Podcast, Podcasting, Podcast Diary Roger Edwards Podcast, Podcasting, Podcast Diary Roger Edwards

Diary of a Podcaster Part 8

Whenever I encounter a word or term that I’m not familiar with, I will usually Google it. That’s the way I’m wired. I prefer to “know” rather than “not know”. However, it is not the concept of continuous self-improvement that I wish to discuss in this post but something else. Namely sociolinguistics. Earlier today I saw someone mention vocal fry on Twitter. I had no idea what that was so I checked on Wikipedia, watched some You Tube videos and finally read some newspaper articles. An hour later I was aware of not only vocal fry, but run-ons, uptalk, glottal Ts and the fact that the way we speak has a major impact upon our lives, just like education and class. According to sociolinguistics, the manner in which you speak has a major impact on the way you are perceived by others. Sadly, like so many other social markers, it can be used in a discriminatory fashion.

Whenever I encounter a word or term that I’m not familiar with, I will usually Google it. That’s the way I’m wired. I prefer to “know” rather than “not know”. However, it is not the concept of continuous self-improvement that I wish to discuss in this post but something else. Namely sociolinguistics. Earlier today I saw someone mention vocal fry on Twitter. I had no idea what that was so I checked on Wikipedia, watched some You Tube videos and finally read some newspaper articles. An hour later I was aware of not only vocal fry, but run-ons, uptalk, glottal Ts and the fact that the way we speak has a major impact upon our lives, just like education and class. According to sociolinguistics, the manner in which you speak has a major impact on the way you are perceived by others. Sadly, like so many other social markers, it can be used in a discriminatory fashion.

My train of thought subsequently led me to watch a selection of other videos designed for those who are non-native English speakers. These You Tube channels seek to explain the subtleties of the language and provide an insight into phrases and colloquialisms that are not taught in the classroom. There is a wealth of difference between the way any language is taught formerly and how it is used in day-to-day life. Being a native English speaker, I have never stopped to consider how difficult the language is to learn. Upon mature reflection of all these points, I find myself wondering how accessible my previous podcasts have been? Do listeners have any issues with my diction, the phrases and terminology I use? How is my voice perceived?

One thing that has come up from time to time, is that both British and US podcasters often speak very quickly which seems to be a cultural phenomenon. Both Brian and I received an email about this once back in the heyday of the Contains Moderate Peril podcast. It did come a surprise but then we felt we should try and do something to accommodate the point and thus made a conscious effort to speak slower. Since then I’ve made a point of editing the show in a specific fashion to try and reduce the speed of the conversation and pace it in a more accessible manner. However, it is a difficult issue to address. When you are consciously trying to change the manner in which you speak, it can sometimes impact negatively on the way you express yourself. Conversations can sound scripted or artificial.

There are many factors that give your podcast character and these naturally can become selling points. Banter, the way in which you express yourself and the language you use all contribute to whether your audience stays or leaves. Although you cannot please everyone and it’s important to decide upon the niche you wish to pitch to, it doesn’t do any harm to accommodate requests from your listeners. Adjusting aspects of your speech and at the very least being aware that not everyone is a native English speaker, means that you can try to make your show more inclusional. After all, podcasting is all about communicating. It seems counterproductive to contradict that philosophy.

Update:

In the previous instalment of Diary of a Podcaster, I wrote about the issues I was having with iTunes and my Squarespace RSS feed. To cut a long story short, the most prudent course of action to rectify the issue has been to host the show elsewhere. Hence, I have opened up an account with PodBean. They have a variety of plans and I have found one that suits my needs at a reasonable cost. Hopefully, with this technical issue addressed, I can return to podcasting soon.

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Movies, The Limehouse Golem Roger Edwards Movies, The Limehouse Golem Roger Edwards

The Limehouse Golem (2016)

In Victorian London, a serial killer dubbed The Limehouse Golem by the press, leaves a trail of victims in his wake. The seemingly random murders span across the social with the only clue being a series of cryptic messages written in the blood of his victims. With few leads and increasing public pressure, Scotland Yard assigns the case to Inspector Kildare (Bill Nighy), a seasoned detective who has a sneaking suspicion that he's being set up to fail. Kildare career has stalled due to rumours that “he’s not the marrying type. Investigations eventually yield a list of four potential suspects.  The music hall actor Dan Leno, the author George Gissing and revolutionary Socialist Karl Marx. However, Kildare finds that the forth, John Cree, is already dead; poisoned by his wife Elizabeth (Olivia Cooke) who awaits trial for murder. Is the key to the Golem’s identity to be found through further investigation of his murders, or by solving the truth of the Cree case?

In Victorian London, a serial killer dubbed The Limehouse Golem by the press, leaves a trail of victims in his wake. The seemingly random murders span across the social with the only clue being a series of cryptic messages written in the blood of his victims. With few leads and increasing public pressure, Scotland Yard assigns the case to Inspector Kildare (Bill Nighy), a seasoned detective who has a sneaking suspicion that he's being set up to fail. Kildare career has stalled due to rumours that “he’s not the marrying type. Investigations eventually yield a list of four potential suspects.  The music hall actor Dan Leno, the author George Gissing and revolutionary Socialist Karl Marx. However, Kildare finds that the fourth, John Cree, is already dead; poisoned by his wife Elizabeth (Olivia Cooke) who awaits trial for murder. Is the key to the Golem’s identity to be found through further investigation of his murders, or by solving the truth of the Cree case?

“Let us begin, my friends, at the end,” declares the music hall actor Dan Leno (Douglas Booth) as the curtain draws back upon both the theatre stage and the beginning of the story. What follows is a period whodunit, told in flashback and set against the backdrop of a dualistic Victorian world. The seat of empire harbours a dark underbelly of vice, depravity and murder. The Limehouse Golem explores the significance of the tabloid press and the role of the music hall in shaping and reflecting popular opinion. This is an age voyeurism and puritanical judgement. There are themes of how the disenfranchised yearn to leave a mark on the world as an act of defiance against their depressing and oppressed lives. The story also paints a picture of an incredibly harsh and unjust society towards women, homosexuals and children.

Jane Goldman (Kick-Ass, The Woman in Black) adapts Peter Ackroyd’s book well providing a screenplay that affords the ensemble cast a lot of scope to interpret their respective roles. Performances are universally good but you can seldom go wrong with the likes of such actors as Eddie Marsan and Daniel Mays. Director Juan Carlos Medina works within a handsome production design, vividly lit and photographed by Simon Dennis. There is more than a hint of Lamberto Bava in the looks and feel of the dark, foggy streets of London. The stylised aesthetic creates a suitable mood for the unfolding tale. Median also uses an interesting plot device in which Inspector Kildare dictates to each suspect what they should write. As each does so, we then see the previous murder from their perspective.

As a whodunit, The Limehouse Golem is a little obvious to the attentive viewer and it doesn’t go out of its way to obscure who the real murderer is. However, it can be argued that this is a movie about the journey to the truth and what impact the final revelation has upon the central characters. It is not so much the “who” that is the major foundation of the plot but “why”. If one looks beyond the circumstances of the “killer”, you find that the story is effectively putting an entire era with its associated socioeconomic and historical baggage on trial. The denouement is poignant with multiple parties having to deal with the fallout of the solved cased. Viewers are left with much to reflect upon as the credits roll, which in my mind is always a sign of quality cinema.

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Games That Pass You By

Like many gamers I try to keep abreast of new releases and titles that are in development. Because of my personal likes and dislikes, I filter out a lot of material I don't personally care for. For example, I'm not really au fait with the sports genre or real-time strategy games. I read several news websites and follow a few "gaming commentators" on Twitter and that usually keeps me informed about the things I feel I need to know. However, it is not a full proof system and every now and then I become aware of a title that has completely passed me by. In some respects, this can be quite beneficial as it means I have bypassed several months of hype, marketing and general bullshit and can now potentially jump into a new game without any major prejudice or baggage. 

Like many gamers I try to keep abreast of new releases and titles that are in development. Because of my personal likes and dislikes, I filter out a lot of material I don't personally care for. For example, I'm not really au fait with the sports genre or real-time strategy games. I read several news websites and follow a few "gaming commentators" on Twitter and that usually keeps me informed about the things I feel I need to know. However, it is not a full proof system and every now and then I become aware of a title that has completely passed me by. In some respects, this can be quite beneficial as it means I have bypassed several months of hype, marketing and general bullshit and can now potentially jump into a new game without any major prejudice or baggage. 

A while ago, I bought a 2K gaming Bundle that was packed with quality titles. It featured Mafia 2, Spec Ops: The Line and the Bio Shock series. It also included the original XCOM franchise which I knew was both critically acclaimed and well received by gamers. However, as I'm not that heavily into turn based tactical games with an overhead POV, I didn't install any of them. Also included in this bundle was The Bureau: XCOM Declassified. I paid little heed to it at the time thinking it was more of the same. Then I stumbled across a review of the game and was surprised to see that it was a departure from the established format. This instalment was a third person, squad based cover shooter with some strategic and RPG elements. The review was actually quite indifferent, neither praising nor damning the game, yet my interested was piqued. So, I subsequently installed the game.

Now the point of this post is not to critique the game in question. Let it suffice to say that it was entertaining in an undemanding way. I liked the sixties setting and the storyline. What I am more interested in is the fact that a major release such as this completely escaped my notice. The game had a troubled development and was delayed several times. Originally it was intended to be a first-person shooter but there were several radical changes in design during its development. Retrospectively I can see that this was well covered in the games media. Yet I remained totally oblivious to it all. I don't even recollect seeing any headlines and just filtering them out, which is something that often happens. It would seem that an entire marketing campaign just passed me by. Something I find on reflection to be rather amusing. 

