Tuesday, July 30, 2013

Fear is Fascinating: Clock Tower and the Gnarled Evolution of Survival Horror


A work of horror art most always calls upon a collection of familiar, archetypal anxieties, sculpted into worst-case scenarios with sinister faces. Cabin in the Woods says it best when it labels its retinue of monsters as "remnant of the Old World," all of them nightmare visions continually filtered through the collective conscious. The ingredients remain the same; the alchemy is volatile, subordinate to the aesthetic and cultural trends of the time, the artist's command of his or her subject, and perhaps most critically, the medium in which it is presented. Video games have had an exceptionally difficult time nailing down the formula for a variety of reasons that only seems to multiply as their technology develops.

Horror in gaming is often described as "survival horror" because, well, it falls on You the Player to survive. Easier said than done when the games of this genre deliberately leave you understocked and unprepared for whatever threats are waiting to bury you. Combat and restorative items are either nonexistent or in short supply, an emphasis is placed on spatial awareness and puzzle solving, and danger lurks unrepentant at every turn. These design principles can be found in games as early as the NES's 1989 Sweet Home, a tale of madness and infanticide Nintendo found too gruesome for their delicate American players, and were popularized by Capcom's 1996 Playstation hit Resident Evil. The problem is that the ludic cornerstones of the genre - deprivation, helplessness, resource conservation - run counter to what a vast majority of contemporary gamers now find satisfying in their virtual experience, and as such survival horror has significantly dwindled in popularity. There have been a few attempts to resurrect it, such as breakout hit Amnesia: The Dark Descent, but recent entries in old-guard franchises Resident Evil and Silent Hill have been met with disdain or disinterest.

Sunday, July 14, 2013

Sharknado and Pacific Rim: 21st Century Living for Monsters


Sharknado, SyFy's newest media Hail Mary, premiered on Thursday to squarely average ratings and a deluge of Twitter lurkers desperate for attention. I've already touched on the caveats of intentional camp programming, and this soulless nonsense doesn't deserve many more words than that. Bad movies are typically funny if they're unexpected and unintentional; when you have studios like The Asylum churning out mirror-image screenplays differentiated only by beastie, the thrill of discovery is gone. All you're watching is a movie that has successfully managed to be bad, a workmanlike mimicry of incompetence that begs for ridicule at every turn. Laugh at the man cutting an airborne shark in half with a chainsaw! Mock the newscaster's awkward voice! Groan at "We're gonna need a bigger chopper," just to show your friends that you understand the reference! Sharknado and its ilk are films forged in pure cynicism, the antithesis of what makes a work of art into camp.

Thursday, May 30, 2013

Top of the Lake: A Devil's Heart


Top of the Lake is a mystery, in case you couldn't tell by that picture of Elisabeth Moss peering at some foul secret or something through the trees. Not that "mystery" tells us much anymore about narrative art, since any plot line by nature must have some mysterious elements in order to keep it compelling, but typically we associate it with a crime, suspects, motives, alibis...the whole collection of modular pieces that suit the needs of its storyteller's message. All of these elements are necessarily in service to unraveling or shading the central mystery, though a skilled craftsman can distract from this mechanical approach. Jane Campion's deft creative hand guarantees that Top of the Lake – equal parts rape-murder riddle, gender polemic, socioeconomic dissection, and character study – wobbles only minimally, despite the wealth of content on hand. A densely plotted six-hour miniseries brings outstanding attention to its swerves in storytelling, especially when they're as portentous as a bottle labeled “ROOFIES” or as inexplicable as a character being pardoned almost immediately for stabbing someone in a bar. Though consistently compelling, Top of the Lake is also noticeably sloppy, which ultimately diminishes the genre framework that Campion chooses to work in.

Tuesday, May 7, 2013

Deadly Premonition, Mass Effect 3, Bioshock Infinite: Three Choices, No Choice?


Bioshock Infinite, Ken Levine's newest stab at bringing some life to the AAA gaming landscape, has spent the last month enjoying impressive critical and public acclaim. As a game, it is a machine as well-oiled as you could hope to ask for, a first-person shooter etched from thoughtful gun combat and a Vigor system that complements it stylistically and ludically in equal portions. There has been some streamlining, but we're in a gaming climate that streamlines as a matter of course, especially by a franchise's third iteration. Narratively, Infinite hosts a plague of discontents, ameliorated partially by the game's insistence on exploring them through the story's subtext. To simplify drastically, Levine claims through Infinite that narrative video gaming will always be subject to a series of technological restrictions. It's a wonderful idea for a game to grapple with, but it doesn't always work out. Leigh Alexander has done an excellent job at delineating some of the friction that Infinite encounters as a narrative-based game, but some of her arguments are predicated on the notion that the original Bioshock unified narrative and gameplay seamlessly. It is unrealistic to expect every act of brutality in a game of this genre to maintain a sense of commodified mortality; for all that atmosphere and all those piquant Objectivist flourishes and all the hullabaloo about “Would you kindly?”, the first iteration is still a game where you mow down underwater zombies in the hundreds. 

