concerns, why doesn't Booker break his legs when jumping off of the sky-rails? Why? Seriously. Portal had the explanation of long falls being okay because Chell has long fall boots. But Booker can die if he falls to far regularly. So, why doesn't he die when he jumps from a hundred feet up onto concrete? Don't even dare say magnetism. I will lose all my mind. Seriously, there is no explanation. It's kind of dumb, but that really stuck out to me.
I wish we could have more than two guns at a time as well. This is something others have brought up as well. I kind of get it from a realistic point of view, but from where I'm standing it just makes me use fewer types of guns and conserve the ammo for the guns I really like. I don't mind it amazingly, but it isn't the best decision ever.
As for other things I liked. Well, the sidequests were fine. The other characters in the narrative were great. The insane asylum interlude was one of the best pieces of a video game I've seen in years. That whole sequence was terrifying and compelling. It was simply so good. I love the murder of crows vigor too. Man, that was a ton of fun to use. And I really liked the multi-dimensional plot, where eventually you have no idea what reality even is anymore. I liked that a lot too. The Luteces were fantastic, characters that give the G-Man a run for original and interesting characters that have an otherworldly presence.
And that's that for the review. There are probably a ton more things I could say, but... nah... not really. I made my big points. I might do a podcast on it eventually if I get the need to talk about it more. I have a few other things to just mention about this blog in general.
I'm mostly just glad to finally be posting stuff again. Over a month hiatus is quite long enough for me. It's been a while, hasn't it? Well, with fifty+ hour work weeks (my job is exhausting and I work six days a week), a long-distance relationship (and I'll be getting engaged soon), and trying to actually sleep some days, I basically haven't had a ton of time or energy to update this blog. I apologize for that, I really do. I'm going to try to update more often, but... I doubt my schedule will change, but I'm intensely trying to push myself to bring some content out. It may be a bit more scattered, but I'm going to try.
I do have many different reviews I'm planning, and October (although months away) is very much on my mind for my next 31 reviews. Anyway, the next Goosebumps/Fear Street review might be coming soon hopefully. And my next game review will hopefully be coming out in a few weeks at latest. I hope everybody is okay with me not putting out as much content as before. This blog will always update, it simply might be slower than usual from now until my schedule frees up a bit.
Now this is going to be a spoiler-filled review, analysis, and interpretation of BioShock Infinite. Don't say I didn't warn you, and don't read on without heeding that warning. I have some ideas that will probably prove to be unpopular, but since I've never personally seen them raised, and I've played the game four times, I think I have very valid reasons to raise them myself.
Anyway...
It starts with a lighthouse.
And what is a lighthouse? A way to keep pesky travelers away. A warning. And what happens when one fails to heed a warning? I think that the answer must be: nothing good at all.
There's always a man.
But he barely matters. He's simply a man. Nothing more. Kind of generic really.
And there's always a city.
Columbia in this case. A city in the clouds. Kind of like Cloud City on Bespin except... uh... not centralized.
But I'm getting ahead of myself. We have to start at the beginning or we're never going to get anywhere. So, let's begin.
What is this video game?
BioShock Infinite is a multi-faceted, complex, and brilliant game brought to us by the developer Irrational Games and Publisher 2K Games. It is a follow-up (or spiritual sequel) to BioShock and BioShock 2, which in turn are spiritual sequels and homages to the old System Shock games. Everybody knows that. It's a tired thing to say, but I have to start somewhere.
I personally can't stand BioShock. Not this game, we'll get to my feelings on this game later, but the first BioShock was a game I really did not enjoy in any sense of that word. It called itself horror game, but had no horror. It attempted to parse Objectivism, but only ever touched the surface. It tried to create a new kind of narrative, but only fell on its face. My opinion on that game is fairly negative. It was one of my least favorite games that I actually bought in this gaming generation (alongside Alan Wake and possibly Mass Effect 3). I can't think of anything besides the stunning visuals and designs that I actually liked about the game. And the end of that game is one of the worst fetch-quest things I've ever seen in a non-JRPG. So, I don't have fond memories of BioShock, so much so that I had no further interest in the series.
BioShock 2 came out. I never played it, never even cared to play it. I heard it was more BioShock, a tired sequel in a generation of tired sequels. I didn't care. I was done with the series. A horror series that isn't horror that thinks it's more intelligent than it actually is? Yeah, not my cup of tea. And when the teasers and trailers started coming out for Infinite, I simply let them pass right over my head. How could I care about a series I never liked? And what did it matter that it would have nothing *really* to do with the other games? All I saw was fluffy pretty nonsense.
And I wasn't interested.
I didn't care.
Then a beacon, a light from across the sky. A review and a damn good one at that. Adam Sessler posted a video review that drew me in, and made me need to play this game. I hadn't had any inkling of interest before this, but in that moment, on the Tuesday this game came out, I knew I needed it. The game was my lighthouse, and I was like a moth to its brilliant light. I bought it, and I played.
I saw the true face of what brilliance could be.
And I was glad.
But I'm not talking about the game yet, about the rowboat, about the barely understood conversations with what seem like two crazy people, about the lighthouse, the mystery, and on, and on, and on ad infinitum...