With regard to the games promotion, I have subsequently discovered a series of live action trailers that feature the actor Dominic Monaghan, star of The Lord of the Rings Trilogy and Lost. They are well made and show that a sizeable advertising budget was spent promoting the game. However, it seems that the game ultimately met with mixed reactions and was not as successful as other instalments in the franchise. Perhaps the departure from the established format was the root cause. I find all of this fascinating because I came to the game "cold" and found it to be adequate and acceptable. I had no major preconceptions or baggage to deal with and got a week or so entertainment from a product that cost me very little money. 

Since this incident, other examples of game’s that I’ve missed have come to light. Ryse: Son of Rome, Sleeping Dogs more recently Watch Dogs 2 all failed to appear on my radar during the run up to their respective release. All were titles I subsequently discovered through bundles or discount sales. Furthermore, it’s highly likely this will happen again, as I tire of the excessive hype that is now de facto with the launch of so called triple A titles. Personally, I find it a rewarding experience to discover games in this manner, especially if they then prove to be hidden gems or just undemanding entertaining. The Bureau: XCOM Declassified falls into the latter category but was still a pleasant surprise. As a result, I shall be paying closer attention to the various gaming bundles I’ve purchased and have outstanding keys for. I have a suspicion that I may well be sitting on more interesting titles that up until now, I've been unaware of. 

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Horror, Movies, The Pact Roger Edwards Horror, Movies, The Pact Roger Edwards

The Pact (2012)

The Pact is an enjoyable, yet simultaneously frustrating small budget independent horror movie. The UK poster is a prime example of this, as it clearly indicates that the film is of the horror genre but contains imagery that is not seen in the movie at all. The very title itself doesn't really have any bearing on the story. However, there are still aspects of the film that are noteworthy and overall The Pact shows more promise than a lot of the competition.  The story is a traditional favourite of the horror genre. Annie (Caity Lotz) returns to her mother home to attend her funeral. On arrival, she finds that her sister has gone missing and that all is not as it seems at the family home. Family secrets and supernatural goings on slowly emerge. 

The Pact is an enjoyable, yet simultaneously frustrating small budget independent horror movie. The UK poster is a prime example of this, as it clearly indicates that the film is of the horror genre but contains imagery that is not seen in the movie at all. The very title itself doesn't really have any bearing on the story. However, there are still aspects of the film that are noteworthy and overall The Pact shows more promise than a lot of the competition.  The story is a traditional favourite of the horror genre. Annie (Caity Lotz) returns to her mother home to attend her funeral. On arrival, she finds that her sister has gone missing and that all is not as it seems at the family home. Family secrets and supernatural goings on slowly emerge. 

Writer and director Nicholas McCarthy has remade his own short film and expanded it into this feature length presentation, taking many classic themes and tricks from the horror genre and giving them a modern makeover. Skype and Google Maps are used to deliver shocks instead of photos or mirrors. Research is carried out via the internet rather than using microfilm at the library. The movie takes place mainly in one house and has a strong claustrophobic atmosphere. Caity Lotz carries the story with a good performance as strong but socially isolated heroine. Casper Van Dien plays an understanding detective and there is a rather interesting turn by Haley Hudson as a blind medium. 

The Pact takes an interesting change in direction in the third act where the supernatural plot-line segues into a new one featuring an earthly killer. The conclusion is formulaic but perfectly adequate and the movie is overall satisfying. Yet despite its positive attributes there are still a number of flaws in the proceedings. The transition from supernatural scares to physical violence is a change in direction that some may find too radical. The narrative strives to create a strong independent female lead then spend a lot of time continuously looking down her cleavage. The ending resolves the story perfectly well but then adds a rather illogical coda. Why do horror film makers feel obliged to do this?

The Pact did receive a UK release back in 2012 although it was somewhat limited. Although not perfect it does have some refreshingly honest scares to offer and is a welcome alternative to more contrived pictures such as The Devil Inside and the Paranormal Activity series. The horror genre needs to re-assert itself by returning to its roots. Many of the finest examples of the genre were made on low budgets, driven by passion and a true understanding of the medium. Nicholas McCarthy has shown with The Pact that he has talent and I certainly look forward to his next project. Let us hope that this movie can pave the way for other comparable material so we can escape the current obsession with found footage movies and Hollywood's current addiction to remaking and cannibalising it's past.

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Gaming, RPG, Open World, Mafia 3 Roger Edwards Gaming, RPG, Open World, Mafia 3 Roger Edwards

Mafia 3

As I’m between MMOs at present, I decided to purchase a single player game to keep me occupied, until Middle-earth: Shadow of War is released. I settled on Mafia 3 as I had played the previous instalment of the franchise and enjoyed it. As this title came out last October it can now be picked up at a substantial discount if you’re prepared to shop around. There is no game of the year edition at present but I did manage to buy the digital deluxe version for £22, which is a good price. This includes a season pass so I have all the currently released DLC. There is sufficient content available to keep me busy for a month or so. So far, I’ve clocked up 40 hours in-game according to Steam.

As I’m between MMOs at present, I decided to purchase a single player game to keep me occupied, until Middle-earth: Shadow of War is released. I settled on Mafia 3 as I had played the previous instalment of the franchise and enjoyed it. As this title came out last October it can now be picked up at a substantial discount if you’re prepared to shop around. There is no game of the year edition at present but I did manage to buy the digital deluxe version for £22, which is a good price. This includes a season pass so I have all the currently released DLC. There is sufficient content available to keep me busy for a month or so. So far, I’ve clocked up 40 hours in-game according to Steam.

The most striking aspect of Mafia 3 is the story. The game has a very strong narrative that is well written and researched. Set in New Bordeaux, a fictitious version of New Orleans, in 1968 the plot plays out against a background of unrest, civil rights activism and entrenched racism. The writers haven’t shied away from exploring the big socio-political issues of the time. Lincoln Clay is a great protagonist and the supporting characters such as Father James and John Donovan are far from two dimensional. It’s also nice to see the return of Vito Scaletta from Mafia 2. Overall the performances from all the voice actors are good. Although the revenge story is formulaic, the gold is in the depth of characters and the credible reflection of the era, politics and mood of the time.

Mafia 3 offers a very diverse open world environment. There are modern business and civil districts, along with rich and poor residential areas. The game sports a sense of contemporary sixties architecture, as well as colonial elegance. However, if you journey into the bayou you’ll find an abandoned amusement park and decaying shanty towns. As with most games of this genre, there’s a well-defined network of roads and players are encouraged to travel by a wide range of vehicles. The game radio stations are an interesting mixture of music, talk shows, news and faux adverts. The developers have paid top dollar to get the licenses for numerous high profile sixties hits. The game features songs by Jimi Hendrix, The Rolling Stones, Sam and Dave, James Brown and Jefferson Airplane.

However, where the game setting, environment and narrative are all top drawer, the nuts and bolts of Mafia 3 are somewhat formulaic. The third person, cover based combat system is nothing unusual. It’s functional but not sufficiently different or innovative. Once you’ve completed the first act of the story, the game settles down into a series of repetitive quests. To secure each district you have to do the same things, namely destroy or disrupt existing operations, take out key intermediate figures then dispose of the zone boss. Takedown animations also lack variations. The AI is somewhat wonky. Mobs will openly hunt you down which can be a little taxing at the beginning but once you have the right weapons and perks, it becomes a turkey shoot. There are other minor niggles such as no fast travel and a limitation on the number of weapons you carry.  

However, the failings of some of the game mechanics are offset by the collectables system and mini games such as racing. These offer a sense of variety. Collectables include albums, Playboy magazines, various types of posters and even religious literature. The Playboy magazines are actually reproductions of genuine issues from the time. I was surprised to find that the old cliché about them featuring “good articles” was actually true. There was an extensive four-page discussion with Stanley Kubrick which was very informative. However, collecting offers no tangible benefit other than the fun of acquiring items. It doesn’t impact upon the game in any way.

From what I’ve seen so far after a week of playing the Mafia 3, the game has pretty much all the same pros and cons as it predecessor Mafia 2. The story and characters are by far the best aspect of the game and if that was lacking, you’d be left with a somewhat average and undistinguished game. But because I favour games with strong story based narratives, I am happy to play through some of the more grindy content to access the major set pieces that punctuate the proceedings. As gamers, I think there is often an unrealistic expectation for ever new game to be a unique experience. For me Mafia 3 is flawed with good and bad points but overall the good outweighs the bad. I enjoy the RPG elements of the game the best. Trying to secure the outcome I want is certainly an amusing challenge. And because of the price I paid, the fun to cost ratio is satisfactory.

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Children of Men (2006)

I missed Children of Men on its original release in 2006 and only caught up with recently. If memory serves, the reason the film wasn’t on my radar when it came out was due to the misleading advertising campaign which attempted to pigeon hole and market the film as a sort of post-apocalyptic thriller. Although Alfonso Cuarón's Children of Men explores a violent and dystopian future, it’s cerebral film, grounded in a tangible depiction of a future England and certainly bears little relation to the Mad Max subgenre that the publicity campaign alluded to. A similar mistake was made with the marketing of The Road in 2009 which was sold by Miramax as a post-apocalyptic action film, when it patently isn’t. 

I missed Children of Men on its original release in 2006 and only caught up with recently. If memory serves, the reason the film wasn’t on my radar when it came out was due to the misleading advertising campaign which attempted to pigeon hole and market the film as a sort of post-apocalyptic thriller. Although Alfonso Cuarón's Children of Men explores a violent and dystopian future, it’s cerebral film, grounded in a tangible depiction of a future England and certainly bears little relation to the Mad Max subgenre that the publicity campaign alluded to. A similar mistake was made with the marketing of The Road in 2009 which was sold by Miramax as a post-apocalyptic action film, when it patently isn’t. 

In 2027, in a socially decaying world in which women have become somehow infertile, a former activist Theo Faron (Clive Owen) agrees to help transport pregnant woman Kee (Clare-Hope Ashitey) to a sanctuary. They are pursued by both the UK government and revolutionaries who seek the baby for political gain. Intelligently written and credibly depicted Children of Men is a worryingly plausible tale. As the wider world crumbles, immigrants flock to the few remaining functional countries resulting in an increasingly authorisation government. Children of Men feels very contemporary indeed. The cast are capable and have ample material to work with. Michael Caine's performance was very engaging and it’s a shame that his character does not a have more screen time. It’s always good to see established actors playing against type. Caine allegedly drew on his experiences and friendship with John Lennon. 