Friday, April 19, 2013

Egress from the Winter 2013 Graveyard, or Finally Some Interesting Movies Come Out



Spring Breakers
Try as you might to disassociate yourself from the parts of Spring Breakers that have already entered our cultural consciousness - Disney bikini ass boobs murder gun fellatio piano James Franco??? - there's really not much else to the movie, so you kind of have to accept its lack of substance out of the gate. It is almost totally repetitive, probably a deliberate decision when you take Harmony Korine's enfant terrible status into consideration, but there's a method to this droning madness. Korine's subjects are four girls who flee college toward this soulless liturgy of party-party-party-party-party, under the pretense of "finding themselves" and "changing their boring lives." That this is achieved through scene after scene of constant drinking and carnage, all set to a Skrillex soundtrack, is a fairly transparent irony. But Spring Breakers has a sneaky streak, realized primarily through the fates of these young women. These supposed heroines are delinquents in training, securing their travel funds by robbing a Chicken Shack with sick ferocity. They knowingly exert seductive power over local crime lord/hip-hop demicelebrity Alien, played by James Franco with a degree of conviction that suggests actual interest in this project. And if Franco is involved and intrigued, you can only imagine what kind of raunchy, dopey, entry-level Social Welfare 101 nonsense this unholy alliance will birth. He and his cohort stumble through a series of bizarre events, all linked by the connective tissue of booze and tits on the beach of St. Petersburg and all ending in totally unexpected ways. When the end finally arrives, seemingly half an hour too late, he and the girls splinter from each other in unexpected ways in a climax designed for neither a vindictive nor a sympathetic audience. Selves are found, lives are changed, but these inevitabilities are livened by the details. Harmony Korine's message may be somewhat obvious, but his delivery is not, and the thumping machine that is Spring Breakers chugs on regardless of what anyone thinks of or expects from it. B-

Sunday, March 24, 2013

Ni no Kuni: lemme get those digits


The JRPG is a troubled genre in a wild and unpredictable medium. Not one generation ago, the PlayStation 2 was host to everything from obscure one-shots (Ephemeral Fantasia, Tsugunai: Atonement) to celebrated series (Suikoden, Final Fantasy) and just about everything in between. Looking over Sony's RPG offerings for PS3 is a much more dismal enterprise. Most of the notable titles seem to be American-developed actioners with RPG elements, while the Japanese games are uninspired, halfhearted, or DLC packs for Hyperdimension Neptunia. Nearly every new IP released this generation was met with relative indifference, but the franchises have been hit just as hard. Suikoden is MIA, Tales has never been worse than the dismal Graces f, Star Ocean has lost its way completely, and Final Fantasy XIII is Square-Enix's signed confession that they've forgotten what made the series so great.

When Mass Effect 3 came out, I took the successes of the game to mean that the JRPG was obsolete. The genre was born with Dragon Quest to textually represent concepts that were too graphically complicated for the NES's eight bits, but twenty-seven years later we don't exactly have that problem anymore. (On that note, menu-based RPGs are still finding some popularity on handheld devices, which remain partially bound by these limitations.) ME3 revises the systems of its Japanese antecedents with a highly effective show-don't-tell attitude, streamlining combat and character development elegantly. Do you miss combat menus? They're there, but only when you need them to be. Bummed at the presence of skill trees instead of vital statistics? They fulfill very similar functions when you think about it. This quickened approach is in line with what the populace has come to expect from video gaming, but there are few titles that have managed to combine this satisfying sense of speed and immersion with the robust micromanagement that made these games so appealing in the first place. That's the sweet spot Ni no Kuni hits.

Tuesday, March 12, 2013

No Kingdom Lasts Forever: Enlightened


This kingdom. This amazing kingdom we have made. This monstrous kingdom. Its castles are magic. They are beautiful. They are built on dreams and iron and greed. They are inorganic and cannot sustain. No kingdom lasts forever. Even this will end. And life and Earth will reign again.

I try to avoid talking about myself when I write these posts, primarily because I'm here to highlight media that catches my attention, not the toiling of a disenfranchised quarter-lifer. Most of you are probably within a year's distance of completing college, one direction or the other, and you already know what our lives are like.

But Enlightened resonates with me. So much of the show's appeal to me is a byproduct of how frankly it addresses some serious issues with our world, on both interpersonal and international levels. For those unfamiliar with Enlightened, which is likely most of you given the show's criminally low viewership, it tells the story of disgraced corporate drone Amy Jellicoe. After a manic breakdown and a revelatory stint in a new-age rehab center, she attempts to enter the world once again, her rage and confusion layered over with a new insurmountable optimism. Goal Number One: overnight reform of her previous employers, rapacious megacorpoation Abaddon. Abaddon, we come to learn, is Evil Capitalism incarnate, destroying the environment and inciting violent civil unrest and producing toxic products with no concerns but for the bottom line. They take delight in crushing the little guys and buy off politicians. Anyone who isn't Amy can infer the tremendous challenge present in realizing this degree of change.