It wasn't just that the game was brilliant. The game also touched on things never brought up in video games, played with ideas that were always left rotting in the attic of a creator's brain. It wasn't just that the game was intelligent. It was that the story was saying something other than: go shoot this, go save the damsel, and go get the reward. It was a deconstruction to be sure (and I love those), but one without pretext. And certainly one that didn't seem that way from the outset. It is a game that ages well with time and playthroughs, being confusing the first time through, and gaining traction with every subsequent journey through Columbia and its avenues.
I'm not going to waste your time and mine saying what people have already said. Go read other reviews if you want to hear dull praises and claps on the back for this game. It's a great game. Hell, in some ways and to some people it is goddamn near-perfect. It is for me. But saying that does not make it so. Yes, the visuals are stunning. Yes, the gameplay is like some crazy high-octane roller coaster ride. Yes, the narrative is good. Yes, Elizabeth is a wonderful character. But those are empty statements without something to back them up.
While the visuals are stunning, there is nothing in them that makes or breaks this game. Yes, pretty graphics can be fun, but this game could have easily been another BioShock if it didn't have more than just pretty things to fall back onto. Columbia is a gorgeous world, but the visual porn will always be there. it doesn't go away, but is also frankly one of the worst and weakest parts of the game. And that should be read as elevating the other parts of the game, not denigrating the visuals. Columbia is gorgeous, and it only looks better the longer the game goes on. The character designs get better with time, the enemies become more compelling, with larger enemies having more unique designs, and even the smaller ones looking more interesting. The absolute high point for visuals in the game would be after the final battle when Columbia is nothing more than a memory, but that could just be me.
The gameplay is unique, interesting, and fun. Yes, it is also kind of generic with guns in one hand and magic powers in another, but so many other games do the same that there is really no way I can complain about this doing what others also do. It would be a ridiculous argument. Some of the fights are pretty well scripted, but I think that works in the game's favor, having amazing areas in which to fight rather than tiny corridors. People have complained about the combat... and I have no idea why. What is annoying about this combat that isn't annoying about other FPS games? I get tired hearing about complaints without any merit. Let's call it personal preference. Or maybe those people were caught up in the hype and it didn't deliver the experience they expected and wanted. Or maybe PC gamers are a fickle crowd and like to be annoyed at everything. I don't know. All I can say is that I liked the combat quite a bit. The gameplay was fresh and exciting, and I enjoyed it thoroughly. This is not a horror game (all that much) so why not have some adventurous fun while playing? The sky-hooks are brilliantly fun. Yes, they put you on rails, but rails can be a ton of fun. I loved ninja-ing down on unsuspecting enemies. I could do that all day long. And my favorite part was smacking people with my sky-hook. Man, that was viscerally incredible.
I really think that way too many people talk about gameplay like it's the entire game. I've heard some even say that bad gameplay can kill a game. No. No, it can't. Games have evolved. They are not simply Mario jumping around for a princess or Tetris blocks needing to match up. Games are not just about fighting. How can they be with narratives, characters, and everything else besides filling up the game with so much else? This game has a perfect balance between combat and rest. I wish every game could be like that. It reminds me of Half-Life 2 without physics puzzles. And I don't think that's a bad thing at all. I'm also very forgiving when it comes to gameplay. I loved the original Deadly Premonition and was okay with its frankly godawful combat. So, full disclosure, I guess. Bad gameplay has never turned me off of a game. And it never will. Then again, I'm also good at video games. So, take that as you will.
Something seldom spoken of in videos games is the music and sounds. This game does music and sounds better than any game I've ever played before. The music is near-brilliant, with many anachronistic 1912 covers of radically different songs through time, from Tears for Fears "Everybody Wants to Rule the World" to "Girls Just Want to Have Fun" by Cyndi Lauper. And they're all so good and so worth listening to and being surprised by. The sounds are great as well- everything from vocal work (the Luteces are amazing, Elizabeth is the female voice to be compared against now, etc.) to what characters say, not only in their environment but also on the voxophones. There is an essence to the words and voices in this game that gives the whole thing credence. The rebellion plot in the story is greatly increased by such amazing vocal work. Seeing a Handyman lying killed in the streets, only to find that he still kept a voxophone of his wife telling him that she loved him? That's heartwrenching and beautiful, especially when the existential question of what they are comes up in the game as well.
The voxophones are an interesting way of giving us the backstory of the game. Yes, BioShock did it as well, but much less satisfyingly in my opinion. Perhaps it's the vocal talent here, or all the alternate universes, but I found what was going on in the background much more compelling throughout this game. I even found it more compelling than pieces of our own narrative. Saying that, I also loved listening to people on the street talking, saying weird and oddly racist things at times. It made it all that much better. It made it all that much more an actual world. It drew me into itself that much more.
And does the narrative of the game matter? You better believe it. It's amazing, with twists, turns, and things that don't quite make sense. The ending, I'm looking at you here. But even the things that don't make sense still work. There are questions that still hang over the narrative, and that's a good thing. It makes the story more interesting, more ambiguous, and more likely to be interpreted many different ways. It leads to debate, and that's never a bad thing.
The ambiguity of the story and the ending is what I liked most about the game besides Elizabeth. Yes, the twists were fun. But not knowing what truly happens in the end is what made the game worth playing, and I guess my interpretation of the ending (which seems different from everybody else's) made me love this game. I'll get to it later, but yes, prepare to be upset with me. I'm sure I'll get yelled at for not getting it.