Cinema often uses the depiction of technology to establish its futuristic credentials. In the case of Children of Men implies that the technological advance of recent years has ground to a halt, due to the ongoing economic and political decline. What is shown in the way of futuristic technology is subtle and effective. The heads up display on car windscreens is both plausible and non-invasive. The use of small form factor PCs and screens is also credible. Much of this aspect of the production design is a clever extrapolation of hardware that we currently have at our disposal. The overall effect helps create a more convincing and grounded depiction of the near future.

Similarly, the depiction of urban decay in Children of Men is particularly well done. The images of a graffiti ridden, boarded up and burnt out Greater London has an uncomfortable similarity to Gaza or the shanty towns of Zimbabwe. The resulting lawlessness of the disenfranchised was also very well done, especially in light of the London riots of 2011. The trains and buses with wire mesh over the windows, along with the banditry of the Kent countryside have their roots in current global civil unrest. There was similar imagery of social decline in the 1979 TV series Quatermass.

The much praised "single take shots" are suitably engaging, although to facilitate such scenes, a high degree of digital post production work was required. However, in other respects the visual effects work is very low key and does not overwhelm the story, as so often is the case these days. The military assault on the refugee camp at Bexhill looks like a news report, shot on the move complete with shaky cam. It is a fascinatingly chaotic set piece and a welcome change to the usual overblown kind of Hollywood action sequence. The subsequent bombing of the camp by the RAF is seen through fog at a distant and is far more dramatic for it. Presenting the drama in such stark terms and avoiding spectacle, further elevates the movie from simple entertainment to serious drama.

As you would expect from serious movies of this nature that chooses to pursue a more grounded approach to the subject matter, there are few concessions made to populist conventions such as the “happy ending” or good prevailing over evil. Therefore, the ending does not come as a major surprise and is not out of place. Considering the large amount of religious symbolism and imagery in the film, it would have been erroneous to expect anything else under the circumstances. There's sufficient information supplied in the final five minutes of the film for the viewer to draw their own conclusion as to the chain of events that would potentially follow after the films ending. Cuarón is not a fan of excessive plot exposition and comprehensive back story. A philosophy that I often agree within the context of cinema.

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Science Fiction, Movies, Lucy Roger Edwards Science Fiction, Movies, Lucy Roger Edwards

Lucy (2014)

Lucy (Scarlett Johansson), a student studying in Taiwan, find herself an unwilling drug mule for crime boss Mr. Jang (Choi Min-sik). When she accidentally ingests the synthetic CPH4 which has been surgically implanted in her abdomen, she rapidly develops advance physical and mental abilities as the drug unlocks the unused parts of her brain. However, this process also puts her life in peril and she soon realises that she requires further doses of the CPH4 to stay alive. Striving to reconcile herself to her situation Lucy reaches out to Professor Samuel Norman (Morgan Freeman), a neuroscientist and expert in the hidden capabilities of the mind. Meanwhile, Mr.Jang does not take kindly to interference in his drug trafficking and sets out to hunt down Lucy. 

Lucy (Scarlett Johansson), a student studying in Taiwan, find herself an unwilling drug mule for crime boss Mr. Jang (Choi Min-sik). When she accidentally ingests the synthetic CPH4 which has been surgically implanted in her abdomen, she rapidly develops advance physical and mental abilities as the drug unlocks the unused parts of her brain. However, this process also puts her life in peril and she soon realises that she requires further doses of the CPH4 to stay alive. Striving to reconcile herself to her situation Lucy reaches out to Professor Samuel Norman (Morgan Freeman), a neuroscientist and expert in the hidden capabilities of the mind. Meanwhile, Mr.Jang does not take kindly to interference in his drug trafficking and sets out to hunt down Lucy. 

At first glance, the story for Lucy seems somewhat formulaic, based upon the popular misconception about the untapped potential of the human mind and how we as a species only use a small percentage of our brain capacity. However, Lucy is a movie, written and directed by Luc Besson, who brings a distinctly European aesthetic along with his own unique style to the proceedings. The exotic locations, the vivid colour palette and an eclectic international cast results in a curious ninety-minute genre hybrid that may polarise audiences. You will either buy into the far-fetched concept and enjoy the resulting cinematic journey or simply scoff in derision at the preposterous narrative. I happily chose the former option.

It takes a confident director to draw from such movies as Kubrick's 2001: A Space Odyssey and Terrence Malick’s The Tree of Life. Combining philosophical musings about the nature of consciousness with martial arts and gun play is another bold step. Yet it's all done with such aplomb that it broadly works. In an interesting plot twist, Lucy does not descend into megalomania when confronted with her god like powers. Instead the film explores her melancholic attitude towards the impending loss of her "humanity". There are parallels with character of Doctor Manhattan in Watchmen, who faces a similar crisis. Lucy also addresses modern day society's dependence upon the internet and social media, which is another timely theme. Especially in light of Stephen Hawking recent comments about AI and the potential impact it may have upon the world.

Lucy hinges upon the lead performance by Scarlett Johansson and she is extremely watchable as she slows down time, shoots sundry henchmen with pinpoint accuracy and merges with the digital world. The visual effects are striking and the entire film benefits from its rapid pace and overall French sense of panache. It is also pleasant to see such a storyline of this nature based around a female lead and I enjoyed the reference to Lucy sharing her name with the first human being. I feel it is a superior film to Bradley Cooper's 2011 movie, Limitless that shared a similar theme. Lucy also addresses the perennial (and tedious) question about whether a female lead can carry a modern action movie. The answer is a resounding yes. 

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Classic Game Themes: EVE Online

EVE Online is in many ways the most complex, absorbing and time consuming MMO that I've never played. I didn't survive beyond a twenty-one-day trial and found that the exacting minutiae of the game far too demanding. However, although the mechanics were not to my taste, my limited experience left a strong impression upon me and I still have a healthy respect and a strong sense of fascination for this niche market product. I'm not alone in this. Many gamers do not play EVE Online but are fascinated by both its intricacies and community. 

EVE Online is in many ways the most complex, absorbing and time consuming MMO that I've never played. I didn't survive beyond a twenty-one-day trial and found that the exacting minutiae of the game far too demanding. However, although the mechanics were not to my taste, my limited experience left a strong impression upon me and I still have a healthy respect and a strong sense of fascination for this niche market product. I'm not alone in this. Many gamers do not play EVE Online but are fascinated by both its intricacies and community. 

Because of the sandbox nature of EVE Online, it's soundtrack is designed to be ambient rather than event specific. Yet the electronic score by Jón Hallur Haraldsson superbly embellishes the games overall atmosphere. CCP have made much of games music (about seven hours in total) available on Soundcloud. If you like such artists as Tangerine Dream and Vangelis you'll find many common parallels with Haraldssons's work.

Although there is much to choose from, I have decided to use the track Below the Asteroids as an example of the composer’s contribution to EVE Online. It has an introspective quality that draws the listener in and adds to the ongoing immersion. Due to its space setting the game has less visual input to engage the player, so must rely more on the soundscape and complexity of the game itself. This track highlights exactly how Jón Hallur Haraldsson does that.

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Editorial, Gaming, Do We Need a, Face of Gaming Roger Edwards Editorial, Gaming, Do We Need a, Face of Gaming Roger Edwards

Do We Need a Face of Gaming?

In recent years there have been several gaming related stories that have become big enough to gain the attention of the mainstream media. Sadly, when corporate news encounters anything that falls outside of their immediate understanding or frame of reference, they need to package it into terms they and their audience can comprehend. This means simplifying the subject in to binary terms and convenient sound bites. They also like to have a “public face” that can be the go to expert. Someone who can be clearly identified with the issue and then championed or reviled by the public, according to which side they choose to support. That beggars the question do we need a " face for gaming"? If we do then who should it be? It's quite a thought provoking conundrum and raises a lot of issues about the nature of representation. Especially in light of the fact that contemporary media likes to have specific subjects neatly packaged with easy to grasp, core ideas and a photo-friendly public face.

In recent years there have been several gaming related stories that have become big enough to gain the attention of the mainstream media. Sadly, when corporate news encounters anything that falls outside of their immediate understanding or frame of reference, they need to package it into terms they and their audience can comprehend. This means simplifying the subject in to binary terms and convenient sound bites. They also like to have a “public face” that can be the go to expert. Someone who can be clearly identified with the issue and then championed or reviled by the public, according to which side they choose to support. That beggars the question do we need a " face for gaming"? If we do then who should it be? It's quite a thought provoking conundrum and raises a lot of issues about the nature of representation. Especially in light of the fact that contemporary media likes to have specific subjects neatly packaged with easy to grasp, core ideas and a photo-friendly public face.

Although I’ve raised the question as a thought experiment, rather than a genuine request for potential candidates, there may well be some people out there that would like to see such a thing. For me the concept of a "face of gaming" is just another name for "community leader", which is a term I dislike due to is inherent vagueness and utter lack of accountability. So, no, I don't want anyone to be the "face of gaming".  I doubt if you can even get a consensus on what the actual term means and what the specific parameters of such a role are. However, for the sake of argument, let us assume that the position existed. As far as I'm concerned if you wish to represent any body of people in some capacity, you need to have been democratically elected, with a popular majority mandate of at least 75%. That way you can at least claim some sort of legitimacy for your role.

Even if such a framework existed for choosing such an individual, the process would instantly fall foul of all the usual political pitfalls that blight any democratic undertaking. There would be endless debate and disagreement over issues such as nationality, gender and race. Gamers are a very nebulous group and they frequently disagree over many aspects of the own culture. Adding a wider socio-political dimension to the debate would only compound the problem. Plus, the driving principle behind this proposed role is to provide a conduit for the mainstream press. An institution that regularly trivialises matters and panders to the lowest common denominator. If there was a "face of gaming" it wouldn't be long before the press focused on who they were dating and what they were wearing, rather than the topics in hand. 

