Alik’r Desert Dolmen Farming
Back in 2014 when I was still regularly playing Guild Wars 2 a popular way to level up quickly, as well as grind various rewards, was to join the Queensdale Champion Train. The region was home to multiple Champion level bosses and groups would farm these for hours on end. On arriving in Queensdale, if you wished to join the “train” and farm the various bosses, it was customary to ask “choo choo” in zone chat. You’d then be informed where the “zerg” was and you could catch up with it accordingly. Such are the quaint and esoteric customs associated with the MMO genre. The Queensdale Champion Train eventually got nerfed by ArenaNet and the bosses downgraded, so that it ceased being a viable undertaking. The reason I mention this is because I recently discovered a very similar set up in The Elder Scrolls online. Namely Alik’r Desert Dolmen Farming.
Back in 2014 when I was still regularly playing Guild Wars 2 a popular way to level up quickly, as well as grind various rewards, was to join the Queensdale Champion Train. The region was home to multiple Champion level bosses and groups would farm these for hours on end. On arriving in Queensdale, if you wished to join the “train” and farm the various bosses, it was customary to ask “choo choo” in zone chat. You’d then be informed where the “zerg” was and you could catch up with it accordingly. Such are the quaint and esoteric customs associated with the MMO genre. The Queensdale Champion Train eventually got nerfed by ArenaNet and the bosses downgraded, so that it ceased being a viable undertaking. The reason I mention this is because I recently discovered a very similar set up in The Elder Scrolls online. Namely Alik’r Desert Dolmen Farming.
For those who don’t know, here is a brief explanation of how this player driven event works. Dark Anchors or Dolmens are specific places where the forces of Molag Bal set an "anchor" point to pull Tamriel into Coldharbour. Each zone has 3 Dolmens (except Cyrodiil). The Dark Anchors are activated when fanatical cultists spawn around the Dolmen and begin incantations to open them. Once active these become world events. You can see the effects and hear the incantations from far away, and a horn will sound when the portal is opened. Evil forces then mount an incursion which has to be repelled. Once the event has finished and the Dark Anchors closed, a chest spawns with various rewards. Naturally Dolmens can be used as a means to gain XP quickly and level up.
The reason the Alik’r Desert is popular for Dolmen farming is because there are wayshrines (quick travel teleporters) conveniently close to each location. The Aswala Stables Wayshrine is near to the Hollow Waste Dolmen, Goat's Head Oasis Wayshrine is well placed for the Myrkwasa Dolmen and Shrikes Aerie Wayshrine is at the foot of the hill of the Tigonus Dolmen. Furthermore, the Dolmen respawn quickly in this region and it is not to difficult to complete each and swiftly travel to the next. As with Guild Wars 2, if you enquire in zone chat, you can ascertain where the current “zerg” is. If you type “+ Dolmen” in chat you can potentially join any group farming in the area. Grouping increases XP gain by 10% and also shows the location of the group leader on the map.
I have spent some time recently farming Dolmen in this fashion and it certainly does allow you to level quite quickly. Because content scales in ESO, it’s not as if you out level the regular story quests in the game. Naturally some purist players will pooh-pooh this play style. There’s also the possibility that ZeniMax might nerf this situation in the future if they choose to. One of the reasons ArenaNet nerfed the Champion farming in Guild Wars 2 was because they felt that the “zerg” disrupted new players in what was essentially a low-level area. Whether a similar situation occurs in ESO remains to be seen. In the meantime, I’m going to “make hay while the suns shines” and continue to supplement my regular progression through ESO with such Dolmen farming.
The Commuter (2018)
There are action movies. There are subsets of action movies such as the martial arts, heroic bloodshed and the “Die Hard on a [insert mode of transport here]”sub-genre. And then there are Liam Neeson action movies which are a unique a form of films in their own right. Because few actors have achieved what Liam Neeson has done. Some actors start their careers stuck in low budget, exploitation films, only to claw their way up the greasy pole until the wow us with a serious performance and effectively re-invent themselves as a quality character actor. Liam Neeson has done the reverse. After making his mark as a serious actor, with an Oscar nomination under his belt, he then took a serious change in direction to become an action movie star in his mid-fifties. In doing so he found himself a completely new audience and proved a star at the box office. It’s a curious yet strangely laudable achievement. This leads us neatly onto The Commuter. It’s Neeson’s swansong to the action genre, as he has subsequently announced that he’s retiring from this type of movie.
There are action movies. There are subsets of action movies such as the martial arts, heroic bloodshed and the “Die Hard on a [insert mode of transport here]”sub-genre. And then there are Liam Neeson action movies which are a unique a form of films in their own right. Because few actors have achieved what Liam Neeson has done. Some actors start their careers stuck in low budget, exploitation films, only to claw their way up the greasy pole until the wow us with a serious performance and effectively re-invent themselves as a quality character actor. Liam Neeson has done the reverse. After making his mark as a serious actor, with an Oscar nomination under his belt, he then took a serious change in direction to become an action movie star in his mid-fifties. In doing so he found himself a completely new audience and proved a star at the box office. It’s a curious yet strangely laudable achievement. This leads us neatly onto The Commuter. It’s Neeson’s swansong to the action genre, as he has subsequently announced that he’s retiring from this type of movie.
Our titular commuter is an insurance manager named Michael McCauley. He rides the train every day to a somewhat perfunctory office job. When Michael is made redundant just as his son is about to apply for colleges, he and his wife (Elizabeth McGovern) face financial ruin. However, he is thrown a potential lifeline when a mysterious woman played by Vera Farmiga, offers him a deal of Faustian proportions. All he has to do is use his skills to identify a passenger on board “who doesn’t belong”, mark them with a tracker and then walk away with a large sum of money in cash. He is given no further details and told not seek them. As she leaves our mystery lady hints that she knows that prior to his career in insurance, that Michael was a cop. However, all is not as it seems and Michael soon learns that’s he doesn’t really have a choice in the matter, as his wife has been kidnapped. However, this is a Liam Neeson movie and naturally our hero is not going to capitulate to the bad guys demands. Punching and mayhem ensues, a solid supporting cast are given nothing to do and logic goes out the window. Overall it’s a bit silly. However, it is also incredibly entertaining too.
The Commuter begins with in an impressive opening montage which references the changing seasons and varying weather conditions while travelling to New York City. It’s quite an artsy start to the movie which briefly kindles a fool’s hope that this may be a more complex and cerebral action movie. However, the overly complex set up soon dispels any notions of this. Furthermore, once the tortuous plot has been established, it is quickly jettisoned and as the movie progresses, the narrative contradicts and confuses itself further. However, all of this is mitigated by Mr Neeson punching, hitting and bludgeoning sundry bad guys while wisecracking like a Roger Moore tribute act. In a selfless attempt to mitigate the sheer incredulity of a man of Neeson’s mature years fighting his way through an army of mercenaries, the screenplay features several scenes where he references his own age “ironically”. It’s all like an ultra-violent version of Poirot, whose suffering from existential angst. However, beating someone with an electric guitar proves to be somewhat therapeutic.
The Commuter marks the fourth collaboration between Neeson and director Jaume Collet-Serra; a curious film maker who seems to have created and filled a niche market in the action genre, somewhere between Tony Scott and Antoine Fuqua. His films, include Neeson’s Unknown (2011), Non-Stop (2014) and Run All Night (2015). The Commuter is an unashamed variation on an established theme. Not only does Collet-Serra plagiarise classic elements of the action genre but he even plunders his own back catalogue. To call The Commuter Hichcockian would be far too generous, possibly even libellous. If you take a moment to step back and logically assess what is happening, you will find yourself wondering how anyone would choose to finance such a preposterous load of arse gravy. Yet, there is a single mitigating factor that defuses any incredulity the viewer may have and absolves them of any guilt they may have for watching. And that is Liam Neeson; a man who punches wolves, is Lion Jesus and fights trains. I don’t know of any actor currently at work in Hollywood who has such public goodwill. So go see The Commuter and rejoice in the high-concept of a sexagenarian action star.
Beta Testing Dauntless
Dauntless is a game based on reading the signs and reacting quickly. If you prefer to simply mash buttons then you’ll find yourself on a hiding to nothing. This co-operative fantasy-based RPG is set in a time when cataclysmic event has torn the world apart, releasing gigantic beasts that prey on the surviving humans. Players take on the role of Slayers who hunt these Behemoths, collecting loot that they use to craft and upgrade weapons. When hunting, the game plays as a third-person action game with players using a combo system to attack, while monitoring their own health and stamina gauge. Such hunts can take upwards of twenty minutes of in-game time to complete. The game can be played both as single player or co-operatively with up to four people. If your team works collaboratively, has the right gear and is au fait with reading the Behemoths body language, then Dauntless is an immensely enjoyable endeavour.
Dauntless is a game based on reading the signs and reacting quickly. If you prefer to simply mash buttons then you’ll find yourself on a hiding to nothing. This co-operative fantasy-based RPG is set in a time when cataclysmic event has torn the world apart, releasing gigantic beasts that prey on the surviving humans. Players take on the role of Slayers who hunt these Behemoths, collecting loot that they use to craft and upgrade weapons. When hunting, the game plays as a third-person action game with players using a combo system to attack, while monitoring their own health and stamina gauge. Such hunts can take upwards of twenty minutes of in-game time to complete. The game can be played both as single player or co-operatively with up to four people. If your team works collaboratively, has the right gear and is au fait with reading the Behemoths body language, then Dauntless is an immensely enjoyable endeavour.