*sigh*
Anyway, Elizabeth is one of the best female characters in video games. Look, if you want to take anything away from this game that's good, it has to be that. She is a non-sexualized, non-damsel, non-escorted NPC, who can take care of herself, interact with you in so many different ways, and has an effect on the way you play the game. I'd compare her to Alyx from Half-Life 2 and its episodes, but Elizabeth is more a natural progression of that kind of character. It's amazing to see that in this day and age when everybody seems to hate women, especially in their video games, and the only women they seem to allow are huge-breasted and vapid wank material. I'm glad for Elizabeth's existence, for her equal status to Booker throughout the game, and for her even transcendence into something near-God-like. To me her progression as a character made the game for me. Seeing her change as she changed costumes, grow as the game grew, become more serious as our situation did, it was amazing. It was compelling. It gave me something to care about within the game, something to get attached to.
So, as the game goes on, and Booker gets involved in a rebellion, steals a girl from her "prison," sees what Comstock (the antagonist of the game) really is, and goes from rugged antihero to broken man, I was entranced. The story was paced so well. It made me care. It made me want to see what would happen next. I didn't want it to end. But it had to. And the ending was... controversial in my brain. I fought long and hard to come to a consensus about what I thought about it. Was it all happening at the end, with Booker and Elizabeth going through the lighthouses, seeing all the untold amounts of universes? Or was it simply another deconstruction?
The way I see it was that each other Booker and Elizabeth, every other lighthouse as well, they are all other games being played. Some perhaps by yourself, but some but other people entirely. The game can never truly change. The big moments always have to happen. But the small things can very easily change. Each and every game is different. But they all come to the same realization and the same ending. That's brilliant and sad. And it works so well. We go through the game seeing Elizabeth grow as a character, seeing her go from eating cotton candy and talking about childish things to openly wanting to murder her "father." But the biggest and most interesting part of the game is when we realize that we can never find another ending. There is no happy ending. Elizabeth cannot change her fate just as Booker cannot change his. What I find most compelling about the ending is that it is about failure.
Neither Booker nor Elizabeth win in the end because the game was rigged from the start. Things cannot change therefore our game never changes. Elizabeth can try a million times to save Booker and herself or kill Booker and herself, but the game keeps being played, and the failures, each and every game, will always happen. I don't know if Elizabeth is wrong about being able to fix it or if she just wants to end it right there. I don't know. Is she God at the end of the game or some equivalent? Or is she a terrifyingly sad young woman who thinks she knows what to do and cannot? Maybe she succeeds like most seem to think, but that is so far-fetched to me. Killing Booker does not kill Comstock even if they are the same person. Killing Booker does nothing but kill Booker. So, either she kills him for kicks, puts him in the role of a younger Booker, or kills him to make the failure complete. I will mention that if she can put Booker in the role of his younger self, than why not create an entirely new Booker? Or kill the Booker who always becomes Comstock after the choice is made? She chooses to kill the player character, the one who has protected her and cared for her throughout the game. There's a reason for that. And to me the reason is that there can never be a winning scenario. There can never be happily ever after. Some see the stinger at the end being the happy ending of Booker and Anna living happily ever after. I see it as a drunken Booker before the game begins forgetting that he already gave her away. Nothing changes. The game is always the same. And that is why it is very close to perfect.
I can compare it to NieR, another game about failure that I also loved. It is so good so often, and people hating it simply makes no sense to me unless they either don't care about narratives or they simply don't get it. I will never be okay with a person ragging on a game because the gameplay isn't their cup of tea. That is such a stupid reason to hate a narrative heavy video game. It gets to me, this slagging the game off, because I did find it so brilliant and so fun. I can't even see how others cannot also enjoy it unless they are suffering from anti-hype which is literally so stupid it actually makes me angry.
As for real concerns, why doesn't Booker break his legs when jumping off of the sky-rails? Why? Seriously. Portal had the explanation of long falls being okay because Chell has long fall boots. But Booker can die if he falls to far regularly. So, why doesn't he die when he jumps from a hundred feet up onto concrete? Don't even dare say magnetism. I will lose all my mind. Seriously, there is no explanation. It's kind of dumb, but that really stuck out to me.
I wish we could have more than two guns at a time as well. This is something others have brought up as well. I kind of get it from a realistic point of view, but from where I'm standing it just makes me use fewer types of guns and conserve the ammo for the guns I really like. I don't mind it amazingly, but it isn't the best decision ever.
As for other things I liked. Well, the sidequests were fine. The other characters in the narrative were great. The insane asylum interlude was one of the best pieces of a video game I've seen in years. That whole sequence was terrifying and compelling. It was simply so good. I love the murder of crows vigor too. Man, that was a ton of fun to use. And I really liked the multi-dimensional plot, where eventually you have no idea what reality even is anymore. I liked that a lot too. The Luteces were fantastic, characters that give the G-Man a run for original and interesting characters that have an otherworldly presence.
And that's that for the review. There are probably a ton more things I could say, but... nah... not really. I made my big points. I might do a podcast on it eventually if I get the need to talk about it more. I have a few other things to just mention about this blog in general.