Some have suggested that a community leader may be found from the within the gaming industry itself or from that esoteric group known as experts. I have no problem with the concept of experts and it saddens me that their status in society has been diminished in recent years. The cult of "my opinion is of equal value" has slowly eroded the weight of their position. I don't mind the use of independent experts to provide an informed overview for the wider public but if one became a designated spokesperson, they may well lose that impartial status. As for finding a developer or CEO of note who is universally respected, I think that would prove a difficult task. Gamers can be very partisan with regard to specific gaming companies. They also bear grudges.

The gaming community is not like other traditional social bodies. It is extremely diverse and multi-faceted. It has no structure or hierarchy, nor does it have any universally agreed agenda. What it does have is a lot of high profile personalities within that community, each with their own following. Think Total Biscuit AKA John Bain or Jim Sterling. Then there are Community Manager for game specific forums, a high-profile writer or a popular content provide and critic such as YouTube personalities. Some of these individuals have integrity, others do not. However, the trouble with such individuals is that they often end up being inaccessible by the regular. Does that make them truly representative of the average gamers needs? In the past, I have been involved with the organisation of several online events. I tried to contact several high-profile internet personalities to ask for help with the events promotion. I was universally ignored or failed to get beyond their respective gatekeepers. 

Personally, I think that a so called "face of gaming" would do more harm than good if it did exist. It would ultimately end up being about them, rather than games and gamers. There are community figures that I know and respect but I don't see them as "leaders" nor have any of them ever claimed to be so. I guess the nearest we'll ever get to equitable representation is via player councils, as long as they are populated with elected representatives. What is required from a role such as the "face of gaming" is impossible to provide, simply because there is no infrastructure to support it. I think most gamers ultimately look to themselves to represent their own needs. If history teaches us anything, it's that we should always be mindful of the centralisation of power. It has seldom proven beneficial for the majority.

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Batman v Superman: Dawn of Justice Ultimate Edition (2016)

I have not seen the theatrical version of Batman v Superman: Dawn of Justice, although I’ve been informed that it was a somewhat confused and flawed edit of the film. The Ultimate Edition clocks in at three hours and three minutes; thirty-two minutes longer than the version shown in cinemas. That is over half an hour of more exposition and character development. More than enough to have a significant impact upon the movie, its themes and narrative. Judging purely by the version that I saw, along with the fact that I have no major familiarity or investment with either of these characters, beyond their cinematic depictions, I was entertained by Batman v Superman: Dawn of Justice. I thought it maintained the cerebral approach to DC Expanded Universe that we previously saw with Man of Steel. Furthermore, despite its sprawling nature and an overabundance of CGI driven action scenes, the film explores some very contemporary issues about societal paranoia and upsetting the political status quo.

I have not seen the theatrical version of Batman v Superman: Dawn of Justice, although I’ve been informed that it was a somewhat confused and flawed edit of the film. The Ultimate Edition clocks in at three hours and three minutes; thirty-two minutes longer than the version shown in cinemas. That is over half an hour of more exposition and character development. More than enough to have a significant impact upon the movie, its themes and narrative. Judging purely by the version that I saw, along with the fact that I have no major familiarity or investment with either of these characters, beyond their cinematic depictions, I was entertained by Batman v Superman: Dawn of Justice. I thought it maintained the cerebral approach to DC Expanded Universe that we previously saw with Man of Steel. Furthermore, despite its sprawling nature and an overabundance of CGI driven action scenes, the film explores some very contemporary issues about societal paranoia and upsetting the political status quo.

Having recently re-watched Man of Steel, the segue into Batman v Superman: Dawn of Justice was seamless and the movie picked up the previous story and instantly got cracking on expanding it. Several events from the climax of Man of Steel where subsequently shown from the perspective of Bruce Wayne. This then sets the plot of Batman siding with an ever increasingly paranoid establishment that see’s Superman as an uncontrollable threat. As ever, with any threat to the established order, it is the rich and powerful that fear the new, as it may rob them of their privilege. Yet the poor and the disenfranchised, see Superman as their advocate. In this respect, Director Zack Snyder has made a very political movie. He also ponders the vigilante aspects of Batman’s character, who at this time works outside the law and has established himself as judge, jury and indirect executioner. He brands his victims, which makes them clear targets when placed in a prison environment.

So far, the first two instalments of the DC Expanded Universe have been dark, dour and have not shied away from social commentary. Certainly, the themes explored are especially pertinent in the light of contemporary US politics. Presenting super hero stories in such a fashion certainly puts to bed the notion that comic book movies are kiddie fodder. The levels of violence in the Ultimate Edition are also unusual for this genre but completely justified considering the nature of the story and the noticeably more cerebral pitch the producers are trying to make. However, because this is a genre movie it still feels obliged to regularly punctuate the proceeding with major action based set piece. I find that is not the scope of these sequences, that are the problem. They often display arresting imagery and novel ideas. It is their duration that is the issue. There is a finite amount of destruction and mayhem one can endure, before it becomes tedious and bombastic. These sequences also slow up the narrative, which surprisingly enough, does become the selling point of the film.

Like Man of Steel before it, Batman v Superman: Dawn of Justice also has a controversial scene. In the previous movie, it was having Superman act out of character and take a life. As a plot device, it actually worked, taken in context of the films own internal logic. This time round, an armoured Batman defeats Superman, through the use of weaponised Kryptonite. Yet a single incidental remark, spoken in desperation by Superman, stays Batman’s hand and sets him upon a path of introspection. His subsequent epiphany shows Bruce Wayne exactly how far he has fallen, morally. This scene divided fans. Some felt that it was contrived and hokey. Again, I was content to go along with it and felt in principle it was an acceptable concept. Perhaps it could have been implemented a little better but I did not see it as a deal breaker in any way. Again, I think that my willingness to go along with the director vision, stems from my lack of personal baggage with the source material. Fans often forget that a movie is an invitation to share the film makers vision. You can blame a movie for perceived faults in its production but is patently unrealistic to complain that the studio has not made the film that you had in your head. That was never on offer to begin with.

There were several other facets of Batman v Superman: Dawn of Justice that I enjoyed. I was happy with all main performances. Jesse Eisenberg as Lex Luthor was a bold piece of casting. However, it was prudent to fly in the face of established depictions of the supervillain. This was a far more contemporary Lex Luthor, pertinent to the technology and the fears of our age. I also enjoyed the subplot regarding metahumans and the extended cameo by Gal Godot as Diana Prince. We were also given a far more “hands on” Alfred Pennyworth, who is technically adept and happy to put his employer, Bruce Wayne, in his place. Jeremy Irons is the sort of actor who can project this sort of moral authority. Another aspect of the film that improves its dramatic scope, is its global perspective. The events of the story do not just happen within an inward-looking US. Superman interacts with all people and nations. Catastrophic events also have international implications.

Even in this extended form, Batman v Superman: Dawn of Justice is not a perfect movie. It is somewhat bloated and has an uneven pace. Yet is it now narratively coherent and doesn’t suffer from the plot holes apparent in the theatrical release. It approaches its subject matter in a manner that is appropriate to our current world. We no longer live in the Fifties so it would be crass to depict the concept of metahumans in such a way. Superman is no longer a seen as a benevolent, extraterrestrial immigrant who has embraced the American dream. He is now viewed suspiciously by those who harbour an inherent fear of the unknown and that which they can’t control. Kal -El is no longer the bland, one dimensional embodiment of patriotism. He is now a potentially rogue messiah who is acutely aware of the divisions that he causes. Such ideas certainly make for interesting viewing and intellectual reflection. So far, because of the manner in which all these ideas have been handled, I am still sufficiently invested to pursue them further. Thus, I am looking forward to watching both Suicide Squad and Wonder Woman. Hopefully, these adult fantasies will continue to offer spectacle and food for thought in equal measure.

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Gaming, Spec Ops: The Line Roger Edwards Gaming, Spec Ops: The Line Roger Edwards

Spec Ops: The Line - Morally Ambiguous and Bleak Gaming

I first played through Spec Ops: The Line back in 2014 when I purchased it as part of a discounted 2K bundle. For once the actually selling point of this action game was the single player campaign, which had a reputation for being well conceived and written, with solid voice acting. After playing for a couple of hours it became apparent that there was a lot more to this third person, cover based shooter and that the praise its received from the gaming press was justified. I have seldom played through a title as compelling as this.  This week I re-installed the game and completed it for a second time. This time round I was able to concentrate more closely on the subtleties of the story. For a five year old title, this is still a gruelling experience.

I first played through Spec Ops: The Line back in 2014 when I purchased it as part of a discounted 2K bundle. For once the actually selling point of this action game was the single player campaign, which had a reputation for being well conceived and written, with solid voice acting. After playing for a couple of hours it became apparent that there was a lot more to this third person, cover based shooter and that the praise its received from the gaming press was justified. I have seldom played through a title as compelling as this.  This week I re-installed the game and completed it for a second time. This time round I was able to concentrate more closely on the subtleties of the story. For a five year old title, this is still a gruelling experience.

The story is both intriguing and topical. Dubai has been overwhelmed by cataclysmic sandstorms and fallen into a state of anarchy. Troops from the 33rd Infantry Battalion, led by Colonel John Konrad, have gone missing after a failed evacuation. Subsequently a Delta force team is sent to determine what has gone wrong and rescue surviving members of the 33rd. What they find is a city engulfed by sand and a complex tale of mutiny, CIA manipulation and personal insanity. Played from the perspective of Captain Walker, along with a two-man squad comprising of Lieutenant Adams and Sergeant Lugo, the story catalogues their descent into a personal hell and mental disintegration. The game is clearly influenced by Francis Ford Coppola's Apocalypse Now and Joseph Conrad's novel Heart of Darkness, which the movie was based on.