Dauntless is currently in beta and is still a work in progress. However, it is regularly updated and the version that I played this afternoon is by far the most complete game experience I’ve had so far. It still lacks things like a mini map but the developers, Phoenix Labs, have certainly been busy focusing on the nuts and bolts of the game, such a weapon damage and the various combination moves. I also feel that there’s a more tangible difference between the various weapon types. They’re becoming more distinctive with their special second attacks, and making a choice now seems less arbitrary. The Chain Blades with their evasive grapple and teleport-dash are now a good choice for players who don’t favour such a full-on melee style of combat. There are potions and other boosts to craft which you can utilise to your tactical advantage. However, Dauntless does not have the excessive intricacies of other games of this genre.
Obviously, since it was announced Dauntless has been constantly compared to Monster Hunter: World. However as ever with games, this is was a classic apple versus orange scenario. Dauntless is easier to solo, for one thing, though the developer is still working on the best way to optimise the single player experience. I believe there was an experiment with bots in the closed alpha but it proved unpopular. As it stands in the current iteration of the game Dauntless scales according to group size. There are also certain weapons that are more effective against specific Behemoths. Yet conversely, there are no support only weapons and success in the game is no dependent solely on having a balanced team. Dauntless takes a flexible approach to consumables which are mainly focused on AOE heals, buffs and debuffs rather than the precise use of special ammunition or traps. There is also no risk of friendly fire.
At present Dauntless does not feature an enthralling storyline. What’s in place is functional and serves a purpose, guiding the player to the appropriate quests. The only major decision the story offers in this build is what faction to join. But I don’t see narrative being a primary selling point for Dauntless. This is a game about going head-to-head with beats with nasty sharp pointy teeth. The Behemoths are the stars of the game, particularly the Shrike, which conjures up the memory of Ori and the Blind Forest. The minimalist art style actually suits the needs of the game and the procedurally generate landscapes are also creative. Usually the fantasy genre is flamboyant in its use of colour but Dauntless favour a very organic use of pastel shades. There is one trade off when using procedurally generated environment and that is it negates any facility to explore, beyond simply doing so to gather.
As a F2P game, Phoenix Labs has to find an appropriate means to monetise Dauntless. Since the Star Wars: Battlefront II debacle, the developers have decided to remove loot boxes from the game Phoenix Labs said that this isn’t “entirely reactive” to the recent turn against the free-to-play system but admit they’re “not deaf” to the backlash. Across the industry, developers and organisations like PEGI, the FTC, and the UK Gambling Commission, are being asked to take a stand for or against loot boxes. Phoenix Labs have indicated they wish to follow a model similar to Warframe and Path of Exiles “where you choose the things that you're purchasing.” The developers describe this approach as “a lot more player-first.” Obviously, it is prudent to reserve judgement until the final release of the game, which should be later this year. However, so far developers Phoenix Labs do seem to be responding to their players needs in an equitable manner.
Cowboys & Aliens: Extended Edition (2011)
Jon Favreau’s genre mashup Cowboys & Aliens embodies Hollywood’s current penchant for the high concept movie. I imagine when this film was pitched to the executive board at the studio, it was only a matter of seconds before it was given the green light. The western in recent years has become a commercially viable genre once again. Plus, anything with aliens usually strikes gold at the box office. Put them together with a director who has a track record of producing commercial successful material (Iron Man, The Jungle Book) along with several bankable box office stars (Daniel Craig, Harrison Ford) and you’ll definitely have a winner on your hands? Except on this occasion the movie was received poorly by both the critics and the public alike. With a production cost of $163 million, Cowboys & Aliens only made $178 million worldwide. So what exactly went wrong?
Jon Favreau’s genre mashup Cowboys & Aliens embodies Hollywood’s current penchant for the high concept movie. I imagine when this film was pitched to the executive board at the studio, it was only a matter of seconds before it was given the green light. The western in recent years has become a commercially viable genre once again. Plus, anything with aliens usually strikes gold at the box office. Put them together with a director who has a track record of producing commercial successful material (Iron Man, The Jungle Book) along with several bankable box office stars (Daniel Craig, Harrison Ford) and you’ll definitely have a winner on your hands? Except on this occasion the movie was received poorly by both the critics and the public alike. With a production cost of $163 million, Cowboys & Aliens only made $178 million worldwide. So what exactly went wrong?
Cowboys & Aliens is a flawed movie. The two genres actually intersect far less on screen that you expect. The explanation for the alien incursion on earth is somewhat weak, even by the standard of these sorts of movies, involving their requirement for gold. Furthermore, as the story proceeds it gets diverted on side issues associated with secondary cast members. However, instead of embellishing the story, it tends to slow the pace and adds nothing of substance to the narrative. There are sequences when the blending of the sci-fi and westerns genres works well but they are mainly action scenes. Obviously with a film of this budget you cannot fault the technical aspects of the production. The alien design and associated culture is very well realised. Yet the movie ultimately doesn’t meet one’s expectations. If you think about other western crossover movies like Red Sun, which featured cowboys and samurai, that too fell down in the same fashion as this one. Both films fail to balance the elements of their respective genres and spend to much time setting up the narrative rather than pursuing it.
The cast are one of Cowboys & Aliens greatest assets, although some are somewhat squandered. Daniel Craig and Harrison Ford carry the production by their screen presence. One smoulders in a minimalist fashion, while the other exudes that gruff cynicism that seniority brings. The remainder of the quality cast are not quite so lucky as they’re given precious little to work with. They serve to expedite the story and no more. This is a criminal waste of fine character actors such as Keith Carradine, Clancy Brown and Sam Rockwell. And when we are presented with a scene that should be pivotal to the story arc and the emotional development of the characters, it tends to fall flat rather than resonate with any dramatic impact. Favreau seems to be far too interested in all aspects of the production, bar the performances. When you consider the writing credits, consisting of Roberto Orci, Alex Kurtzman, Damon Lindelof, Mark Fergus and Hawk Ostby, it does indicate that the screenplay has gone through numerous iterations and revisions. Certainly, the movie seems to have strayed from the source graphic novel.
Those who will get the most out of Cowboys & Aliens will be viewers who are less familiar with the sci-fi genre. So many of the ideas and concepts present in the film have been done before and unfortunately for this movie, done better. So many questions and ideas are raised by the story but go unexplored or are just glossed over. What it does provide is adequate genre movie making in the modern idiom, that is sufficiently entertaining for those who are undemanding. It sadly does nothing more which is a damn shame, as this could have been a far better movie in the hands of more experienced film makers. Someone with a track record of taking common ideas in new directions. Someone like Alex Cox, Walter Hill, or even Duncan Jones. What would they have brought to the proceedings? Sadly, at present Hollywood has too many directors who understand the mechanics of film making and can manage a complex effects driven production, but who seem to have lost a fundamental connection to the narrative cinema.
The theatrical version of Cowboys & Aliens ran for 119 minutes. The Extended Edition or Extended Director’s Cut at it was marketed in Europe, adds a further 16 minutes of material. This is mostly minor plot embellishments and character interactions. There are two additional scenes where wounds are treated but they are far from explicit. This longer version still falls within the parameters of a 12/PG-13 rating. Further details can be found at movie-censorship.com along with screen captures of the new material.
Insidious: Chapter 3 (2015)
Although I enjoyed Insidious: Chapter 2 it was somewhat constrained by the events of the first movie. It did it best to creatively extricate itself from the corner its predecessor had painted itself in to, but it didn’t really leave much scope for a direct sequel. Hence the producers wisely elected to follow the movie up with a prequel that explored an earlier case that crossed the path of psychic Elise Rainier (Lin Shaye). This change in direction proved surprisingly beneficial for the franchise providing an opportunity to meet new characters and a new antagonist. Despite being the third entry in the series, Insidious: Chapter 3 maintains the standard set by chapters one and two and proved to be a hit at the box office and with fans alike.
Although I enjoyed Insidious: Chapter 2 it was somewhat constrained by the events of the first movie. It did it best to creatively extricate itself from the corner its predecessor had painted itself in to, but it didn’t really leave much scope for a direct sequel. Hence the producers wisely elected to follow the movie up with a prequel that explored an earlier case that crossed the path of psychic Elise Rainier (Lin Shaye). This change in direction proved surprisingly beneficial for the franchise providing an opportunity to meet new characters and a new antagonist. Despite being the third entry in the series, Insidious: Chapter 3 maintains the standard set by chapters one and two and proved to be a hit at the box office and with fans alike.
Several years before The Lambert Haunting, retired psychic Elise Rainier reluctantly helps teenager Quinn Brenner (Stefanie Scott) contact her dead mother, Lillith, who died the year before. However, she urges Quinn not to try and contact her mother again after sensing a malevolent force. Subsequently, Quinn starts seeing a mysterious figure who waves to her. After attending an audition for a school for performing arts, Quinn is distracted by the figure, leading to her being knock down by a car, leaving her bed ridden with two broken legs. Further supernatural events occur, and it soon become apparent that “the man who cannot breathe” has sinister intentions. Quinn’s brother suggests that perhaps the amateur internet demonologists Specs and Tucker (Leigh Whannell and Alex Sampson) can help, but the case proves to be beyond their experience. As matters get worse, it becomes clear that the only person who can help Quinn is Elise.
Insidious: Chapter 3 creates a sinister atmosphere within its urban setting. The apartment block in which the story is set is suitably gothic in its state of disrepair. The new supernatural antagonist is surprisingly creepy and there are several scenes in which “the man who cannot breathe” is effectively used. The oily black foot prints that appear are eerily disturbing. As with many modern horror films, the emphasis is on jumps and scares rather than violence and these are delivered efficiently. What elevates Insidious: Chapter 3 above the average are an eclectic mix of characters that are surprisingly likeable. Stefanie Scott’s Quinn Brenner is not your standard caricature of a teenage girl and is a positive protagonist. Again, Lin Shaye does most of the heavy lifting as Elise Rainier. She once again delivers a compassionate, yet vulnerable performance and she holds viewers attention when on screen. There are also some droll moments with Specs and Tucker.