I'm mostly just glad to finally be posting stuff again. Over a month hiatus is quite long enough for me. It's been a while, hasn't it? Well, with fifty+ hour work weeks (my job is exhausting and I work six days a week), a long-distance relationship (and I'll be getting engaged soon), and trying to actually sleep some days, I basically haven't had a ton of time or energy to update this blog. I apologize for that, I really do. I'm going to try to update more often, but... I doubt my schedule will change, but I'm intensely trying to push myself to bring some content out. It may be a bit more scattered, but I'm going to try.
I do have many different reviews I'm planning, and October (although months away) is very much on my mind for my next 31 reviews. Anyway, the next Goosebumps/Fear Street review might be coming soon hopefully. And my next game review will hopefully be coming out in a few weeks at latest. I hope everybody is okay with me not putting out as much content as before. This blog will always update, it simply might be slower than usual from now until my schedule frees up a bit.
Wednesday, February 6, 2013
Video Game Assessment: Ni no Kuni: Wrath of the White Witch (2013)
Ni no Kuni: Wrath of the White Witch is an interesting game. While game reviewers and critics alike have mostly been giving it a pass as a wonderful and beautiful game in the style of classic and hardcore JRPGs, I'm going to have to disagree. Just slightly. Ever so slightly. This game is beautiful, gorgeous, and any other synonym that you can think of in that vein. It has wonderful gameplay, a great story, and great characters... but, look, I'm NOT a fan of JRPGs. I really don't like them very much. Sure, I can see the influence on this game from older JRPGs and newer ones, I suppose, but calling it only a game for hardcore JRPG-lovers is belittling this game so much. Honestly, any reviewer that says that this game is only good for those who love or are nostalgic for JRPGs should be ashamed of themselves and give up their reviewer status.
I can't even believe that people would overlook this game, this wonderful, unique, and beautiful game because critics and reviewers go and say stupid and inane crap that is LITERALLY UNTRUE like this game is only built for hardcore JRPG fans or that this game is a GRINDFEST or that it relies too much on the POWER OF FRIENDSHIP TROPES.
You know what? I'm going to go off script a little here and say something I don't usually say in my reviews: Screw you, you pieces of garbage, for going and belittling one of the best new IP games to come out in a good few years. Screw you for calling this a game only for hardcore JRPG gamers. While, yes, those JRPG game players would probably enjoy this game very much, this is a game for basically anybody. Any person who likes any genre can pick this game up and enjoy it. Oh, you like games because of story? Well, this is the game for you. Oh, you like games for tight gameplay? This is the game for you. Oh, you just want something intelligent to pass the time? Play this game. Seriously, if you have the ability to play this game and you pass it up because some piece of crap game reviewer went and said it isn't the game for you, then shame on you for listening to those idiots, shame on them for saying it in the first place, and shame on you AGAIN for not giving this game the chance it deserves.
It is a rare game that will give out FREE DLC, and an even rarer one that OFFERS to give out free DLC without people complaining. The people involved in this game, and the decision of offering the free DLC should be commended to the fullest. So, thank your lucky stars for Studio Ghibli, Level-5, and Namco Bandai for actually having the gonads to stand up to current gaming market politics and greed and do something that actual makes the cynical gamer within me smile. I don't care if the DLC is basically nothing or if it's just a simple thing. It is the thought that counts in the case. You don't see Electronic Arts offering that kind of free DLC without being prodded to do so by an angry public, nor do you see Activision, Square Enix, or any of the other big publishers even thinking about it. So, yes, this needs to be mentioned, and all of those involved with making this wonderful game should be thanked for being able to take the risk. Thank you, all of you, for doing this, and for making this game in the first place. I really hope that this game both sells well and does well. It deserves it, and it is also one of the few games that I truly do think deserves that honor. If more games like this existed the world, and the gaming community as a whole, would be a better place. I have no idea how games could be blamed for violence when this is one of the games that people are looking at.
I know a lot of my comments up there were probably unnecessary in reviewing this game, but I needed to air out my opinions. I get that there are a lot of people who will probably dislike this game because it is a JRPG in their minds, but seriously, if a person is going to be that close-minded, then just stop. Stop playing games. Stop reading this review. Just stop, because you are not making anything better with that kind of attitude. I had that kind of attitude once, and it shut me off from a great deal of things I could have enjoyed, and did enjoy much later. So, seriously, stop with the annoyed stubborn hatred, and just play a wonderful game. You'll thank me if you read this and listen to me... which I doubt many people will, but I guess I'll never know until I post this, huh?
So, anyway, let's get started. Ni no Kuni is, simply stated, an amazing and wonderful game from start to finish. The plot is nearly pitch-perfect. If you've ever watched a Studio Ghibli anime you already know what to expect. It definitely takes pages out of the books of almost all of their different anime, but reminded me the most of Spirited Away. The stories, although both are very different, seem to hit similar notes, even if this game is about thirty times longer than that anime. Ni no Kuni finds a perfect tone throughout the story, evoking both laughter and tears as the plot progresses. It might not seem like much, but the cute world that Ni no Kuni resides in makes those tragic moments even harder to bear. And the funny thing is how those tragic moments can turn into sweet moments so easily... and how one second you can be wondering how such a cute game can make you cry, then the next moment you can be laughing at a clever pun that the game makes. There is a mood dissonance there, but it works, and it works so well that it is amazing to behold.