The first thing Spec Ops: The Line does is take all the standard underpinnings from the shooter genre and jettison them. There is no binary conflict between the morally righteous US forces and some generic foreign adversary. The enemy in this fight turns out to be your own side. The game does not glamorise war nor does it offer the FPS gamer the usual experience. Tactical decisions come with consequences and the moral choices offered in the game seldom provide a positive solution. The narrative clearly explores the psychological burden that comes with command and it's not pretty. The games mechanics are somewhat standard but perfectly adequate. Although scripted, the action scenes have a genuine sense of confusion and at times even panic. 

Spec Ops: The Line has a worryingly credible narrative that challenges the player to be more than just a voyeur in the proceedings. Many of the standard tropes that you find in this genre are reversed. As the story gets more involved and morally ambiguous, the dialogue between the Delta Force team becomes more agitated. The cool, calm radio chatter we saw at the beginning of the game becomes, accusatory, bellicose and even scared. The strain of having your world view shattered is cleverly reflected in the script. As a result, playing Spec Ops: The Line feels very different to other shooters. Even if you have the flintiest of hearts, the game may well surprise you with its difference and honesty. It’s gameplay and mechanics are formulaic but the story is dark, foreboding and disturbing. 

Gaming seldom has narratives as strong as that found in Spec Ops: The Line. Hopefully it provides pause for thought as well as entertainment among those who play. War is still grossly misrepresented in gaming and caricatured in the most abhorrent way. This game challenges the established business approach and raises many ethical questions not only about the nature of warfare, but whether it should be trivialised and used as a means of entertainment? At the very least Spec Ops: The Line is an interesting experiment in gaming narrative and is worth a look on those grounds alone. Whether the gaming industry sees fit to take such an approach with future titles remains to be seen. Recommended but no to the faint hearted.

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Gaming, MMORPG, RPG, FPS, Game Maps Roger Edwards Gaming, MMORPG, RPG, FPS, Game Maps Roger Edwards

Game Maps

I've been pondering of late the subject of game maps and how they can vary quite radically from title to title. Size, content and instancing can all have an impact on a maps accessibility and the way they are perceived. Then there is the issue of individual player tastes and preferences. Those who like to explore will happily spend time attempting to access remote nooks and crannies. Others will quickly become frustrated if there is no direct route to their goal, as with Guild Wars 2: Heart of Thorns. A games genre also has a significant impact upon map design. A FPS or MOBA has different requirements from it virtual environment that an MMO. I'm sure there are far more variables involved in a maps creation. However, I think most gamers seem to inherently know when the developers have got it right.

I've been pondering of late the subject of game maps and how they can vary quite radically from title to title. Size, content and instancing can all have an impact on a maps accessibility and the way they are perceived. Then there is the issue of individual player tastes and preferences. Those who like to explore will happily spend time attempting to access remote nooks and crannies. Others will quickly become frustrated if there is no direct route to their goal, as with Guild Wars 2: Heart of Thorns. A games genre also has a significant impact upon map design. A FPS or MOBA has different requirements from it virtual environment that an MMO. I'm sure there are far more variables involved in a maps creation. However, I think most gamers seem to inherently know when the developers have got it right.

For me one such example of a map being "just so" is Skyrim. The landmass is about sixteen square miles, which is big but pales into significance when compared to Just Cause 2 which clocks in at four hundred square miles. However, the thing that Bethesda has got right with Skyrim is the balance between the size of the area, the amount of content and aesthetics. The day and night cycle, coupled with procedurally driven events makes it feel like a living environment. You can watch as villagers go about their tasks and farm animals graze for food. The fact that there's no instancing when travelling above ground until you entered a building, also provides an air of authenticity.

In the halcyon days of LOTRO, Bree-Land was prime example of a rich and varied MMO game map. Although it doesn't have the faux living dynamic of other games, it remains a large and varied landmass with plenty of content to seek out. It also makes a half decent attempt at realising the geography as written in Tolkien's source text. LOTRO still remains a game with a handsome world design but the regions that have subsequently been added of late are far more functional in their construction. Players often cannot access certain areas due to rivers and mountains and find themselves funnelled through pleasant zones on the way to the next quest hub. However more recent MMO's such as ArcheAge and Guild Wars 2 still encourage the exploration of their game worlds and have devised content around players desire to do so. 

The open world cities of Mafia 3 or GTA V can also be compelling environments to immerse oneself in. Like their real-world counterparts, both New Bordeaux and Los Santos have distinct zones such as commercial and residential areas. Again random events occur to the citizens as you travel through the map. Weather systems and a customisable day and night cycle again lend credibility to the setting. Unlike fantasy games, these titles have the advantage of contemporary embellishments such as radio stations, roadside advertising and inner-city congestion; all adding to the overall ambience. You can visit bars and diners and watch “life rich pageant” unfold, or at least the developers nearest approximation of it.

However, game maps are still very much determined by the prevailing technology and although things are progressively getting better, there are still limitations. The MMO genre not only has to consider such factors as draw distances and texture loading but there is the question of the players themselves. The game engine has to accommodate both the environment and the population. Unless you have a very high-end gaming PC, then you will often notice system foibles such as "pop-in" as objects appear as you get closer to them. SWTOR and LOTRO are two older MMOs that suffer from this technical idiosyncrasy. Often developers will try to fudge this by blocking line of sight or introducing haze, fog or some other environmental workaround. Single player games have different demands upon them, allowing titles such as Crysis to have draw distance of over nine miles.

Irrespective of a maps design, its success ultimately depends upon how well it is integrated into the game. The two zones of Mordor and Nurn in Middle-earth: Shadow of Mordor are relatively small but diverse and well implemented. There is a wealth of topographical features that break up the landscape in a very organic way. Unlike some MMOs, this is not done is such an arbitrary and linear fashion. North Africa is well realised in Sniper Elite III, affording the player multiple routes to various targets, across varied terrain. This greatly enhances the re-playability of the game. In Sniper Elite IV, the Sicilian villages and seaports are extremely credible and authentic. The rolling fields and forests of The Witcher 3: Wild Hunt are expansive and atmospheric with a distinctly Eastern European feel to them. Furthermore, the landscape is populated in a credible fashion. Bandits will make use of remote and covered areas. Regions of Wilderness are appropriately empty with minimal amounts of NPCs.

Conversely the London maps in a game such as Sherlock Holmes: Crimes and Punishments are far less dynamic and more functional. They are mainly there for ambience and provide little more than a conduit between each crime scene. The maps in both FPS and MOBA genres, have additional criteria to consider. The fluid nature of their game play requires a different approach to their construction. Multiple routes and chokepoints are common place in such designs. Snipers require vantage points but these need to be relatively exposed to ensure that a single location doesn’t dominate the game. The Battlefield franchise takes map design a stage further, with a mechanic that allows players to destroy the environment and thus change the dynamics of the game. This was to be an integral feature of the now defunct EverQuest Next, although I suspect would have been subject to a wealth of caveats. 

As players, we also bring a human element when we interact with game maps and there are many factors that shape our perceptions. Ambient music or when or who we’re playing with, influence how we feel about specific in-game zones. As a result, we often have personal favourites. Evendim in LOTRO is an example of a map that I have fond affection for. More recently the region of Toussaint in the Blood and Wine expansion for The Witcher 3, attracted my interest. It’s a sunny and luxuriant zone and a radical change from the usual ice or desert archetypes you find in so many games. Hopefully, as game technology and the hardware it runs on evolves, we will see map design advance accordingly. I look forward to experiencing larger, more detailed open world environments populated with flora and fauna that have their own lifecycles.

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Lockboxes

It would appear that lockboxes are being discussed once again. Bhagpuss wrote a post over at Inventory Full yesterday, which subsequently got used as a talking point on Massively Overpowered today. What made the debate a little different this time around, was that Bhagpuss doesn’t object to lockboxses per se, merely that in most games that have them, the content is frequently lacklustre and uninspiring. A point I am compelled to concur with. I too have no major objection to lockboxes in principle and partake of them from time to time in various games. However, they seldom seem to contain anything that I consider to be of tangible benefit to me. I want pets, gear and weapons. But because of vocal complaints from certain quarters, we are more often than not saddled with inconsequential convenience items and minor cosmetics baubles and trinkets.

It would appear that lockboxes are being discussed once again. Bhagpuss wrote a post over at Inventory Full yesterday, which subsequently got used as a talking point on Massively Overpowered today. What made the debate a little different this time around, was that Bhagpuss doesn’t object to lockboxses per se, merely that in most games that have them, the content is frequently lacklustre and uninspiring. A point I am compelled to concur with. I too have no major objection to lockboxes in principle and partake of them from time to time in various games. However, they seldom seem to contain anything that I consider to be of tangible benefit to me. I want pets, gear and weapons. But because of vocal complaints from certain quarters, we are more often than not saddled with inconsequential convenience items and minor cosmetics baubles and trinkets.

Lockboxes in Star Trek Online are themed and are only available in the game for a limited period of time. There is a nominal percentage chance to win gear, or even a ship if you are “lucky enough”. However, at the very least, each lockbox yields a quantity of Lobi crystals which are a barter currency. If one ever buys keys to open lockboxes it is best to consider the transaction as a means of buying currency that can be traded in for items. Winning a desirable item on top as that is then an added bonus. That is how I think of things on the occasions I purchase keys. Such an outlook then mitigates concerns over gambling although I have no major qualms about that subject either.

However, where STO handles lockboxes in a manner I like, many other MMOs do not. I have yet to find anything of note from one in LOTRO, Guild Wars 2 or Overwatch. The propensity to provided cosmetic or housing items means that lockboxes are often the prerogative of the role players or the game completists. I’m sure the developers target such a market because they pay dividends but if they could broaden their outlook and diversify the rewards there is scope for lockboxes to appeal to a wider number of consumers. Offering bag or bank space, or further character slots could potentially be attractive. Personally, I would like to see more game gear included but that would result in sabre rattling form the “pay to win crowd”. I certainly think that all lockbox rewards should be bind on equip and if not wanted available to sell via the game auction system.