The movies strengths lie in the first two acts, with the building suspense and the sinister encroachment of the supernatural into an everyday environment. The denouement, which once again takes place in “the Further”, although well executed is a little too familiar. However, Insidious: Chapter 3 is overall an entertaining instalment in the series and certainly fairs better than the Ouija franchise. It is satisfying to see a genre of film that is heavily marketed towards a teen audience, prove successful due to the presence of an older character. The film also ends with a codicil that references the impending events of the first two movies and this circular narrative does provides a good sense of continuity. Considering all the commercial pressures that exist with regard to the horror genre these days, I do like The Insidious franchise and the way it has managed to create a niche for itself.
Video Games and Business Models
A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.
A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.
Early MMOs often lacked clearly delineated quests and quest hubs per se, relying upon players to figure out many of the logistical requirements to level themselves. This open world, sandbox approach along with a lack of hand holding meant that players had to be patient and prepared to invest time when playing. Increased popularity led to an influx of new players who weren’t necessarily as disposed to participate under such parameters. Hence the MMO became, for better or for worse, more casual friendly and progressing through content became more streamlined and procedural. As a result, developers soon found that some players would voraciously consume content and that new material could not be created to meet demand. Suddenly the subscription business model proved to be an Achilles Heel for the industry, as players with nothing to do unsubscribe.
Is this the only reason for the demise of the subscription business model? Over at the MMO Bro it is viewed with a distinct lack of nostalgia. They even argue that it perpetuated grind in game design. Yet grind is often present in all games of this genre regardless of the business model because developers simply cannot produce content fast enough. The example of WoW cited in the post may be true, but it isn’t necessarily applicable to other games. I have revisited my notes and blog posts from the days when LOTRO, STO and SWTOR were subscription games and they didn’t strike me as excessively grindy at the time. The amount of content available in an MMO is also dependent on your point of entry into a game. I have recently started playing ESO again, and there is plenty of material for me to explore. However, if you have been playing continuously since launch, then that may not be the case.
As for the “spit in the face of loyalty” allegation, it’s sadly no different from other subscription services and is frankly a reality of life, regardless of moral rectitude. If you stop paying for Netflix, then you cease to have access to the service. People don’t quibble about this, so what makes MMOs so different? The F2P business model theoretically allows you to technically keep playing a game after you cease paying, but often the reduction of service will hobble the player. It also depends on the game and their particular approach. Although I agree that customer loyalty should count for something, we live in a world where more often than not is doesn’t, so complaining about it in these circumstances seems somewhat illogical. I also think that the argument that subscribing to an MMO locks you in, thus reducing the likelihood of you trying other titles is purely subjective. I cannot effectively play more than three MMOs simultaneously and frankly the notion of a subscription focusing me on a single title is possibly a good thing, due to the good old “sunk cost” fallacy.
I have never seen the purpose of a subscription or any particular business model to provide customers with a level playing field. I consider it merely as a fee to access content. The whole level playing field concept was born from a time when MMOs were niche market products and more imbued with the egalitarian motives of some of their developers. This philosophy is often incompatible with business needs. Furthermore, I come from a generation that bought products and considered a sense of ownership to be important. However, times change whether we like them or not, and now the notion of selling a product to the customer just once and not receiving any additional revenue is no longer favoured. Hence we face the age of “everything as a service” with add-ons and upgrades to suit your needs. But there are consequences to changing your approach to business. The subscription business model discouraged transient players or those who only wish to troll and disrupt. Removing barriers may increase revenue but can impact upon the quality of a player base and community. F2P viewed from certain perspectives can be compared to removing security from the night club door.
I believe the main reason the subscription model was replaced wasn’t due to any ethical, moral or philosophical failings. It was simply due to economics. All business models are usually conceived for the benefit of the shareholders first and the customer second. Subscriptions didn’t die due to gamers campaigning against them. The model failed due to the old conundrum of supply and demand. F2P and B2P hybrids with cash stores and optional subs with benefit, simply buy the developers more time by attracting a wider client base. One that isn’t as hardcore as some old school subscribers. Overall this is a tale of changing economics and not much else. New technology is another culprit in forcing business to radically overhaul long established practices. The digital age is slowly replacing ownership of physical items with the provision of services. Subscriptions were merely a convenient solution for the games of the time. To ascribe them any further attributes or view them with more sinister motives is possibly a mistake.
Why Does the Games Industry Seem So Dysfunctional?
Write here...If you take a look at video game industry at present, it isn’t exactly enjoying universally good PR. 2017 saw numerous damaging revelations such as the “loot box” debacle, several high-profile studios going to the wall (and not just because of financial mismanagement), and more recently there have been serious allegations of bullying and sexual harassment within several high-profile studios. Despite being a “modern” industry it seems to have all the flaws of those that have existed for centuries with respect to abuses of power and financial skulduggery. This raises the question "why does this industry seem so dysfunctional?" Just because gaming is a multi-billion-dollar business we naturally assume that successful companies are efficiently run, by competent captains of industry as well as skilled and professional staff. It is therefore confusing when this illusion is shattered due to evidence to the contrary. This begs the question, why do these institutions so often have metaphorical feet of clay?
If you take a look at video game industry at present, it isn’t exactly enjoying universally good PR. 2017 saw numerous damaging revelations such as the “loot box” debacle, several high-profile studios going to the wall (and not just because of financial mismanagement), and more recently there have been serious allegations of bullying and sexual harassment within several high-profile studios. Despite being a “modern” industry it seems to have all the flaws of those that have existed for centuries with respect to abuses of power and financial skulduggery. This raises the question "why does this industry seem so dysfunctional?" Just because gaming is a multi-billion-dollar business we naturally assume that successful companies are efficiently run, by competent captains of industry as well as skilled and professional staff. It is therefore confusing when this illusion is shattered due to evidence to the contrary. This begs the question, why do these institutions so often have metaphorical feet of clay?
To start let me declare my own background as my own experiences are relevant to this discussion. I have worked in IT for over twenty-five years in both the private and public sector. I started in first line support and worked my way up to running my own consultancy, from which I retired in 2016. I have worked for companies such as HP, Symbian and government departments such as the NHS as well as the DWP. I have been directly involved in several national projects, some of which have been successful while others have failed miserably. None of these situations are identical to the gaming industry, but I believe there are a lot of similarities between the way big businesses work and make decisions. I also read a lot about the gaming industry and at times find it a lot more interesting than the actual products that they develop. This has often been the focus of our discussions here at Contains Moderate Peril both in posts and on the podcast. Therefore, when I read stories about the iniquities of the gaming industry, I often view them through the prism of business, rather than fandom.
So, returning to the initial question of dysfunction, I would argue that the gaming industry is no different from any other major business or governmental entity. Politics, big business and the entertainment industry are as equally rife with the same problems you will find with smaller employers. In fact, I think a lot of people would be surprised at the similarities. Both ends of the spectrum have issues with under qualified staff, office politics, feedback loops, laziness and that social phenomenon that is “square pegs in round holes”. The latter group seems to be subject to a quota system that no company is excused from. Despite rigorous recruitment processes, there always seem to be a small percentage of wildcards that somehow seem to slip through the intense screening. Or alternatively, we later discover that the screening isn’t that thorough to begin with. Then of course there is the Dunning-Kruger effect which impacts on all social groups both in and outside of business. It is possibly one of the commonest problems of our time.
The problem is that the general public erroneously assumes that successful big companies have gained their status through efficiency and vision; that their internal business structure is a model of the best methodologies and practises. Sadly, this is often not the case. Corporations suffer from the same flaws as smaller enterprises but have the advantage of monopolies, more effective marketing and sheer momentum due to their monolithic size. Then there is of course the concept of being "too big to fail". Often a major business will be granted a lot more leeway by during difficult times because of their overall potential. Creative accounting is also a factor, as having a legion of financial experts and financiers at your beck and call, means that you can present a positive financial image, whether there is one or not. Smaller companies cannot hide behind such smokes screens as easily.
As consumers, need to take a lot of people and companies off the pedestals on which we've been placed them. This is especially relevant to gamers where the cult of personality and brand loyalty still hold sway. We also have to make a clear distinction between the creative staff within a business and those in senior management. One group may well care more for the end product, while the other has a totally different agenda and more financially orientated goals. It is also prudent to consider the issue of size. I have found that the successful management of people decreases exponentially as the size of that group grows. There is also a wealth of data available on all the inherent flaws of managing staff via a traditional business hierarchy. Ironically, a lot of the attributes that are encouraged to be successful in modern business, actually seem contrary to the moral and ethical behaviour we expect in a civilised society. It is this paradox that seems to be the Achilles heel of all business, regardless of their nature or size.
So next time we find ourselves surprised by some example of big business making bad decisions, take a moment to reflect upon the following. The launch of “New Coke” in 1985, Kodak’s failure to market digital cameras despite being a leader in its development, and Blockbusters rejection of a buyout by Netflix in 2000. In light of these, it is hardly surprising when you discover that the developer of your favourite MMO has clumsily handled a PR situation, or not listened to player feedback. It’s not gaming as an industry that is dysfunctional per se, but the fact that so many gamers have a skewed perspective of it. We make judgements with our hearts and fail to use whatever sense of business acumen we may have. We also tend to romanticise certain jobs because the end product is “cool”. Yet, if you visited a game developer’s offices, you’d probably find a work environment not that different from your own. Staff are more than likely grumbling about pay, the failings of the boss and Tim in HR. Ultimately it is that random human factor that breeds dysfunction, so it is inevitable that it spreads everywhere. So why should the games industry be any different?