There is also something else I have to compare this game to. Have you ever heard of The Talisman (and Black House) by Stephen King and Peter Straub? The Talisman is VERY similar to Ni no Kuni, especially at the beginning of both stories. They both share similar elements with each other, like the idea of shared souls between two worlds and a story about a boy trying desperately to save his mother. Honestly, the stories were so close that I have to wonder if The Talisman has any influence at all on Ni no Kuni. Probably not, but still, the similarities at the beginning of both stories are difficult to ignore.
The biggest complaints I've seen are about the JRPG aspects of the game and the level grinding, both of which I'll talk about here. First, while this game is a JRPG and shares similarities to early Final Fantasy games and other early JRPG games, it is also fairly different from them. I have played a fair few JRPGs, and if you don't include some of the early Pokemon games as JRPGs, I have never actually finished a single one of them. My favorite TRUE JRPG had been Final Fantasy IX, a game that shares many similarities with Ni no Kuni. There are some pretty deep similarities, for instance how the map is traveled (although this is probably pretty standard for games of this type). The characters are also pretty similar and hit similar points, and the world is not too far off between the two games. But there are discrepancies. While Final Fantasy IX is a wonderful game with stellar characters, it does have some pretty cruddy plot moments. Even some of the characters are not amazing, with certain party characters being much less there than others. Freya springs to mind in this case. Or Amarant for most of the game. Or Quina. What the hell did Quina ever even do? I know they all have their moments, and I am by no means dissing this aspect of Final Fantasy IX, rather I am elevating Ni no Kuni past that. There are NO BAD CHARACTERS in Ni no Kuni. None of the main characters are badly done, with each having their moments, and each having a reason to continue on. None of the antagonists are one-dimensional cackling evil-dudes either. Each has a story, a character, and a reason. And that's a huge reason why I find this game so alluring. There is depth here that is lacking from many JRPGs (in my opinion), and for that reason alone it should not simply be thrown into the bargain bin JRPG label.
I also have to say that the two main antagonists of the game: the White Witch of the title and Shadar, the Dark Djinn, are both brilliant characters with a lot to offer. Their stories as well as the stories that surround them are some of the high points of the game for me.
The second complaint is level-grinding and I'm simply going to say one word: "Toko." Seek out the Toko genus of enemy familiars. If you do that (and it's not that hard to find them) you can level up incredibly quickly. In about fifteen minutes of "grinding" I leveled up about fifteen levels. And just a bit more "grinding" brought me all the way to far beyond a level I could easy dominate the rest of the game. Look, I usually hate grinding. I hate it in Pokemon, and hated it in Final Fantasy IX. I hated it so much in that game that I'm literally stuck right before the final boss because I refuse to go and grind twenty levels so I can be ready to fight. It shouldn't have to be like that. A game should never be designed to where if I want to progress in the plot I have to grind for hours to get to that "level." Ni no Kuni bypasses this, offering an easy way to level your character and familiars up without the need of heavy grinding. It is simple, quick, and without any real downsides. Usually you have to fight the enemies anyway, specifically if you want to catch them (like Pokemon, and since Familiars are basically Pokemon anyway the comparison stands), so what's so bad about looking around for a fairly easy to find enemy to level up quickly? It seems that anybody who mentions what a "grind" this game is never mentions how easy it actually is to level up. Maybe they never found the little enemies that level you up quickly. I found one simply by exploring the world. The first time it ran out of battle I was intrigued, then started pursuing them until I finally gained its mighty experience. It was as easy as that. And the experience surprised and thrilled me enough that it convinced me this was the easiest way of leveling up. AND IT WAS. How a reviewer can review a game without exploring the world and finding as much as possible is beyond me. I will never understand it. I love that most of them gave this game wonderful scores, but I HATE HATE HATE how many of the reviews I read through also seemed to have to mention grinding and JRPGs, both of which belittle this game to no end and turn off customers who might have bought this if not for those labels.
Look, reviewers who probably will never read this blog or this review, let's get something straight. Your JOB is not to go and review a game as quickly as possible, hitting the plot notes but forgetting the game. Your JOB is to give a thorough and well done review, a review for people who MAY be interested in the game, a review for those who ARE interested in the game, and a review for people who HAVE NO IDEA what the game even is. But you can't cut corners. Yes, there are time limits, but a good reviewer learns everything about a game, learns that there are ways to level up quickly, learns to not just label a game as a JRPG without realizing what an implication that is to game players like myself who largely dislike that genre of game. See, I took a chance with this game, despite the reviews I read. I was turned off by those reviews. I was willing to wait, willing to not pick this game up because it didn't seem like something I would enjoy. Then I thought something to myself. My thought was as follows: "I took a chance on watching Spirited Away back in the time period where I absolutely hated everything to do with anime. I took a chance to watch it because the story sounded interesting, and I was interested in trying something new. I wasn't expecting to like it. Hell, people were basically telling me I wouldn't like it because I don't enjoy anime. But you know what? It blew me away, becoming one of my favorite movies of all time. It was brilliant and beautiful, and I was almost so close-minded that I could have missed out on something that literally changed my life. I took a chance on Studio Ghibli, and they didn't let me down. They've never let me down, from Castle in the Sky to Ponyo I have fallen in love with every movie I've seen by them. Each has left a mark on me that I cannot remove. They've proven to me time and again that they can make quality, and I have to have faith that this game will be the same."