Ultimately, lockboxes are symptomatic of game developers struggling to find a universally acceptable means to finance their game. The demise of the subscription model has left many MMOs in the thrall of an unsatisfactory hybrid F2P business models that have done precious little to improve the overall quality of the games. Monetisation of this kind impacts upon the conception and design of both content as well as game mechanics and seldom in a positive way. If this business model can be overturned for something better, then lockboxes may well go the way of the Dodo. However, that is not something that seems imminent at present so what can’t be cured must be endured. The current debate will more than likely have no effect on developers who have a propensity to repeat their mistakes and so the lockbox will continue as a gaming bête noire. 

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DC Extended Universe, Movies, Man of Steel Roger Edwards DC Extended Universe, Movies, Man of Steel Roger Edwards

Man of Steel (2013)

Although I was one of the few that actually enjoyed Superman Returns back in 2006, I can appreciate why it failed at the box office. It made the mistake of trying to bridge the gap between the iconic Christopher Reeve era and the post 9/11 world and ended up falling between two stools. Zack Snyder's Man of Steel does not make this mistake and reboots the franchise in completely the right manner for a modern audience. The movie takes quite a cerebral approach to its exploration of the character and wrestles with several weighty themes that previous adaptations elected not to tackle. However, as this is a very specific genre movie, the production has to make concession towards its core audience. Therefore, there’s a requirement for mayhem and destruction. As result the film does at times feel like it's pulling in different directions and the third act is more predictable and ponderous than the first two. 

Although I was one of the few that actually enjoyed Superman Returns back in 2006, I can appreciate why it failed at the box office. It made the mistake of trying to bridge the gap between the iconic Christopher Reeve era and the post 9/11 world and ended up falling between two stools. Zack Snyder's Man of Steel does not make this mistake and reboots the franchise in completely the right manner for a modern audience. The movie takes quite a cerebral approach to its exploration of the character and wrestles with several weighty themes that previous adaptations elected not to tackle. However, as this is a very specific genre movie, the production has to make concession towards its core audience. Therefore, there’s a requirement for mayhem and destruction. As result the film does at times feel like it's pulling in different directions and the third act is more predictable and ponderous than the first two. 

Man of Steel starts with a visually impressive opening set on the planet Krypton. The pace of the narrative is very intense and there is a lot to assimilate. Russell Crowe is well cast as Jor-El and successfully moves the plot forward with regard to the destruction of Krypton and his infant son's exodus to Earth. It is the story of Clark Kent's youth, told in flashback which provides the movies strongest dramatic punch. The scenes with his foster parent Jonathan and Martha Kent (played by Kevin Costner and Diane Lane) is where the script excels. Both actors offer sublime performances, embodying the quintessential wholesomeness and decency of  cinemas idealised notion of Midwestern America.

It is in the second act that Man of Steel finds its narrative depth. This goes beyond Spider-Man's "With great power comes great responsibility". Kal-El is a virtual deity but his fear stems from concerns that society will reject him, because humans inherently fear what they don't understand or more importantly can control. It is at this point Henry Cavill's performance moves up a gear and he becomes more than just the stereotypical national icon, with finely chiselled features. He is also provided with a better than average nemesis in the guise of General Zod, played by Michael Shannon. This character has a far greater depth than usually seen in this genre, driven by his genetic imperative. "No matter how violent, every action I take is for the greater good of my people" he menacingly states. When robbed of this purpose he becomes even more dangerous. 

During the movies finale that Man of Steel settles into more familiar action adventure territory and suffers from one too many climaxes. It is at this point the story decides to focus on Perry White (Laurence Fishburne) and his team but because we have had little exposure to them it's hard to connect emotionally. I get the impression that during editing, Director Zack Snyder may well have been under studio pressure to make trade-offs between dialogue and spectacle. A lengthier version of the film with greater narrative continuity may flow more evenly and be more cohesive. Sadly, four years on a longer edit of the movie has yet to materialise. Either way the theatrical version of the film is still very good with far more positive aspects than negative. Writers David S.Goyer and Christopher Nolan have successfully taken a character that is in some ways two-dimensional and given him a soul and the depth required for today's world.

Finally, it is rather telling that the name "Superman" only used three time during Man of Steel and on one occasion it's done with a degree of irony. The movie's ending clearly sets up a franchise, with all the key players, redefined and in place. Zack Snyder, a film maker of extremes, has certainly surprised a good many people by finding the exactly the right tone for Man of Steel and stepping away from the traditional perception of Superman that is indelibly linked to the late, great Christopher Reeve. It would also be remiss of me not to mention the contribution made by composer Hans Zimmer. Once again, he demonstrates his affinity to the genre, with a dignified, portentous score. It's central bi-tonal motif is very effective and in total accord with the story and its overall themes. As the first entry into the DC Extended Universe Man of Steel takes a strong lead. 

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Editorial, RIP, Tobe Hooper Roger Edwards Editorial, RIP, Tobe Hooper Roger Edwards

Tobe Hooper (1943 - 2017)

I was seven years old when The Texas Chainsaw Massacre was released in the UK. I used to regularly look at the movie listings in the Evening Standard each Thursday and ruminate upon the lurid posters for the latest releases. My young imagination would frequently run riot at what I saw, fuelled further by the inference of the tag lines. And the UK poster for The Texas Chainsaw Massacre left me utterly terrified. The horrors I conjured up in my mind. It is only in recent years that I learnt that the film was deemed too controversial by the head of the British Board of Film Censorship as it was known back then. Chief film examiner Stephen Murphy felt the films focus on “abnormal psychology” made it unsuitable for even an X certificate. Thus, the movie was denied a rating which amounted to a de facto ban. However, due to a legal loophole, the BBFC decision could be vetoed by local authorities and the Greater London Council granted the movie a rating and so the film was shown in London.

I was seven years old when The Texas Chainsaw Massacre was released in the UK. I used to regularly look at the movie listings in the Evening Standard each Thursday and ruminate upon the lurid posters for the latest releases. My young imagination would frequently run riot at what I saw, fuelled further by the inference of the tag lines. And the UK poster for The Texas Chainsaw Massacre left me utterly terrified. The horrors I conjured up in my mind. It is only in recent years that I learnt that the film was deemed too controversial by the head of the British Board of Film Censorship as it was known back then. Chief film examiner Stephen Murphy felt the films focus on “abnormal psychology” made it unsuitable for even an X certificate. Thus, the movie was denied a rating which amounted to a de facto ban. However, due to a legal loophole, the BBFC decision could be vetoed by local authorities and the Greater London Council granted the movie a rating and so the film was shown in London.

To this day The Texas Chainsaw Massacre remains a terrifying cinematic ordeal to watch. There is a tangible air of disquiet which develops into unbearable tension that is cloying and suffocating. The squalor of the old Hardesty family homestead is vivid and final act of the movie where Marilyn Burns is terrorised by Leatherface and his siblings is utterly gruelling. Her relentless screaming is extremely disconcerting and when the film finally ends the viewer is left drained and bewildered after its relentless ninety minute assault on one’s senses. It is paradoxical that something so intense as The Texas Chainsaw Massacre could be written and directed from someone as softly spoken and thoughtful as Tobe Hooper.

Hooper had a talent for creating tension, depicting dysfunctional families and capturing credible human foibles. It’s all there to see in such movies as Funhouse, Poltergeist and the TV miniseries Salem’s Lot. The latter remains a milestone in Stephen King adaptations and the scene where Danny Glick comes to Mark Petrie's window and asks to be let in, still bothers me to this day. And even the movies he made that failed at the box office, still remain curiously interesting. Lifeforce had an incredibly troubled production, yet remains a gloriously engaging mess, filled with insane dialogue and ghoulish bursts of horror. Such was the talent of Tobe Hooper. Even on a bad day his creative talent eclipsed that of many of his peers. Up and coming film makers should take note and ensure they are familiar with his legacy because he altered the genre forever.

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Editorial, Gaming, Gaming & Relationships Roger Edwards Editorial, Gaming, Gaming & Relationships Roger Edwards

Gaming and Relationships

I stumbled across a lurid tabloid headline recently that read “Fed-up welder divorces his missus because she’s addicted to Candy Crush”. This reminded me about an article I read several years ago regarding gaming and relationships. Divorce Online, a website facilitating non-contested divorce proceedings, claimed that 15% of the cases it has administered in 2011 can be attributed to one party allegedly being addicted to gaming. As per usual, top titles World of Warcraft and the Call of Duty franchise were cited as examples. As I thought that this subject may make for an interesting blog post I decided to do some cursory Google searches on the matter. Within minutes I found numerous links to stories and research on the matter. It would appear that the impact that gaming has upon relationships is a common theme and is widely reported to varying degrees of intellectual and scientific rigour.

I stumbled across a lurid tabloid headline recently that read “Fed-up welder divorces his missus because she’s addicted to Candy Crush”. This reminded me about an article I read several years ago regarding gaming and relationships. Divorce Online, a website facilitating non-contested divorce proceedings, claimed that 15% of the cases it has administered in 2011 can be attributed to one party allegedly being addicted to gaming. As per usual, top titles World of Warcraft and the Call of Duty franchise were cited as examples. As I thought that this subject may make for an interesting blog post I decided to do some cursory Google searches on the matter. Within minutes I found numerous links to stories and research on the matter. It would appear that the impact that gaming has upon relationships is a common theme and is widely reported to varying degrees of intellectual and scientific rigour.

Whenever writing about that nebulous group known as gamers, it's very difficult not to invoke all the standard clichés. Furthermore, if you even hint at going down this route, you will receive a deluge of rebuttals from those who are affiliated to this group, providing a detailed analysis of why they are an exception to the (ambiguous) rule. This is hardly surprising, as no one like to be criticised or associated with a stigmatised social group. It should also be noted that where the online community seems to have a broader understanding about gamers, the tabloid press still like adhere to their hackneyed, eighties perceptions. So, a lot of the headlines I’ve read about this subject, lack a degree of impartiality and favour hyperbole.