Unstoppable (2010)
Tony Scott seemed to specialise in loud, bombastic, high octane action films. He was the master of the hi-tech set piece. His body of work succinctly encapsulated what commercial Hollywood is about. Why understate, when you can overstate. Why circumnavigate, when you can blow it up. Why talk when, you can shout. Yet despite these qualities, he often managed to walk the fine line between entertainment and sensory overload. Through strong casting and hardboiled yet dry screenplays, his overblown tales were frequently engaging and would prove a hit with both the audience and critics alike. It’s quite an achievement to when you think about, maintaining commercial success and retaining public goodwill.
Tony Scott seemed to specialise in loud, bombastic, high octane action films. He was the master of the hi-tech set piece. His body of work succinctly encapsulated what commercial Hollywood is about. Why understate, when you can overstate. Why circumnavigate, when you can blow it up. Why talk when, you can shout. Yet despite these qualities, he often managed to walk the fine line between entertainment and sensory overload. Through strong casting and hardboiled yet dry screenplays, his overblown tales were frequently engaging and would prove a hit with both the audience and critics alike. It’s quite an achievement to when you think about, maintaining commercial success and retaining public goodwill.
So, bearing this in mind, I decided to watch Unstoppable, the last movie that Scott directed. We can dispense with a detailed plot analysis of Unstoppable. This is a runaway train movie. Every cliché you can think off associated with this situation and the disaster genre per se, is thrown into the mix. Chris Pine and Denzel Washington play the blue-collar heroes. It is the standard sensei and pupil relationship. Kevin Dunn is the corporate lickspittle for the train owners. Rosario Dawson, the feisty rail traffic controller. Shame they couldn't work Helen Hayes in somewhere. Breaks slip, trains race out of control, shouting ensues. It’s all exactly as you’d expect and what modern budgets and contemporary FXs will allow.
It serves no purpose to start picking holes in the plot, which are numerous. This is Hollywood and therefore the screenplay is not designed to be scrutinised rigorously. The film is allegedly based on real life events, but the similarity ends at the inclusion of a train and two members of staff. Beyond that, it all comes down to artistic license. Why have a rigorous, character driven narrative when you can drive a train into every conceivable obstacle imaginable. Such as other trains, fuel storage depots, school kids, the disabled, kittens. Okay it's not quite as bad as that but you get the idea. Of course, all of these threats result in people shouting at each other. Nothing telegraphs danger, angst and conflict more than raised voices. Right?
I'm sure it comes as no surprise to you, that it all ends as one would expect. Why wouldn't it? It would be box office suicide with this sort of product to spring some sort of left field plot device in the final act. Furthermore, the film does not out stay its welcome. The navigate their way through their performances with ease and are still good for this sort of film. Let's face it, Denzel Washington is seldom bad. So, in a nutshell, Unstoppable is the cinematic equivalent to a can of Red Bull. It's fine in small doses and provides a superficial, exhilarating jolt. There's nothing wrong with that, although I wouldn't want it all the time. I couldn't cope with all the shouting and I’m sure I’d go deaf in the long run.
Fix or Replace?
I was sitting at my desk on Sunday afternoon, diligently typing away at a blog post, when I heard an audible hiss and then felt my seat slowly descending. The gas lift piston in my office chair had broken after just 18 months of use. Now I don’t consider myself to be overweight (I’m 5′ 11″ and weigh 178 lbs) so, I put this event down to mechanical failure rather than an excessive load. Either way I was left with a chair that was too low down and not fit for purpose. I’m a big advocate of ensuring that your workspace is user friendly and conforms to health and safety standards. If you don’t have an appropriate chair you can seriously damage your health. So, I decided to look for a replacement chair online and soon discovered that there’s a wealth of choice. Prices range between £25 and £300. But the thing is, I like my current chair. It’s nothing fancy but it’s comfortable. Furthermore, it’s a good size for my office which isn’t especially large. So, I decided to see if fixing the chair was a viable option instead.
I was sitting at my desk on Sunday afternoon, diligently typing away at a blog post, when I heard an audible hiss and then felt my seat slowly descending. The gas lift piston in my office chair had broken after just 18 months of use. Now I don’t consider myself to be overweight (I’m 5′ 11″ and weigh 178 lbs) so, I put this event down to mechanical failure rather than an excessive load. Either way I was left with a chair that was too low down and not fit for purpose. I’m a big advocate of ensuring that your workspace is user friendly and conforms to health and safety standards. If you don’t have an appropriate chair you can seriously damage your health. So, I decided to look for a replacement chair online and soon discovered that there’s a wealth of choice. Prices range between £25 and £300. But the thing is, I like my current chair. It’s nothing fancy but it’s comfortable. Furthermore, it’s a good size for my office which isn’t especially large. So, I decided to see if fixing the chair was a viable option instead.
A little research showed that gas lift pistons are fairly generic, and I soon found a replacement that had the right dimensions. So, I bought it via Amazon Prime and it arrived this morning. Now I’m not big on DIY and I usually get professionals in to do any jobs around the house. However, I put this chair together when I bought it is 2016, and therefore new that the gas lift piston could be swapped out. So, to cut a long story short I made the change this afternoon when the replacement part arrived. I had to use a bench vice and a Birmingham Screwdriver to get the broken gas lift piston out of the seat fitting, but beyond this there were no major problems. Needless to say, the chair has now been fixed for the princely sum of £10.95 which is very reasonable. I can also add that I’m currently typing this post with a smug, self-satisfied look on my face, as I usually just replace most items whenever they break, fail or wear out. Which then provides a convenient stepping stone into a broader point about “replacement culture”.
Pretty much all consumer products are designed to be replaced these days, rather than repaired. A new printer costs less than a pack of ink cartridges. Socks from Primark are so cheap they can be effectively thrown away after use, if you are feeling profligate. If your washing machine or fridge fails these days, not many people have warranty cover. More often than not, rather than have an engineer diagnose the fault and order parts, it’s quicker and more convenient to simply buy a new one and have it delivered. The last three decades has seen a fall in prices of “white goods” which has lead to a change in consumer attitudes. A new fridge, vacuum or iron where expensive purchases in the seventies and built to last. Furthermore, labour saving gadgets were maintained to extend their lifespan. I can remember my Father machining spare parts for household items such as the washing machine, during my youth. Colour televisions were so costly, there was a booming rental industry. However, manufacturing has slowly become automated and as a result costs have fallen. A TV is now a disposable item, rather than your prize home possession.
The fast pace of technological change has lead to not only a fall in prices but the growth of upgrade culture. We are encouraged to replace perfectly viable and functional items with newer ones, simply because they offer alleged improved functionality. In many respects a lot of consumer items are now subject to the same whims and foibles of the fashion industry. Certain products are equated with wealth, opulence and success so consumers are “compelled” to ensure that they have the latest and “best”, to assuage their existential angst. Frankly are relationship with purchasing goods is now as broken as our relationship with food. However, as small and insignificant as it may be, I am pleased with my decision to fix my chair today. It proves a point that we don’t always have to simply buy more stuff. On a serious note our current consumer habits are unsustainable, and something will have to give sooner or later. I suspect in the years to come we might well see a return to getting things fixed. So perhaps it’s wise to get into the habit now.
Indie Game: The Movie (2012)
Indie Game: The Movie is a genuinely fascinating documentary not only about the machinations video games industry but also the blood, sweat and tears that go into any creative process. It is a film that really does give you pause for thought and encourages you to reflect upon what you may want in life. It clearly shows the true cost and the star reality of any labour of love. It should be required viewing in schools and colleges for any wannabe who dreams of being on a reality shows and achieving a fast path to their perceived heart’s desire. Such is the impact of the documentary’s message.
Indie Game: The Movie is a genuinely fascinating documentary not only about the machinations video games industry but also the blood, sweat and tears that go into any creative process. It is a film that really does give you pause for thought and encourages you to reflect upon what you may want in life. It clearly shows the true cost and the star reality of any labour of love. It should be required viewing in schools and colleges for any wannabe who dreams of being on a reality shows and achieving a fast path to their perceived heart’s desire. Such is the impact of the documentary’s message.
Indie Game: The Movie focuses on four independent game developers. One, Jonathan Blow has already achieved success via his game Braid. This thoughtful, introspective man who has fulfilled his dream, still feels that his work has not been fully understood by the wider public. It becomes very clear that the creation of his game was not a purely financial undertaking and that he sees it as a wider artistic endeavour. His experiences are subsequently cross referenced against three other developers, labouring to bring their magnum opus to the commercial markets.
Edward McMillen and Tommy Refenes, the creators of Super Meat Boy (which has subsequently proven very successful) are shown burning the midnight oil and moving heaven and earth to meet the rigorous timetable set for them by Microsoft. It becomes very clear that although they want their game to do well commercially, the main thing is to create something akin to the games they grew up with. That is by far the most important thing to them. It is a very personal statement and it should resonate with any writer, musician or film maker.
Phil Fish is shown taking his game Fez to the PAX trade show. Four years in the making and still incomplete, he has to deal with the legal fallout of failed business partnership, along with impatient fans who have gone from eager consumers to rabid, disaffected trolls. The stress is very evident with both sets of developers, although they face different issues. One has the immediate problem of his family getting into debt to keep his dream afloat, another face potential legal action. All stare failure directly in the eyes. These aren't corporate executives with alleged nerves of steel. These are real people like you and I and it is quite traumatic watch.
Indie Game: The Movie depicts the independent gaming world as being equally blighted by corporate bullshit as any other industry. There are deadlines, small print and ever-changing goal posts. The work required is prodigious and there is little or no advance funding. Tommy Refenes, a diabetic to begin with, does not look well for a great deal of this documentary. The reality of the situation is back breaking work, a crappy diet, no social life, and the only light at the end of the tunnel being the possibility of scoring a hit. It is not glamorous, hip or a bohemian lifestyle choice. It certainly makes the mundane nature a lot of nine to five jobs look a lot more appealing.