I bought the game, not because of any reviews, not because of anything I had heard about the game. Yes, I had been interested in it for a while, but there was never a guarantee I would buy it, certainly not at a $60 price tag. But Studio Ghibli had proven to me how amazing they were. And I bought it because of that. And it was one of the best games I've ever played. It gave me everything I could have wanted: wonderful characters like Mr. Drippy, a Welsh Lord High Lord of the Fairies, and Oliver, the main character with an absolute heart of gold who never deserved the rough hand he was dealt. It had a plot that was literally tragic and beautiful all at the same time, with the antagonists being so much more than I could have ever hoped for. No, I won't spoil anything, but I never expected such brilliant and beautiful stories from faceless antagonists... but then again I should have remembered No-Face and what he meant in Spirited Away. And then there's the gorgeous world, a world that looks more beautiful than almost any other game I have ever seen or played. It's rivaled only by the best of the best in Skyrim, Mass Effect, Half-Life, and Silent Hill. Other than those series (or games) nothing else comes close to the beauty and wonder of the visual of Ni no Kuni. The sound is also fantastic, with music by Joe Hisaishi, a long-time collaborator with Studio Ghibli. He has made such memorable and beautiful music for this game. I have to give special mention for the music while riding the dragon, the main theme, and some of the background music when certain late plot points are happening. They are integrated beautifully into the game, and they work to make it have one of the best all around soundtracks in a game since Nier.
And you want to know something? This game compares favorably to Nier. Keep in mind that Nier is one of my all-time favorite games and you might just be starting to think how much I truly fell in love with Ni no Kuni. I'm glad it has gotten a lot of love so far. I only wish the reviewers hadn't stuck it in a genre without any thought or foresight. I also wish they wouldn't say such terrible things about a leveling system that works quite well and never needs to be "grind-heavy."
I want to say so much more. I want to spoil the game wide open and scream to the world why I think this is one of the best games ever made. I want to say how it improves upon the Pokemon formula (for it indeed does essentially have the gameplay of a 3D Pokemon game, although that is also simplifying things quite a bit). I want to say how much I love all of the characters, all of the plot, all of the everything about this game. I want to say how one twist in the game legitimately brought me to tears, me a manly bearded man, tearing up at a game that could easily be played by any given child. I can't even remember the last game I truly was brought to tears by. Maybe it's never even happened before. I have no idea. I can't remember. But this game did it. The happy moments made those tragic ones all the more biting. And those tragic moments made the happy and carefree ones all the more poignant. It's a world I could live in for the rest of my days, playing and playing until I lose myself in that other world forever. But sadly, while Oliver's adventures with Esther, Swaine, Mr. Drippy, and the rest continue in the story that I feel has no real end, my days of playing it are over for now. I only wish I had the time to relive the experience all over again... but the real world calls, and I have to be off.
My final words about Ni no Kuni: Wrath of the White Witch are that it should be played by everyone. It deserves that much. It's very sad that this game is only available to PS3 owners, but I also have to hope that EVERY PS3 owner will go and buy this game, and maybe the game will even convince people who don't have the system to go buy it for this game. It's worth it, let me tell you. This is a game that (while worth $60) has no real monetary value when it comes to what it's TRULY worth. It's priceless in its storytelling and characters. And it is priceless in what it now means to me. Do yourself a favor and either go play this game right now or go watch a Let's Play of it at the very least. It deserves to be known if only because it is that good.
I can't even believe that people would overlook this game, this wonderful, unique, and beautiful game because critics and reviewers go and say stupid and inane crap that is LITERALLY UNTRUE like this game is only built for hardcore JRPG fans or that this game is a GRINDFEST or that it relies too much on the POWER OF FRIENDSHIP TROPES.
You know what? I'm going to go off script a little here and say something I don't usually say in my reviews: Screw you, you pieces of garbage, for going and belittling one of the best new IP games to come out in a good few years. Screw you for calling this a game only for hardcore JRPG gamers. While, yes, those JRPG game players would probably enjoy this game very much, this is a game for basically anybody. Any person who likes any genre can pick this game up and enjoy it. Oh, you like games because of story? Well, this is the game for you. Oh, you like games for tight gameplay? This is the game for you. Oh, you just want something intelligent to pass the time? Play this game. Seriously, if you have the ability to play this game and you pass it up because some piece of crap game reviewer went and said it isn't the game for you, then shame on you for listening to those idiots, shame on them for saying it in the first place, and shame on you AGAIN for not giving this game the chance it deserves.
It is a rare game that will give out FREE DLC, and an even rarer one that OFFERS to give out free DLC without people complaining. The people involved in this game, and the decision of offering the free DLC should be commended to the fullest. So, thank your lucky stars for Studio Ghibli, Level-5, and Namco Bandai for actually having the gonads to stand up to current gaming market politics and greed and do something that actual makes the cynical gamer within me smile. I don't care if the DLC is basically nothing or if it's just a simple thing. It is the thought that counts in the case. You don't see Electronic Arts offering that kind of free DLC without being prodded to do so by an angry public, nor do you see Activision, Square Enix, or any of the other big publishers even thinking about it. So, yes, this needs to be mentioned, and all of those involved with making this wonderful game should be thanked for being able to take the risk. Thank you, all of you, for doing this, and for making this game in the first place. I really hope that this game both sells well and does well. It deserves it, and it is also one of the few games that I truly do think deserves that honor. If more games like this existed the world, and the gaming community as a whole, would be a better place. I have no idea how games could be blamed for violence when this is one of the games that people are looking at.