So rather than start focusing on the gaming aspect of the subject, let us first look at the subject of relationships itself. Oh the duality of relationships. They can be sublimely simple or fiendishly complex or even both. Although the principle of a relationship is a simple one, there is no dictionary definition or universal standard that all individuals abide by. Although the dynamics of any relationship are theoretically the same, everyone is ultimately unique. Context as ever, is everything. A lot is dependent on the emotional baggage that each participant brings to the situation. Their world view, cultural and religious experiences etc. However, let us not muddy the waters so quickly in the proceedings. Let us agree on some basic concepts with regard to relationships. Such as mutual respect, shared time and the mother of all problems, compromise.

If you are in some sort of a relationship, there is inevitably an expectation that you will do activities together or at least spend some time in each other’s company. This is having to be balanced with the desire to pursue pastimes your partner may not wish to participate in. As there are only a finite number of hours in the day, sometimes choices have to be made and one individual may have to forgo a personal indulgence for the sake of the relationship. For example, Mr and Mrs Coltart are coming round to play Bridge, so you can’t spend the evening paying Hang Gliding Dachshund Simulator 2017. This is not rocket science. It happens in every aspect of life. The simple fact is you want to function within the confines of society you have to give and take. It's not mandatory but if you've never had to do it, then you are a.) lucky, b.) selfish, c.) heading for a major fall at some point.

Back to gaming. It is, as far as I can see, one of the most self-absorbed leisure activities I can think of. I'm not saying that in a judgemental way. I am simply trying to articulate its purpose. Gaming is all about indulging in virtual activities that apart from providing a transient pleasure, serve no wider purpose. Gaming doesn’t produce anything tangible apart from may be RSI. Yes, some will argue that there is an element of social interaction in MMO's but this is a secondary result, a by-product and possibly even a conceit. Therefore, it is fair to say that gaming is inherently solitary in nature which makes it a divisive pastime. Unless you are into gaming, then watching somebody else spend hours online poking trolls with a pointed stick, is hardly entertaining. It is also pointless to try and talk to someone who is engrossed in an MMO or a FPS. You'll only be met by a series of grunts or possibly a tirade of abuse if you put them off. However, getting your partner to agree to less enjoyable activities such as shopping, dinner parties with trying friends and DIY can be cunningly arranged during these conversations.

Naturally, any activity that is undertaken at the expense of time with your partner, is going to cause friction. This is not exclusive to gaming either. Other leisure activities such as fishing, football, train spotting, interpretative dance or being the First Minister of Scotland can keep you from your loved one. However, as gaming can be accessed more immediately than these other activities and is not subject to the weather or a regional election, it can be abused far more easily. Furthermore, the indulgence of profligate gaming is often blamed or labelled as an addiction. However, this is not always the case. The criteria for psychological addiction are very specific. I suspect that some folk conveniently choose to misappropriate such terms to cover for their own hedonism and selfishness.

A simple way to negate this perceived battle between the gamer and non-gamer, is to find another activity that can be shared together. There are plenty to choose from and it can be beneficial in many ways. Mud wrestling, river widening and Kabaddi spring to mind. It will certainly reduce the animosity felt by both parties towards separate hobbies. Of course, there are also couples who share an interest in gaming. Why not try to find a genre or title you can mutually enjoy? MMOs often spring to mind in this respect. I know several couples who play LOTRO together. Indeed I actually know of two people two met specifically because of the game. I'm not stating that MMO's are a bulletproof online dating services and would remind readers to be cautious when meeting someone through a game. However, the social nature of the genre is applicable to relationships.

Ultimately, like everything in life, the question of whether gaming is good or bad for relationships comes down to the choices that each individual makes and their disposition towards their partner. I won’t bore you with details of my personal life but I’ve managed to balance my gaming interests with a relationship. I happily admit that I’ve spent nights staying up late with the latest release. But it’s never became an issue for the simple fact I prefer my significant other’s company to gaming. Common sense dictates when enough is enough. All things considered, whenever someone finds there’s a conflict between their gaming and their relationship with another, is not the game or gaming per se that is the problem. The fault lies with the individual and the choices they make. If you want to spend as much of your leisure time gaming the best way to achieve that is not to have a relationship. You get your game time and no one else gets hurt.

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Gaming, Game Pricing Roger Edwards Gaming, Game Pricing Roger Edwards

Game Pricing

Okay let’s begin with a poncey quote “plus ça change, plus c'est la même chose” which usually translated as “the more things change, the more they stay the same”. So said French critic, journalist, and novelist, Jean-Baptiste Alphonse Karr in 1849. This epigram seems especially applicable to the gaming industry because I regularly see the same topics of debate coming up, year after year. It would appear that both developers and gamers seldom learning anything along the way. On this particular occasion, the point in question is that old chestnut about game pricing. This debate was brought to my attention by a post from a fellow blogger Wilhelm Arcturus. Here’s the tweet made recently by Michael Hartman, CEO of Frogdice, a company that makes mobile games that started the debate.

Okay let’s begin with a poncey quote “plus ça change, plus c'est la même chose” which usually translated as “the more things change, the more they stay the same”. So said French critic, journalist, and novelist, Jean-Baptiste Alphonse Karr in 1849. This epigram seems especially applicable to the gaming industry because I regularly see the same topics of debate coming up, year after year. It would appear that both developers and gamers seldom learning anything along the way. On this particular occasion, the point in question is that old chestnut about game pricing. This debate was brought to my attention by a post from a fellow blogger Wilhelm Arcturus. Here’s the tweet made recently by Michael Hartman, CEO of Frogdice, a company that makes mobile games that started the debate.

It would appear the gentlemen is somewhat frustrated by the intransigent nature of consumer spending. It’s a complaint I’m sure that’s common to most businesses. Trying to determine a price for your product that allows you to adequately cover your development costs and make a profit, yet at the same time is attractive to your customers, is very difficult. Joe public will often apply concepts such as value for money to one product, yet consciously overlook it in for another. The fickle nature of consumer behaviour, is a science in itself. Having spent a decade of my working life self-employed I appreciate the frustration associated with pricing, operating costs and trying to get customers to fully comprehend why things cost what they do.

However, having said that, this is where sympathy starts and stops. I understand and relate to the frustration of this tweet at a business level but I do not agree with the subsequent sentiment, tone or false equivalence of the argument. A percentage of any businesses customers will be “difficult”. It’s always been that way and probably will never change. There’s always someone who wants something for nothing or has a different perception of “value”. Criticising those that pay for your products is short-sighted at least and at worst crass. It comes across as entitled, puerile and as a text book example of biting the hand that feeds you.

For me the point of failure in Mr. Hartman’s argument is comparing a $5 latte to a $5 game. They are not comparable products and consumers motivations to buy both are radically different. A coffee bought from a chain outlet is a fixed product. The whole of the fast food industry is predicated on homogeny. A large Stoat and Chive, Guano free Latte bought from chain store is the same every time you purchase one. It guarantees a standard and so the customer knows exactly what they’re getting. Value for money is very much a personal state of mind and not subject to a universal standard. Peoples relationship with spending is also complex and hard to quantify. Being profligate with money and fiscal prudence are habits applicable to both rich and poor alike.

A game, be it is a mobile app or a triple A title, is effectively an unknown quantity. One can read reviews where available and watch live stream or You Tube videos but you can never be fully sure that you’re going to enjoy it until you’ve bought and played it. Unlike the latte this is not a fixed quantity but a proposition filled with variables. Plus, lattes are disposable pleasure bought on a whim or as a convenience. They are intended to satisfy a simplistic urge. A game is a far more complex purchase, being seen as something that will yield more than instant gratification. Therefore, its purchase will simply not be considered in the same arbitrary terms as buying a drink.  Irrespective of whether the game is a budget item or a new release, it will be subject to the cost to fun ratio that most gamers use as a yardstick.

Michael Hartman subsequently tweeted that customer apathy towards paying a fair price, is why games are subject to season passes, DLC and microtransactions and that gamers should not complain about such business models. Again, from a purely logical standpoint there may be a degree of truth in his words but it is a school boy error to assume that your customers give a shit about your business problems. Your problems are exactly that. To hector your customers in such a fashion is again very short sighted. The most likely outcome is that the customer will find something else to do or purchase some other product. They may not get what they want but they’ll get something. Whereas the developer will have to endure a drop in sales and will have to deal with the consequences of that. Companies needs customer more than customer need them.

No one in business is entitled to any sort of grace and favour. You have to fight for every sale. Sometimes, bad products get an easy ride and sometimes worthy and good products get over looked. You have to fight your own corner and just deal with the consequences. I’m not obliged to go and see a movie just because the producers want to see a return on their investment. I’m not going to download an album just because the artists needs to clothe their children. If you want me to buy your product you have to ensure that its worth my while. Furthermore, you can do everything right and still fall flat of your face because customers can be dicks at time but that is their god given right. Come to terms with this and focus on doing your job, rather than carping that life ain’t fare. If you want a more level playing field then look for another line of work that’s more likely to yield one.

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How Videogames Changed the World (2013)

Considering the mainstream popularity of gaming, there is a distinct lack of related content on television. Journalist, writer and social commentator Charlie Brooker attempted to address this in 2009 with Gameswipe but the show remained a one-off production. Then again in late 2013, he had another crack at the subject with the documentary How Videogames Changed the World, providing a broad overview on the genre, exploring key events and titles from the past forty years. As ever with Mr. Brooker, the commentary was intelligent and acerbic. There was also an interesting and diverse selection of talking heads who spoke from personal experience, rather than the usual scripted garrulous inanities. 

Considering the mainstream popularity of gaming, there is a distinct lack of related content on television. Journalist, writer and social commentator Charlie Brooker attempted to address this in 2009 with Gameswipe but the show remained a one-off production. Then again in late 2013, he had another crack at the subject with the documentary How Videogames Changed the World, providing a broad overview on the genre, exploring key events and titles from the past forty years. As ever with Mr. Brooker, the commentary was intelligent and acerbic. There was also an interesting and diverse selection of talking heads who spoke from personal experience, rather than the usual scripted garrulous inanities. 