On a side note this is a beautifully crafted piece of film making. It is handsomely shot and well edited, presenting the material in a palatable story arc. It is not overtly biased and although it references the developer’s views on the mainstream commercial gaming industry, it does not offer any overt soap boxes. Overall Indie Game: The Movie is about people making a personal creative and artistic statement and the consequences of doing so. In that respects the documentary has appeal beyond the confines of gaming. It is one of the most emotionally engaging documentarys that I have seen, and I heartedly recommend it.
Darkest Hour (2017)
Darkest Hour, unlike many other biopics, focuses specifically on the initial weeks of Winston Churchill’s first term of office as Prime Minister, in May 1940. It paints a picture of an unwanted leader who inherits the role due to political expediency, rather than through universal support. Considered by the King as a dangerous adventurer and overshadowed by previous policy failures such as the Gallipoli landings and the Indian famine, Churchill is without allies and under pressure to appease the Germans. Director Joe Wright, sets the pieces on the chess board succinctly and within a few minutes audiences are brought up to speed with the prevailing historical situation. It is against this setting that that Darkest Hour then explores Churchills uphill struggle to rally a nation that appears to have no appetite for war and fend off political assassination. With the imminent defeat of the British Army in France and the prospect of a humiliating surrender at Dunkirk, should he seek a negotiated settlement with Germany, via Italian diplomatic sources?
Darkest Hour, unlike many other biopics, focuses specifically on the initial weeks of Winston Churchill’s first term of office as Prime Minister, in May 1940. It paints a picture of an unwanted leader who inherits the role due to political expediency, rather than through universal support. Considered by the King as a dangerous adventurer and overshadowed by previous policy failures such as the Gallipoli landings and the Indian famine, Churchill is without allies and under pressure to appease the Germans. Director Joe Wright, sets the pieces on the chess board succinctly and within a few minutes audiences are brought up to speed with the prevailing historical situation. It is against this setting that that Darkest Hour then explores Churchills uphill struggle to rally a nation that appears to have no appetite for war and fend off political assassination. With the imminent defeat of the British Army in France and the prospect of a humiliating surrender at Dunkirk, should he seek a negotiated settlement with Germany, via Italian diplomatic sources?
It becomes apparent quite quickly that Darkest Hour is not your typical historical drama nor a traditional exploration of Churchill. Although the screenplay references the political machinations of the time, it also delves into the Prime Minister’s personal life and the importance of his wife, Clementine (Kristin Scott Thomas) in tempering the more bombastic aspects of his personality. His new secretary Elizabeth Layton (Lily James) also provides a window into the world of the general public and offers him an invaluable reality check. However, at the heart of Darkest Hour is a sublime performance by Gary Oldman. Some actors may well lapse into a parody of Churchill, especially when working under so much prosthetics makeup effects. Oldman does not do this and projects a nuanced and very convincing interpretation of the man. It certainly is the very definition of an Oscar winning performance but is Darkest Hour itself, a movie of a comparable high standard?
There has been criticism that Darkest Hour at times makes the classic mistake of telling rather than showing. The screenplay by Anthony McCarten, has a lot of dialogue that serves as expositionary cues, providing nuggets of information for the viewers edification. For example, Churchill admits to Anthony Eden that King George VI has never forgiven him for supporting Edward VIII during the abdication. However, I consider this and other scenes to be a matter of accessibility. Not all viewers will be familiar with the historical and socio-economic outlook of the times. What some see as clumsy narrative exposition, I consider to be potentially useful facts designed to accommodate a global audience. I do agree that the so called “referendum on the underground” scene is somewhat contrived and possibly could have been handled in a less melodramatic fashion. Perhaps through correspondence that Churchill had received. Yet again, this plot device serves a purpose in distilling the mood of the British public into a quantifiable scene.
If you step back and judge Darkest Hour as a whole, it is a tremendously rousing film and an enthralling depiction of a key period of UK history. Gary Oldman offers us a flawed but likeable Winston Churchill that encapsulates many of the man’s foibles. Certainly, the screenplay references many of his infamous quips such as referring as to Clement Attlee as a “sheep in sheep’s clothing”. Then there is and the notorious jibe he made when he was interrupted while on the toilet, and informed that the Lord Privy Seal was waiting to see him. “I'm sealed on The Privy and can only deal with one shit at a time” was his response. However, where both Darkest Hour and Gary Oldman excel is during the final part of the film, when Churchill addresses Parliament and delivers his famous “fight them on the beaches” speech. It’s a superbly staged scene with the House of Commons swathed in symbolic shadows, punctuated with shafts of light. Churchill’s words win the day and so begins the slow turning of the tide in World War II. “What just happened?” asks a confused MP. “He just mobilised the English, language and sent it into battle” replies Lord Halifax.
World of Warcraft: Looking for Group (2014)
Despite having played a broad spectrum of games in my time, I've never really had much dealings with the Blizzard. Beyond owning Overwatch, a game I’ve long stopped playing and trying a free trial of both World of Warcraft and Hearthstone, I have little personal experience of their games. However, I am fully aware of their product range and their reputation within the gaming industry. Overwatch has taught me how well-conceived and polished their games can be. Blizzard may not be incredibly innovative, but they learn from others and produce titles with all the elements that work well. Sadly, I have no real affinity to their flagship MMORPG, as my point of entry with that genre was LOTRO. My interest in World of Warcraft mainly stems from a business perspective and the place it holds in gaming history. Overall my curiosity about the game, its community and culture is mainly academic. So, I finally got around to watching the documentary World of Warcraft: Looking for Group that showcased at Blizzcon in 2014 and was subsequently released on You Tube thereafter.
Despite having played a broad spectrum of games in my time, I've never really had much dealings with the Blizzard. Beyond owning Overwatch, a game I’ve long stopped playing and trying a free trial of both World of Warcraft and Hearthstone, I have little personal experience of their games. However, I am fully aware of their product range and their reputation within the gaming industry. Overwatch has taught me how well-conceived and polished their games can be. Blizzard may not be incredibly innovative, but they learn from others and produce titles with all the elements that work well. Sadly, I have no real affinity to their flagship MMORPG, as my point of entry with that genre was LOTRO. My interest in World of Warcraft mainly stems from a business perspective and the place it holds in gaming history. Overall my curiosity about the game, its community and culture is mainly academic. So, I finally got around to watching the documentary World of Warcraft: Looking for Group that showcased at Blizzcon in 2014 and was subsequently released on You Tube thereafter.
Despite being three years old and there being major changes to the game in that period, I was hoping that the hour-long film would be relatively informative about the MMO. Sadly, World of Warcraft: Looking for Group is a curious mix of marketing, nostalgia, talking heads and self-congratulation rather than an in-depth analysis of a financially successful game and cultural phenomenon. If you are looking for a rigorous dissection of how Blizzard created one of the most financially lucrative games ever and the way it changed the gaming landscape, then look elsewhere. This is not an independent analysis but more of an ode to the community and the fans. That in itself is not without merit and certainly it’s nice to see the community recognised. But it means that the discussion is somewhat partisan and contains all the tropes and memes one associates with modern day public relations. Viewers may well learn something of the game’s history, but it's not as thorough as some may hope and a lot of the sound bites from the players are somewhat generic. They are often applicable to any MMO.
Overall, I think that World of Warcraft: Looking for Group is ultimately meant as a tribute to the games player base, as a friendly “attaboy” or virtual high five for their loyalty and support over the years. Sometimes a bit of mutual back slapping goes a long way in buying good will. One thing is for certain; there aren't any other Western MMORPGs that warrant or could justify having such a documentary of this nature made about them. Blizzard's ongoing success with World of Warcaft is a prodigious feat and is attributal an esoteric mixture of skill, business acumen and being in the right place at the right time. The latter quality is possibly a reason why they haven’t seen fit to create a second game of this nature. Although metaphors about lightning striking twice are technically inaccurate, they certainly applicable in this case. So, if you have a history with World of Warcraft then you may wish to watch World of Warcraft: Looking for Group for a fix of nostalgia. For those seeking a more nuanced analysis, you may wish to try another gaming documentary, which appears to be a growing genre.
Keeping Busy in Star Trek Online
Unlike other MMOs, there are always plenty of events scheduled in the Star Trek Online. The game includes a handy calendar which provides information on what is planned for the months ahead. It’s a clever way to keep the players engaged and occupied and as a result, STO is the game that I tire with the least and dabble with most. Where other games will often end the year with a nebulous Producer’s letter which offers a road map hinting at what lies ahead over the next twelve months, STO just gets on with things. Q’s Winter Wonderland event is drawing to a close next Thursday, but already we have two new events that have launched today. The Arena of Sompek makes a welcome return with its five-man survival battle against endless waves of mobs. Then we have a Featured Episode Replay, offering an opportunity to repeat specific missions and receive rewards that have been previously retired, such Breen and Romulan Bridge Officers and Epic Ground devices such as The Shard of Possibilities and the Ophidian Cane.
Unlike other MMOs, there are always plenty of events scheduled in the Star Trek Online. The game includes a handy calendar which provides information on what is planned for the months ahead. It’s a clever way to keep the players engaged and occupied and as a result, STO is the game that I tire with the least and dabble with most. Where other games will often end the year with a nebulous Producer’s letter which offers a road map hinting at what lies ahead over the next twelve months, STO just gets on with things. Q’s Winter Wonderland event is drawing to a close next Thursday, but already we have two new events that have launched today. The Arena of Sompek makes a welcome return with its five-man survival battle against endless waves of mobs. Then we have a Featured Episode Replay, offering an opportunity to repeat specific missions and receive rewards that have been previously retired, such Breen and Romulan Bridge Officers and Epic Ground devices such as The Shard of Possibilities and the Ophidian Cane.