I know a lot of my comments up there were probably unnecessary in reviewing this game, but I needed to air out my opinions. I get that there are a lot of people who will probably dislike this game because it is a JRPG in their minds, but seriously, if a person is going to be that close-minded, then just stop. Stop playing games. Stop reading this review. Just stop, because you are not making anything better with that kind of attitude. I had that kind of attitude once, and it shut me off from a great deal of things I could have enjoyed, and did enjoy much later. So, seriously, stop with the annoyed stubborn hatred, and just play a wonderful game. You'll thank me if you read this and listen to me... which I doubt many people will, but I guess I'll never know until I post this, huh?
So, anyway, let's get started. Ni no Kuni is, simply stated, an amazing and wonderful game from start to finish. The plot is nearly pitch-perfect. If you've ever watched a Studio Ghibli anime you already know what to expect. It definitely takes pages out of the books of almost all of their different anime, but reminded me the most of Spirited Away. The stories, although both are very different, seem to hit similar notes, even if this game is about thirty times longer than that anime. Ni no Kuni finds a perfect tone throughout the story, evoking both laughter and tears as the plot progresses. It might not seem like much, but the cute world that Ni no Kuni resides in makes those tragic moments even harder to bear. And the funny thing is how those tragic moments can turn into sweet moments so easily... and how one second you can be wondering how such a cute game can make you cry, then the next moment you can be laughing at a clever pun that the game makes. There is a mood dissonance there, but it works, and it works so well that it is amazing to behold.
There is also something else I have to compare this game to. Have you ever heard of The Talisman (and Black House) by Stephen King and Peter Straub? The Talisman is VERY similar to Ni no Kuni, especially at the beginning of both stories. They both share similar elements with each other, like the idea of shared souls between two worlds and a story about a boy trying desperately to save his mother. Honestly, the stories were so close that I have to wonder if The Talisman has any influence at all on Ni no Kuni. Probably not, but still, the similarities at the beginning of both stories are difficult to ignore.
The biggest complaints I've seen are about the JRPG aspects of the game and the level grinding, both of which I'll talk about here. First, while this game is a JRPG and shares similarities to early Final Fantasy games and other early JRPG games, it is also fairly different from them. I have played a fair few JRPGs, and if you don't include some of the early Pokemon games as JRPGs, I have never actually finished a single one of them. My favorite TRUE JRPG had been Final Fantasy IX, a game that shares many similarities with Ni no Kuni. There are some pretty deep similarities, for instance how the map is traveled (although this is probably pretty standard for games of this type). The characters are also pretty similar and hit similar points, and the world is not too far off between the two games. But there are discrepancies. While Final Fantasy IX is a wonderful game with stellar characters, it does have some pretty cruddy plot moments. Even some of the characters are not amazing, with certain party characters being much less there than others. Freya springs to mind in this case. Or Amarant for most of the game. Or Quina. What the hell did Quina ever even do? I know they all have their moments, and I am by no means dissing this aspect of Final Fantasy IX, rather I am elevating Ni no Kuni past that. There are NO BAD CHARACTERS in Ni no Kuni. None of the main characters are badly done, with each having their moments, and each having a reason to continue on. None of the antagonists are one-dimensional cackling evil-dudes either. Each has a story, a character, and a reason. And that's a huge reason why I find this game so alluring. There is depth here that is lacking from many JRPGs (in my opinion), and for that reason alone it should not simply be thrown into the bargain bin JRPG label.
I also have to say that the two main antagonists of the game: the White Witch of the title and Shadar, the Dark Djinn, are both brilliant characters with a lot to offer. Their stories as well as the stories that surround them are some of the high points of the game for me.
The second complaint is level-grinding and I'm simply going to say one word: "Toko." Seek out the Toko genus of enemy familiars. If you do that (and it's not that hard to find them) you can level up incredibly quickly. In about fifteen minutes of "grinding" I leveled up about fifteen levels. And just a bit more "grinding" brought me all the way to far beyond a level I could easy dominate the rest of the game. Look, I usually hate grinding. I hate it in Pokemon, and hated it in Final Fantasy IX. I hated it so much in that game that I'm literally stuck right before the final boss because I refuse to go and grind twenty levels so I can be ready to fight. It shouldn't have to be like that. A game should never be designed to where if I want to progress in the plot I have to grind for hours to get to that "level." Ni no Kuni bypasses this, offering an easy way to level your character and familiars up without the need of heavy grinding. It is simple, quick, and without any real downsides. Usually you have to fight the enemies anyway, specifically if you want to catch them (like Pokemon, and since Familiars are basically Pokemon anyway the comparison stands), so what's so bad about looking around for a fairly easy to find enemy to level up quickly? It seems that anybody who mentions what a "grind" this game is never mentions how easy it actually is to level up. Maybe they never found the little enemies that level you up quickly. I found one simply by exploring the world. The first time it ran out of battle I was intrigued, then started pursuing them until I finally gained its mighty experience. It was as easy as that. And the experience surprised and thrilled me enough that it convinced me this was the easiest way of leveling up. AND IT WAS. How a reviewer can review a game without exploring the world and finding as much as possible is beyond me. I will never understand it. I love that most of them gave this game wonderful scores, but I HATE HATE HATE how many of the reviews I read through also seemed to have to mention grinding and JRPGs, both of which belittle this game to no end and turn off customers who might have bought this if not for those labels.