The documentary covers a lot of ground, exploring a lot of the usual controversies and debating points that inevitably stem from gaming. The subject of violence is objectively pursued with a very even hand. The cathartic nature of managed fantasy compared against the mean-spirited nastiness of certain titles. Cyber-psychologist Berni Goode raises the matter of "flow; the concept of being totally absorbed in an activity. It would appear that gaming, like knitting can be very theraputic for low-level mental health issues, such as mild depression. Then off course there’s the thorny issue of sexism, misogyny and the objectification of women. Perhaps writer Keza MacDonald sums it up the best.

"It's not so much gaming culture that's unfriendly to women. It's internet culture".

How Videogames Changed the World is far from a male dominated undertaking, with women tech journalists and game writers being fully represented, by the likes of Kate Russell, Aoife Wilson and Rhianna Pratchet. The ubiquitous Felicia Day also makes an appearance; however it would have been a serious omission not to have done so. The show also references Anita Sarkeesian and Feminist Frequency and the associated hate campaign that has arisen. The old chestnut regarding whether game icon Lara Croft is a role model and an empowered female, or just a male fantasy is dutifully trotted out, with surprising results. One conclusion was that over the last three decades, in-game avatars have evolved beyond their original questionably purpose into clearly defined characters. Commander Shepard being a prime example of this. 

What How Videogames Changed the World manages to achieve is show how gaming had become a mainstream cultural norm. The rise of "inclusional" gaming via the Nintendo Wii and the significance of Minecraft as educational tool demonstrates the wider impact of games. The rise of e-sports seems to have put pay to the notion that people don't want to watch other people play games. People often find the undertaking of any competitive, skilled based activity to be compelling viewing. Comedian Dara O' Briain also layed to rest the rather tedious argument that gaming is a solitary pastime of little value. A sound-bite that is frequently espoused by those who's major leisure activity is passively watching television.

Given the ninety-minute running time and the scope of the project, it would be unfair to expect How Videogames Changed the World to be the last word on the subject matter. It does however choose a very eclectic selection of key titles to validate its arguments such a Shadow of the Colossus and PaRappa the Rapper. The documentary does not make the fatal mistake that many gamers do, of being too defensive about that which they are passionate about. The unpleasant world of FPS culture and trash talk is not justified in any way and shown for exactly what it is. Mr. Brooker also shows how games had developed a greater sense of narrative depth and social conscience with titles such a Papers Please and The Last of Us

Perhaps the real reason why gaming has not become a regular feature of the television schedules, is because it has outgrown that particular medium. May be Twitch TV and the like are now the true home of gaming, providing content, news and information on demand direct to a suitable platform. Certainly, the integration of gaming and social media continues, as the next-gen consoles so clearly demonstrate. It can even be argued that Twitter itself is a form of "gamification". Overall it seems that it is not just the technology but the culture and even the ideology of gaming that continues to bleed out in to popular culture.

How Videogames Changed the World is unfortunately no longer available on the 4OD website. However, I would suggest a search of YouTube as an alternative source. Sadly, there are precious few quality documentaries about gaming at present. What is available is either too niche or made by those who are a little too close to the subject, thus lacking in objectivity. Therefore How Videogames Changed the World comes highly recommended to both lifelong gamers and those who have an interest in what "all the fuss is about".

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Horror, Movies, The Purge Roger Edwards Horror, Movies, The Purge Roger Edwards

The Purge (2013)

Despite having a very interesting premise, The Purge squanders its potential early on in the proceedings, leaving viewers with a rather turgid and formulaic home invasion movie. Written and directed by James DeMonaco, the film touches upon many themes and ideas that could have been developed into a more cerebral and thrilling experience. Sadly, The Purge quickly loses the audience as the main characters makes illogical decisions and test viewers “suspension of disbelief”. Rather than exploring the social and moral implications of its core idea, the production opts for clichéd jumps scares and a smattering of violence. The Purge is ultimately more of a frustrating movie than a bad one, which is all the more annoying.

Despite having a very interesting premise, The Purge squanders its potential early on in the proceedings, leaving viewers with a rather turgid and formulaic home invasion movie. Written and directed by James DeMonaco, the film touches upon many themes and ideas that could have been developed into a more cerebral and thrilling experience. Sadly, The Purge quickly loses the audience as the main characters makes illogical decisions and test viewers “suspension of disbelief”. Rather than exploring the social and moral implications of its core idea, the production opts for clichéd jumps scares and a smattering of violence. The Purge is ultimately more of a frustrating movie than a bad one, which is all the more annoying.

In the near future, the United States government sanctions a yearly, twelve hours “Purge” in which all crimes are legal. Effectively this is an officially endorsed crime spree in which anything goes and the emergency services take a back seat. Home security consultant (Ethan Hawke) hopes to wait out the purge with his wife Mary (Lena Headey), teen daughter Zoey (Adelaide Kane), and young son Charlie (Max Burkholder) from the comfort of their secure home. However, after their son allows a stranger (Edwin Hodge) into their house, the family find themselves under siege from a masked man (Rhys Wakefield) and his armed gang, who demand that the stranger is handed over to them. Tension mounts as does the body count when the family opts to protect their “guest” and defend their home.

There are so many themes and ideas that are ripe for exploration and exposition in The Purge. How exactly has the US reached this point? What is the political landscape of the time like? Is there some sort of ethical, philosophical or even religious element to this state sanctioned purge? What is the social fallout of such an event?  Alas none of ideas feature in the screenplay which is rife with plot holes and inconsistencies. For example, why doesn’t the home security system have a standby generator? Would it not be easier to take your family on a vacation outside of the US for the period of the purge? Also, if this twelve-hour window of lawlessness still has rules, who enforces them and how?

It is quite shocking how so many movies seem to lose their way narratively speaking these days. Is this due to screenwriters having to continuously revise their material to satisfy the whims of producers and focus groups? Or is it simply a question that there are too many bad writers who have a poor grasp of the mechanics of cinema? Either way it all too often results in a movie with major flaws. In the case of The Purge, it main problem is that the central characters are just not particularly likeable. Without any emotional connection why should audiences care? Indifference hardly makes for an entertaining cinematic experience?

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Movies, Creature Feature, 10 Cloverfield Lane Roger Edwards Movies, Creature Feature, 10 Cloverfield Lane Roger Edwards

10 Cloverfield Lane (2016)

10 Cloverfield Lane blends several cinematic genres producing an interesting premise. Once it has established its narrative arc, it then dives head long into an exciting and tense one hundred and four minutes. The movie is not a direct sequel to Cloverfield (2008) but does touch upon some of the same themes and ideas. Made on a modest budget of $15 million, the claustrophobic setting of a nuclear bunker accommodates strong performances from the lead actors. It is not until the third act when the story movies back to the outside world, do we see any major visual effects. Overall, this is a very compelling film due to the strong screenplay and well defined central characters.

10 Cloverfield Lane blends several cinematic genres producing an interesting premise. Once it has established its narrative arc, it then dives head long into an exciting and tense one hundred and four minutes. The movie is not a direct sequel to Cloverfield (2008) but does touch upon some of the same themes and ideas. Made on a modest budget of $15 million, the claustrophobic setting of a nuclear bunker accommodates strong performances from the lead actors. It is not until the third act when the story movies back to the outside world, do we see any major visual effects. Overall, this is a very compelling film due to the strong screenplay and well defined central characters.

After a car accident, Michelle (Mary Elizabeth Winstead) awakens to find herself in a mysterious bunker owned by Howard (John Goodman). Initially fearful that she’s been abducted, Howard tells her he rescued her and brought her to his bunker just prior to a pre-emptive attack on the US. Michelle discovers that a young man called Emmett (John Gallagher Jr.) has also made it to the bunker. The two are sceptical of Howard’s explanation until they witness a poisoned and burnt woman outside the bunker entrance. Yet, inconsistencies in Howard’s story lead them to question what they’ve been told and fear for their own safety, so the pair decided to escape.

10 Cloverfield Lane hinges upon the three central performances and the quality of the screenplay. If the dialogue, character development and performances had been anything less than what they are, then the movie would fail dramatically. However, the screenplay by Josh Campbell, Matt Stuecken and Damien Chazelle is lean, nuanced and to the point. Michelle is a strong and believable lead character, marred by an abusive upbringing. Mary Elizabeth Winstead interprets this back story well. Emmett is also very plausible with his penchant for verbal diarrhoea and slacker attitude. But it is John Goodman’s who steals the show. He is worryingly unhinged as the survivalist and conspiracy theorist Howard, effortlessly switching from menace to pathos; being both pitiful and threatening.

10 Cloverfield Lane works very well within the confines of its PG-13 Rating. The emphasis is upon tension rather than horror. What acts of violence there are a relatively discrete without compromising the atmosphere by being too coy. The real test for the movie comes in the final act, when Michelle escapes the confines of the bunker. What happens next may test the audience and whether they can maintain their suspension of disbelief. Yet due to the focused direction by Dan Trachtenberg and the goodwill earned in the previous hour, the step from one genre to another works well. The effects driven finale is not excessive and provides and interesting codicil to the narrative.

10 Cloverfield Lane did well at the box office considering its low budget. Bad Robot Productions have already announced that another sequel, God Particle is in production that will tie this film directly into its tangential predecessor Cloverfield. The term “Cloververse” has already been bandied about, indicating yet another example of how studio wish to have long term franchises these days. Certainly, there are a lot of questions raised by the two existing movies that remain unanswered. Whether these can be successfully explored via a third movie remains to be seen. In the meantime, 10 Cloverfield Lane remains an entertaining movie whether you are familiar with the prior film or not. It offers a strong story driven by compelling performances. Unlike Cloverfield, this time we are offered likeable characters we can invest in and identify with. It’s one of the movies strongest assets.

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