There’s another change on the horizon for STO. At present upgrading gear is very much a lottery as you have no control over the modifiers that you receive. However, this will soon change with the games new re-engineering system. Players will be able to alter the mods that don’t suit their build or are deemed as sub-optimal to their game play. Re-engineering will utilise a new currency, salvage, a resource granted through the recycling of unwanted gear. Cryptic are currently working on the specifics of the system and it will soon be tested on Tribble server. Re-engineering will also showcase some new epic mods as an incentive. In a recent blog post Cryptic said “We hope re-engineering will be a way for neophyte and veteran Captains alike to better create equipment that matches their particular playstyles and builds.” The new mechanic will hopefully have a knock-on effect on the games economy, reducing Energy Credit creation and the existing surplus of unwanted gear on the exchange.
Star Trek Online is also due an expansion in 2018. So far, all we know about it is that it will be focused on Deep Space Nine, the Dominion, and possibly the Gamma Quadrant. As the TV show Star Trek: Deep Space Nine is twenty-five years old this year, it makes sense to return to this region and explore the story further. Cryptic have previously made all new content for the game free of charge, so unless they have a radical change of policy, the next expansion should follow suite. Then in February we have the eighth anniversary of STO. This will mean a special project that will offer a new ship as a reward. Perhaps Cryptic may take the opportunity to tie the game into Star Trek: Discovery? And as well as all this, we can expect regular events such as First Contact Day and the Summer and Winter Festivals. If there’s a Friday the 13th in the year, we’ll also see the episode Hearts and Minds make an appearance. As you can see STO has a busy schedule for 2018, with plenty to do. Unlike other examples of the genre, STO appears to be in a good place at present with a lot of content lined up. Hence it remains my go to MMO for the fourth year.
Geostorm (2017)
Geostorm is a textbook example of the ongoing infantilization of mainstream, commercial film making. It’s a multimillion-dollar FX driven movie, whose plot is staggeringly trite, and screenplay is utterly puerile. This bloated mess also sees several quality character actors (Andy Garcia and Ed Harris) slumming it and phoning in their performances. Furthermore, Geostorm is bookended by one of the crassest narrations I’ve heard in a mainstream film. Delivered by a child actor, it espouses the worst sort of naïve geo-politics of the “why can’t we all just get along?” variety. Until watching this film, I had previously considered the 2014 disaster movie, Into the Storm, to be the most contrived, ill-conceived and intellectually insulting example of contemporary Hollywood film making. However, Geostorm takes stupidity to an entirely new level. It is morbidly fascinating to watch as it lumbers along its two-hour running time, but sadly morbid fascination is not the same as entertaining.
Geostorm is a textbook example of the ongoing infantilization of mainstream, commercial film making. It’s a multimillion-dollar FX driven movie, whose plot is staggeringly trite, and screenplay is utterly puerile. This bloated mess also sees several quality character actors (Andy Garcia and Ed Harris) slumming it and phoning in their performances. Furthermore, Geostorm is bookended by one of the crassest narrations I’ve heard in a mainstream film. Delivered by a child actor, it espouses the worst sort of naïve geo-politics of the “why can’t we all just get along?” variety. Until watching this film, I had previously considered the 2014 disaster movie, Into the Storm, to be the most contrived, ill-conceived and intellectually insulting example of contemporary Hollywood film making. However, Geostorm takes stupidity to an entirely new level. It is morbidly fascinating to watch as it lumbers along its two-hour running time, but sadly morbid fascination is not the same as entertaining.
It’s not often that I pick up my notebook to write down film dialogue. On the occasions that I do, it’s usually because I’m impressed with the credibility of an onscreen exchange or feel that the screenwriter(s) has created something profound. In this instance, it was due to something being so utterly insane, that I had to double check that I’d heard it correctly. In Geostorm, due to extreme weather brought about by climate change, “the world came to together and fought back”. If you are curious as to how one actually fights back against “the weather” you counteract the basic causes; heat, pressure and water. This done by firing micro-missiles, using lasers and microwaves. Yes, that’s right you blow weather up. Now, it not uncommon for Hollywood to indulge in what is currently known as “Science Woo” and it has often formed the basis for entertaining movies. However, cinema per se is predicated on the principle of “suspension of disbelief”. If audiences are willing to do that that then you can embark upon the most far-fetched of narratives. However, if viewers cannot do this or are jarred from such a state due to the plot, then it’s game over.
Geostorm is rife with plot details and minor asides that will continuously baffle the attentive viewer. This is not uncommon in blockbuster, popcorn movies but it seems to happen every five minutes in this case. To highlight this, I shall list some of the notes that I made while viewing, as bullet points. All of which I would classify as WTF moments.
- A “red shirt” character (a whistle blower) hides from Spec Op team in closet while they conduct a “thorough” search.
- The aforementioned “red shirt” character is run over, sustaining facial injuries but his glasses remain on his head and unbroken.
- An action set piece has a bikini clad lady, fleeing the beach in Rio as an approaching storm front freezes everything in its path. She runs into an alley and a Boeing 747 drops on here. She survives with minor injuries.
- They have firearms in a pressurised space station.
- The Secretary of State has an RPG in the boot/trunk of his car.
I could list many more examples but frankly the above is sufficient to verify the utter inanity of Geostorm.
Now there is a risk in me critiquing Geostorm, in that presenting examples of its stupidity out of context and possibly presenting them in a humorous light, it may lead to some thinking that the film falls into that esoteric niche market group of “it’s so bad, it’s good”. As I have stated before in several previous reviews I don’t hold with this philosophy and frequently find that films labelled as such are not. They’re just excruciatingly bad and trying to watch. Bearing this in mind, Geostorm is a chore to sit through and insultingly stupid. Now it is worth mentioning that the movie had a troubled production and Producer turned Director Dean Devlin delivered a cut of the movie that was received poorly by test audiences. Hence Danny Cannon was brought on board to reshoot numerous scenes and attempt to fashion a more acceptable product. This in itself raises some interesting questions. If the final cut is this bad, how poor was Dean Devlin’s initial version? However, irrespective of this the fundamental problems with Geostorm is that its premise is just unbelievable. It’s a prime example of the commodification of entertainment and shows all the hallmarks of a film born of focus groups and market research.
The infantilization of entertainment, especially cinema, is a big issue and not one I wish to tackle solely in this post. But Geostorm is exactly the sort of film this mindset spawns. And if you take a moment to reflect upon the dogma that drives such a way of thinking, it is utterly repellent and whole heartedly contemptuous of the very audience it seeks to cater too. Geostorm is stupid, loud, and vacuous because that’s what the producers think the public wants and more to the point, what they think the public are. Furthermore, the only practical way to stop Hollywood from churning out such stupid drivel, is for the public to shun such films. Financial failure is something that the film industry takes note of and will often kill a franchise or a trend dead in its tracks. So, it just remains to be seen as to whether or not the public lose their appetite for such films. I sincerely hope that it does, as an exclusive diet of material such as Geostorm is neither conducive to broadening audiences tastes or more to the point entertaining.
LOTRO: Alternative Ways to Reach Level Cap
I managed to gain a level and a half in LOTRO today, bringing my primary alt to 108. It was a somewhat protracted task as many of the quests that I was undertaking were between level 102 and 105. Despite several attempts and a concerted effort to persevere, I have concluded that I don’t care for the Mordor expansion for LOTRO. Levelling up in that region is a chore, due to the difficulty and density of the mobs. So, I have decided to work my way towards the current level cap elsewhere in the game and then return to the region to clear the Epic Story. I may, or may not work through the regional quest hubs, depending on my attitude towards the game at that point. I will make do with any gear that drops via the Epic Story and will not concern myself with the current endgame content and rewards. By the time I’ve worked through my plan, they’ll be a new update on the horizon with new gear anyway.
I managed to gain a level and a half in LOTRO today, bringing my primary alt to 108. It was a somewhat protracted task as many of the quests that I was undertaking were between level 102 and 105. Despite several attempts and a concerted effort to persevere, I have concluded that I don’t care for the Mordor expansion for LOTRO. Levelling up in that region is a chore, due to the difficulty and density of the mobs. So, I have decided to work my way towards the current level cap elsewhere in the game and then return to the region to clear the Epic Story. I may, or may not work through the regional quest hubs, depending on my attitude towards the game at that point. I will make do with any gear that drops via the Epic Story and will not concern myself with the current endgame content and rewards. By the time I’ve worked through my plan, they’ll be a new update on the horizon with new gear anyway.
Because LOTRO has been streamlined and updated over the years to accommodate the various increases to the level cap, it is quite easy in the early stages of the game to pursue multiple levelling paths. New players will often find that they out level a zone long before they finish all the content it offers. Hence there are options when it comes to progressing. You can pursue the Epic Story or remain in a region and follow a completest approach to the game. As soon as skirmishes become available they can significantly contribute to your level progression. Crafting also offers XP and can be used as a supplement. We should not forget the Destiny Points perk system that can be used to boost XP as well. However, some of these benefits reduce as you progress through the game. At present, there are no alternative locations available in the game that offers quests at a comparable level of XP to those found in Mordor. So, for the present, I am working through lower level, residual regional quests in Taur Drúadan, The Beacon Hills, Minis Tirith, North Ithilien and Dagorlad.
The upside of this approach is that I’ve focused on several quest lines that have proven most enjoyable. Although there are always a percentage of arbitrary quests in any new content that comes to LOTRO, there are often some interesting, well-conceived quests with lore based stories. One such quest chain had my Lore-master running errands for Ioreth in the Houses of Healing. This culminated in Aragorn healing Éowyn, Faramir and Peregrin Took. I frequently find that when Standing Stone Games offers a perspective upon iconic scenes from the source text, they do so in a very creative fashion. Another quest chain that I completed was to retake Cair Andros. It is something only referenced in the book and it was agreeable to see the idea fleshed out into a slightly more substantive narrative. Another positive aspect of pursuing regional quests is that they sometimes offer interesting rewards, such as unique housing items or alternative gear to that provided by the primary Epic Story.