Look, reviewers who probably will never read this blog or this review, let's get something straight. Your JOB is not to go and review a game as quickly as possible, hitting the plot notes but forgetting the game. Your JOB is to give a thorough and well done review, a review for people who MAY be interested in the game, a review for those who ARE interested in the game, and a review for people who HAVE NO IDEA what the game even is. But you can't cut corners. Yes, there are time limits, but a good reviewer learns everything about a game, learns that there are ways to level up quickly, learns to not just label a game as a JRPG without realizing what an implication that is to game players like myself who largely dislike that genre of game. See, I took a chance with this game, despite the reviews I read. I was turned off by those reviews. I was willing to wait, willing to not pick this game up because it didn't seem like something I would enjoy. Then I thought something to myself. My thought was as follows: "I took a chance on watching Spirited Away back in the time period where I absolutely hated everything to do with anime. I took a chance to watch it because the story sounded interesting, and I was interested in trying something new. I wasn't expecting to like it. Hell, people were basically telling me I wouldn't like it because I don't enjoy anime. But you know what? It blew me away, becoming one of my favorite movies of all time. It was brilliant and beautiful, and I was almost so close-minded that I could have missed out on something that literally changed my life. I took a chance on Studio Ghibli, and they didn't let me down. They've never let me down, from Castle in the Sky to Ponyo I have fallen in love with every movie I've seen by them. Each has left a mark on me that I cannot remove. They've proven to me time and again that they can make quality, and I have to have faith that this game will be the same."
I bought the game, not because of any reviews, not because of anything I had heard about the game. Yes, I had been interested in it for a while, but there was never a guarantee I would buy it, certainly not at a $60 price tag. But Studio Ghibli had proven to me how amazing they were. And I bought it because of that. And it was one of the best games I've ever played. It gave me everything I could have wanted: wonderful characters like Mr. Drippy, a Welsh Lord High Lord of the Fairies, and Oliver, the main character with an absolute heart of gold who never deserved the rough hand he was dealt. It had a plot that was literally tragic and beautiful all at the same time, with the antagonists being so much more than I could have ever hoped for. No, I won't spoil anything, but I never expected such brilliant and beautiful stories from faceless antagonists... but then again I should have remembered No-Face and what he meant in Spirited Away. And then there's the gorgeous world, a world that looks more beautiful than almost any other game I have ever seen or played. It's rivaled only by the best of the best in Skyrim, Mass Effect, Half-Life, and Silent Hill. Other than those series (or games) nothing else comes close to the beauty and wonder of the visual of Ni no Kuni. The sound is also fantastic, with music by Joe Hisaishi, a long-time collaborator with Studio Ghibli. He has made such memorable and beautiful music for this game. I have to give special mention for the music while riding the dragon, the main theme, and some of the background music when certain late plot points are happening. They are integrated beautifully into the game, and they work to make it have one of the best all around soundtracks in a game since Nier.
And you want to know something? This game compares favorably to Nier. Keep in mind that Nier is one of my all-time favorite games and you might just be starting to think how much I truly fell in love with Ni no Kuni. I'm glad it has gotten a lot of love so far. I only wish the reviewers hadn't stuck it in a genre without any thought or foresight. I also wish they wouldn't say such terrible things about a leveling system that works quite well and never needs to be "grind-heavy."
I want to say so much more. I want to spoil the game wide open and scream to the world why I think this is one of the best games ever made. I want to say how it improves upon the Pokemon formula (for it indeed does essentially have the gameplay of a 3D Pokemon game, although that is also simplifying things quite a bit). I want to say how much I love all of the characters, all of the plot, all of the everything about this game. I want to say how one twist in the game legitimately brought me to tears, me a manly bearded man, tearing up at a game that could easily be played by any given child. I can't even remember the last game I truly was brought to tears by. Maybe it's never even happened before. I have no idea. I can't remember. But this game did it. The happy moments made those tragic ones all the more biting. And those tragic moments made the happy and carefree ones all the more poignant. It's a world I could live in for the rest of my days, playing and playing until I lose myself in that other world forever. But sadly, while Oliver's adventures with Esther, Swaine, Mr. Drippy, and the rest continue in the story that I feel has no real end, my days of playing it are over for now. I only wish I had the time to relive the experience all over again... but the real world calls, and I have to be off.
My final words about Ni no Kuni: Wrath of the White Witch are that it should be played by everyone. It deserves that much. It's very sad that this game is only available to PS3 owners, but I also have to hope that EVERY PS3 owner will go and buy this game, and maybe the game will even convince people who don't have the system to go buy it for this game. It's worth it, let me tell you. This is a game that (while worth $60) has no real monetary value when it comes to what it's TRULY worth. It's priceless in its storytelling and characters. And it is priceless in what it now means to me. Do yourself a favor and either go play this game right now or go watch a Let's Play of it at the very least. It deserves to be known if only because it is that good.
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