My Lore-master is an Explorer by profession, although I have never really pursued any of the associated skills to any degree. Within the disciplines of Forester and Prospector, I simply gather resources then refine them to a sufficient level to unlock the next tier. Farming and refining is mainly done to generate gold via the auction house. I have neglected this process for several updates, so can certainly gain some XP by crafting resources from older regions. As for the Tailor skill, I have never really used this. Perhaps, now is the time to do so as an additional means to levelling, although the actual process of crafting in LOTRO is somewhat dull. I shall at least look into the process in the next few days and see what it has to offer. Perhaps I should consider my dislike for Mordor to be a positive thing, as it is at least encouraging me to revisit aspects of LOTRO that I have previously ignored. Certainly, todays time spent in-game was both fun and rewarding. Overall it has left me in a good humour and currently well disposed towards the MMO for the present.
Raid on Entebbe (1977)
Raid on Entebbe was one of several movies (Victory at Entebbe, Operation Thunderbolt) to be made about the rescue of the hostages from Air France Flight 139, by Israeli Commandos in 1976. The film was initially made for US television, but was considered to be of sufficient quality to be released theatrically for the international market. Competently and efficiently directed by Irvin Kershner (The Empire Strikes Back, Eyes of Laura Mars), with a solid cast of quality character actors, it offers a broadly accurate summation of the events from the initial hijacking to the raid at Entebbe airport, Uganda. It does not attempt to explore the complexities of the geo-political situation of the Middle East at the time, although it does give a brief overview of Israeli diplomacy and internal government. Raid on Entebbe is a solid linear action movie based upon what were, at the time of the production, topical events.
Raid on Entebbe was one of several movies (Victory at Entebbe, Operation Thunderbolt) to be made about the rescue of the hostages from Air France Flight 139, by Israeli Commandos in 1976. The film was initially made for US television, but was considered to be of sufficient quality to be released theatrically for the international market. Competently and efficiently directed by Irvin Kershner (The Empire Strikes Back, Eyes of Laura Mars), with a solid cast of quality character actors, it offers a broadly accurate summation of the events from the initial hijacking to the raid at Entebbe airport, Uganda. It does not attempt to explore the complexities of the geo-political situation of the Middle East at the time, although it does give a brief overview of Israeli diplomacy and internal government. Raid on Entebbe is a solid linear action movie based upon what were, at the time of the production, topical events.
Raid on Entebbe exhibits a lot of the hallmarks of seventies action films. It takes a plain and straight forward approach to its action scenes which are not excessively edited. Rather than today’s fluid style of set pieces, the movie portarys events in a quasi-documentary fashion. Violence is depicted candidly without stylisation or sensationalism and there’s a clear respect for the subject matter. The cast of high profile actors does not overwhelm the story, but work in its favour, helping to guide the viewer through the ranks of Israeli Government and Military. The screenplay by Barry Beckerman is functional and without fuss. Key characters are defined, where others remain functional. Again, this lean approach works to the films benefit. Furthermore, Raid on Entebbe is not excessively politicised and doesn’t seek to hammer home any major moral or ethical points.
Although Charles Bronson is given prominent billing on the poster, he is not on screen as long as you may think. He does however put in a credible and measured performance, rather than his default tough guys persona. Martin Balsam, Jack Warden and the ubiquitous John Saxon are all up to their usual high standards, as you expect. Stephen Macht gives a sensitive and thoughtful portrayal of Yoni Netanyahu, the only Israeli military casualty from the raid. James Woods has a small role as a soldier on the assault team. But the film is stolen by Yaphet Kotto's inspired portrayal of “Field Marshall” Idi Amin, which he plays complete with all of the man’s bombastic eccentricities and underlying menace. David Shire's score is also a major asset to Raid on Entebbe, especially with his use and arrangement of traditional Hebrew hymns.
Forty years on, history takes a less romanticised view of the events in Uganda. Although, a military and more importantly a political success for the Israeli government, there were long term repercussions. The death of Dora Bloch led to the UK breaking off diplomatic relations with Uganda. Jews worldwide subsequently faced increased terrorist attacks by Pro-Palestinian forces. It will be interesting to see whether the new film, 7 Days in Entebbe, which is due for a release in March, will explore any of these wider issues. Will it be a contemporary action movie or a more cerebral revisionist depiction of a major event in a troubling era. In the meantime, if you want a functional and entertaining overview of “Operation Thunderbolt” then Raid on Entebbe can provide you with a suitable two-hour summary.
Jedi Junkies (2010)
Certain groups just lend themselves to ridicule from the media and in popular culture in general, irrespective of whether they deserve it or not. Star Wars fans are a prime example of this. Their love of the lore, predilection for cosplay and hunger for collectables at first glance makes them an easy target. Film maker Mark Edlitz, takes a decidedly different approach in his documentary Jedi Junkies. Instead of finger-pointing and making cheap jokes, Jedi Junkies puts a very human face on a group of enthusiasts, showing their passion to be in essence, no different to that of sports fans or other more mainstream hobbies and pastimes.
Certain groups just lend themselves to ridicule from the media and in popular culture in general, irrespective of whether they deserve it or not. Star Wars fans are a prime example of this. Their love of the lore, predilection for cosplay and hunger for collectables at first glance makes them an easy target. Film maker Mark Edlitz, takes a decidedly different approach in his documentary Jedi Junkies. Instead of finger-pointing and making cheap jokes, Jedi Junkies puts a very human face on a group of enthusiasts, showing their passion to be in essence, no different to that of sports fans or other more mainstream hobbies and pastimes.
Eduardo Sanchez with perosnal collection
The documentary follows a varied group of individuals as they indulge in their particular branch of fandom. We get to meet compulsive memorabilia collectors, the New York Jedis and their lightsabre displays, the tribute band Aerosith (that really made me chuckle) then the guy who decided to build a life-size replica of the Millennium Falcon in his yard. By and large, most of these fans come across very well, often showing a thoughtful and philosophical nature. However not all do though, with Mr Millennium Falcon being a little too self-satisfied. It isn't a particularly good replica anyway. But overall Jedi Junkies simply shows us people socialising among their peer groups, having fun through common interests. What could be more normal and healthy?
The New York Jedi lightsabre masterclass
Another thing that Mark Edlitz does in this film, is intersperse the footage of fans, with sound-bites from academics commenting on the nature of fandom, collecting and their respective social dynamics. What these professional opinions do is punctuate the documentary, allowing the viewer to make a considered opinion, rather than simply label the fans themselves. It’s a very important distinction. The section on cosplay, specifically the Leia Slave outfit is sensitively handled and certainly avoids condescension, objectification or simply being rude. These ladies surely get enough flak already.
Slave Leia cosplay
The wheel is slowly turning with regard to fandom. Niche market past times which previously were the prerogative of a few, are now high-profile moneymaking interests. It is curious how financial viability seems to eradicate traditional prejudice or scorn. However, fans have yet to reach the promised land and although Jedi Junkies is a measured look at their world, there are still people who will shake their heads at their choice of activities. It's a curious paradox that the fundamentals of collecting stamps are really no different to collecting Star Wars memorabilia and that the respective social acceptance of either group is arbitrary and subjective. Overall, I whole heartedly recommend Jedi Junkies. It is an excellent counterpoint to The People vs. George Lucas
Regulating the Gaming Industry
2017 was the year that microtransactions, loot boxes and other egregious business models common to gaming finally came to the attention of the mainstream. The debacle that surrounded the launch of Star Wars: Battlefront II finally dragged this matter into the limelight and subsequently put in on the radar of various global, legislative and regulatory bodies. The genie is now well and truly out of the bottle and it’s now a question of waiting to see what happens next. I suspect that the EU may likely be one of the first regions to tackle the issue and that it may well be the mobile game industry that is first to fall upon its sword. If there’s a change in government in the UK, then there is scope for matter to be tackled here. There is already a strong lobby against current gambling legislation and it doesn’t take much of an imagination to envisage a tabloid led campaign against the iniquities of smartphone game addiction and it’s pay-to-win culture. Then there’s the issue of virtual items resold for real money via auction websites and the question of whether loot boxes are or are not gambling. Apples recent statement about games publicly declaring the odds of winning in advance, shows that the world is indeed slowly turning against this business model.
2017 was the year that microtransactions, loot boxes and other egregious business models common to gaming finally came to the attention of the mainstream. The debacle that surrounded the launch of Star Wars: Battlefront II finally dragged this matter into the limelight and subsequently put in on the radar of various global, legislative and regulatory bodies. The genie is now well and truly out of the bottle and it’s now a question of waiting to see what happens next. I suspect that the EU may likely be one of the first regions to tackle the issue and that it may well be the mobile game industry that is first to fall upon its sword. If there’s a change in government in the UK, then there is scope for matter to be tackled here. There is already a strong lobby against current gambling legislation and it doesn’t take much of an imagination to envisage a tabloid led campaign against the iniquities of smartphone game addiction and it’s pay-to-win culture. Then there’s the issue of virtual items resold for real money via auction websites and the question of whether loot boxes are or are not gambling. Apples recent statement about games publicly declaring the odds of winning in advance, shows that the world is indeed slowly turning against this business model.
Therefore, I welcome in principle the idea of sensible, measured regulation of this aspect of the game industry, seeing it as a logical extension of existing consumer legislation that protects the public. I suspect that the major game publishers will not see it this way and would not be surprised to see an army of lawyers mobilised to slow and impede the process. There is also the risk that this matter will get tackled by the worse sort of politicians in the most knee-jerk fashion, like the UK Video Recording Act of 1984. If that is the case, then the fallout could be quite substantial and could lead to some studios closing down or games being unavailable in some regions. Certainly, we may well see the implosion of triple A gaming as we currently know it, as developers struggle to generate what they see as a satisfactory return on investment. However, for every bloated tired and lazy big budget game, there are dozens of smaller, innovative and original titles. It can be cogently argued that a major industry shakeup would in the long term instigate a return to focusing on creativity, rather than following “established” trends. It is also not unrealistic to imagine that such a transitionary period would be met with a great deal of hyperbole, hysterics and bile from certain quarters of the fan community.
When political and economic change threatens the status quo, those with a vested interested will always reach for the worst possible scenario as a means to try and derail the process. For example, whenever tax avoidance comes under public scrutiny, companies such as Starbucks always imply that if the financial climate turns against them they’ll withdraw from the UK. I’ve always considered this argument rather puerile and similar to the child who threatens to take their ball home, if they can’t win. If the triple A game industry vanished overnight, we would not find ourselves in a world devoid of quality titles. Smaller, smarter and more importantly more ambitious companies would simply step in and fill the gap. Some franchises may well go to the wall only to be replaced by other comparable but more economically viable products. Hellblade: Senua's Sacrifice by Ninja Theory rather succinctly proved that you can produce a triple A equivalent game without the associated season pass, DLC and bloated cost. Therefore, I am cautiously optimistic regarding what lies ahead. Change can be painful and there may be some to be endured while the industry adapts. But as a blogger with a more than passing interest in games, I suspect that happens next will certainly provide numerous talking points and material to write about along the way.
Ambiguous Language
I have both a love and fascination for the English language. I enjoy both its formality and informality, its diversity, as well as its inherent evolutionary nature. To my mind having a wide vocabulary is an invaluable social and intellectual skill as well as being essential to self-expression. How can you mean what you say if you cannot say what you mean? So, when confronted by contemporary phrases such as “milkshake duck”, rather than balk at them, I strive to understand them. Language is not immutably, set by the parameters and standards of when you learnt it. If you endeavour to grasp the subtleties of popular culture along with slang from different socio-economic groups, communication becomes so much easier. The English Language is beautifully malleable and offers different modes for different situations. I therefore choose a specific manner of speech depending on who I’m talking to.
I have both a love and fascination for the English language. I enjoy both its formality and informality, its diversity, as well as its inherent evolutionary nature. To my mind having a wide vocabulary is an invaluable social and intellectual skill as well as being essential to self-expression. How can you mean what you say if you cannot say what you mean? So, when confronted by contemporary phrases such as “milkshake duck”, rather than balk at them, I strive to understand them. Language is not immutably, set by the parameters and standards of when you learnt it. If you endeavour to grasp the subtleties of popular culture along with slang from different socio-economic groups, communication becomes so much easier. The English Language is beautifully malleable and offers different modes for different situations. I therefore choose a specific manner of speech depending on who I’m talking to.
Political language is a very specific subset of English and has been designed to serve a very exacting purpose. In recent years honesty and intellectual rigour has slowly evaporated from the terms used by politicians and political discourse reflects the current prevailing mindset. Hence politicians will often use terms that are deliberately ambiguous. It happens so often now that we tend to ignore it, but sadly these terms frequently have a major impact upon the course of the national conversation, so perhaps we should be less forgiving. I would like to highlight a few of these terms that are frequently bandied about, that I find especially egregious. They’re often predicated on something that is unquantifiable or an idea or concept for which there is no real standard or universally accepted definition. Hence they’re used by the political classes as a means to maintain plausible deniability if things do not go the way they’d like.
So first off, we have the increasingly politicised term “hardworking”. This a real crowd pleaser as most people will claim to be such, whether they are or not. Politicians like it because it can be used as a non-specific compliment and its very flexible. It can be employed when visiting a factory as a means of ingratiating one’s self with the working classes. It can also be bandied about at the Mansion House Speech as a means to defend substantive pay awards to captains of industry. Yet it is ultimately a subjective term, which is impossible to quantify and measure. Who exactly works harder; someone on the checkout at Sainsbury’s or an Investment Manager at Morgan Stanley? A network administrator or a midwife. A You Tube personality or a carer for the elderly? Furthermore, if you try to debate the definition of the term, it can all get reminiscent of the Four Yorkshireman sketch. “Hardworking” therefore exemplifies the pointless terms bandied about by the worst sort of politicians, bandwagon jumpers and tub thumpers.
Another phrase which is very popular at the moment is the nebulous “British values”. At first glance it is supposed to bring to mind a set of noble principles and notions that are inherent to the UK. According to Ofsted these are as follow. Democracy. The rule of law. Individual liberty. Mutual respect for and tolerance of those with different faiths and beliefs and for those without faith. Yet surely these are not unique to the UK alone and are the foundation of all western democracies? It seems somewhat arrogant to claim these are uniquely British traits. However, when taken in a wider context, “British values” too often refers to nationalism, a sense of cultural superiority and sadly worse. Conversely, other definitions may well be free from xenophobia but can still be couched in nostalgic terms. British history and culture is somewhat unique and in many ways, we as a nation seem to lack the means to view it objectively. As a nation we are living in it, looking out, rather than vice versa. “British values” however honestly intended seems to be the phrase of choice by those who aren’t.
Other phrases of this idiom that occur frequently, are “silent majority”, “common sense” and “elite”. Although all have a specific meaning, these terms are often used in situations where that definition is distorted or not wholly applicable. Often these words are substitutes for others that would paint a different picture and are employed to obfuscate. “Silent majority” is an impossible thing to qualify and prove. It is often invoked to try and imply a wider degree of backing or support. “Common sense” is a wonderful way of bypassing the logistical and legal complexities of a matter. It’s a phrase designed to mitigate detail. And “elite” is a word that is fast being devalued, frequently being employed as a pejorative term for any group or body that holds a contrary opinion to the one being espoused. Furthermore, it is often used by those who are part of an elite group of their own, who think that by using the term they somehow remove themselves from the paradox they have created.
There are many more examples of this sort of linguistic duplicity that is used every day in the UK by the tabloid press, politicians and parts of the professional commentariat. The sad reality is that its daily use adds to the ongoing trivialisation and partisan debasement of politics as well as other forms of public discourse. This is why it is so important to ensure that schools teach a robust and broad understanding of the English language. Not just the traditional grammatical rules and structure but an understanding of evolution of language and how words can be used as a more than a functional tool. Public speaking and debate requires not only critical thinking and reasoning skills but a diverse vocabulary. Hence, I encourage everyone to never pass up the opportunity to learn new words. If someone uses one that you’re not familiar with there is no shame in asking its definition. As Benjamin Franklin said, “without continual growth and progress, such words as improvement, achievement, and success have no meaning”.
Beauty and the Beast (2017)
Disney’s live action remake of Beauty and the Beast was the highest grossing movie of the 2017. This clever and sumptuous re-imagining of the 1991 animated feature film grossed $1,263,521,126 at the box office worldwide. The studio wisely decided to retain the iconic songs composed by Alan Menken, Howard Ashman and Tim Rice, as it was clear that they were an integral part of the original films popularity and critical success. Director Bill Condon cleverly oversees the transition from animation to live action with a film that is tonally right, witty, and genuinely emotional. The story and characters are defined in such a fashion as to have appeal to multiple age groups. His even-handed approach to the material and inherent understanding of the genre, means that Beauty and the Beast is extremely accessible. Although being very dependent on modern computer generated visual effects and numerous sequences played out against green screen environments, this is still very much a story driven tale.
Disney’s live action remake of Beauty and the Beast was the highest grossing movie of the 2017. This clever and sumptuous re-imagining of the 1991 animated feature film grossed $1,263,521,126 at the box office worldwide. The studio wisely decided to retain the iconic songs composed by Alan Menken, Howard Ashman and Tim Rice, as it was clear that they were an integral part of the original films popularity and critical success. Director Bill Condon cleverly oversees the transition from animation to live action with a film that is tonally right, witty, and genuinely emotional. The story and characters are defined in such a fashion as to have appeal to multiple age groups. His even-handed approach to the material and inherent understanding of the genre, means that Beauty and the Beast is extremely accessible. Although being very dependent on modern computer generated visual effects and numerous sequences played out against green screen environments, this is still very much a story driven tale.
The film has an outstanding ensemble cast of quality character actors (Ewan McGregor, Stanley Tucci, Emma Thompson and Ian McKellen), all of whom do their own singing. Emma Watson is well cast as Belle and performs keys songs such as songs "Belle" and "How Does a Moment Last Forever (Montmartre)" superbly. I was very impressed with Luke Evans as Gaston, who sports a robust baritone singing voice. All performances are spot on in an appropriate idiom for such material. The script manages to find the right balance between the requisite comedy, drama and scares. Furthermore, the film has a handsome production design, blending both historical styles with Disney’s signature aesthetic. Tobias A. Schliessler’s cinematography uses all the colours of the spectrum, creating a vivid and lush visual canvas. Furthermore, Beauty and the Beast finds the right blend of song and narrative exposition and does not suffer any lulls in its story arc. If you are a cinephile then you’ll especially enjoy the song “Be Our Guest” which features a cornucopia of homages to the golden age of the Hollywood musical.
Although I clearly fall outside the target demographics for such a movie, I found Beauty and the Beast to be entertaining and greatly appreciated its craft as well as cinematic literacy. It would be foolish to compare it to Jean Cocteau’s sublime 1946 version, as they are not like-for-like equivalents. Disney’s Beauty and the Beast is a lavishly tooled and polished, but unashamedly commercial undertaking. A finely tuned and honed product that has been specifically designed to be sold to a clear audience. However, that is not to say that such undertakings cannot be entertaining and Beauty and the Beast more than meets that requirement. If Disney manages to produce a similar re-imagining for The Lion King, then I suspect that consumer goodwill will guarantee another killing at the box office. The question just remains as to whether the public appetite for such remakes is sustainable, but I suspect that the answer is yes.