Sailor Moon Crystal: Act 2: Ami – Sailor Mercury!


SailorMerc

Yes! We’re back! And let us all breathe a collective sigh of relief that the incredible full-length intro sequence has gone nowhere. It’s also full of straight-up awesome images. We see the various Sailor soldiers at war, and glimpses of the Dark Moon’s generals. It’s a pretty compelling sequence. I’m a fan. I had a lot of time to contemplate it, because Hulu is full of fail, and I think I had to watch 14 minutes of commercials before the episode resumed again. Apparently Lifetime has a new series called The Lottery, which seems to have the same premise as Children of Men.

Anyway. The cold open introduced us to Ami, who is drawn really beautifully in her Manga style. We all knew she was coming, but it feels very quick to have her arriving in episode 2. I’m already going to say that I’m a fan of the condensed format.

Just as importantly, it looks like we’re going to be introduced to some of our major villains: Jadeite is the cloaked figure we saw in Act I. He is, of course, the first of the Dark Kingdom’s four generals (Kings! according to the subtitles. Maybe that’s accurate! I don’t know!) to take on Sailor Moon. Giving him orders is Queen Beryl, who is herself the servant of a power still darker, and still yet unintroduced. Don’t worry, I’m sure we’ll get the full picture soon. Jadeite’s mission is to recover the legendary silver crystal, the same object that Tuxedo Mask, Luna the cat, and the monster in Act I all mentioned already. Seems like a big deal.

Meanwhile, Luna is concerned about Usagi. The whole ‘Sailor Moon’ thing is kind of important, but Usagi is still… well… Usagi. But Luna mentions once again that there are allies, and a princess who we have no clues whatsoever about the possible identity of whatsoever. Usagi is starstruck by the idea of joining forces with Tuxedo Mask, and with Sailor-V, the vigilante superheroine. Luna, meanwhile, is much more interested in Ami, a student at Usagi’s school. Ami is pretty much the best student ever, much to the chagrin of Usagi’s peers, including that annoying Umaro. However, whatever her other faults may be, Usagi is friendly, and quick to introduce herself to new girl Ami after a little help breaking the ice from Luna. Usagi is naturally charming, and when their hands touch, Ami sees a sudden vision, much like the ones Usagi herself has seen. Hmmm. Odd.

Before you know it, the two girls at the arcade, immersed in the Sailor-V video game. Usagi remains incompetent, but Motoki (Usagi’s pleasant friend, who works at the arcade) rumbles by. Both Motoki and Usagi are taken aback by Ami’s skill at the game, which she has evidently never played before (beginner’s luck! hah!). Ami scores a cool prize, and Usagi puts the machine on tilt until she gets one too. This scene is actually really cool, it’s a nice moment of bonding, where we definitely see Usagi and Ami become friends. It’s easy to like Usagi in this version of the anime; she has a natural charm, and is genuinely pleasant, and very little petulance seems to come through here. I really enjoyed it. Luna, of course, has other reasons to be interested in Ami…

… As does Jadeite’s monster, who (nobody was confused by this, right?) has apparently taken over Ami’s extracurricular studies.

During the break, I was reminded for (all numbers approximate) the 74,000th time how much I hate eSurance commercials. Also, how do I get targeted for Navy Federal Credit Union commercials? I have nothing but respect for the armed forces, but I didn’t serve… and uhh… neither did anyone else in my family. It’s been a while. I feel like the targeting has failed on this one.

Anyway. It seems that people are being sucked into the evil study program. Jadeite must be thrilled. Usagi spots Ami, studying away, and invites her to get some ice cream. Initially thrilled by the idea, Ami soon goes robotic and walks away. I’m sure someone will start to see the pattern in this “energy sucking” thing sooner or later. Oh wait, Usagi and Luna see the pattern, pretty much instantly! Yay! Usagi also has another random meet-up with the tall, handsome black-haired, could-he-possibly-be-Tuxedo-Mask dude on the streets. They have a weird connection. Please don’t make it weirder by reminding me what ages are involved.

Usagi is using a very modern-looking laptop (yay!) while she and Luna pretty much accidentally discover Jadeite’s evil brainwashing. Luna reveals that Usagi’s pen (she won it, by playing TILT, guys!) actually is another cool Sailor Moon toy. She can use it to disguise herself. She uses this convenient newfound power to infiltrate the academy where Ami has been studying… and looks like is now being hooked up to total brain-drain by Jadeite’s monster. Usagi intervenes… and then transforms into Sailor Moon. One observation I immediately have here is that Usagi seems like much less of a coward than I recall her being early in the original anime run. Her question to Luna about transforming is not: “Oh, do I have to?” or “Oh, I’m scared of this horrifying weirdo” but instead, “In front of Ami? Is that okay?” I think it’s a positive change! She can have flaws without having to be weak all the time!

Her transformation sequence still basically takes forever though I guess we’ll probably see some abbreviation once there are multiple Sailors doing their thing. Also she kind of goes right back to crying. In the context, it’s kind of funny; I won’t lie. Soon enough, Sailor Moon is overwhelmed, and threatened with death by the monster. This breaks Ami’s brainwashing, and she (with a little assist from Luna) becomes Sailor Mercury! Her transformation is the soul of brevity, by comparison. Hmm.

Sailor Mercury shows off her new powers to sow confusion, we get a roughly five second assist from Tuxedo Mask (no, really), and then Sailor Moon hurls the boomerang of death for the win, and Sailors Moon and Mercury are left to talk it out, while a defeated and annoyed Jadeite looks on. Usagi and Ami are now friends for realsies. …And then in a coda, we see a vision of fire, and a young woman with dark hair. I wonder who she could be?

The subsequent Kay Jeweler’s commercial just makes me mad. The Starburst minis commercial does make me desperately crave some Starburst though. I guess that’s all for this week. Join me next time, as I continue to worship at the church of Sailor Moon Crystal, aka the greatest thing to happen to me this year, as I strive to continue to be in love with a show that I already saw once before.

Sailor Moon Crystal, Act I: Usagi


sailor-moon-crystal

When I heard that the Sailor Moon anime was getting a new treatment for the 20th anniversary, my initial reaction was: “How soon does it start?Whyhasn’titstartedyet?GIVEMENOW.”

It’s an odd reaction, considering that I have never really been regarded as much of an anime fan. In truth, I’m not. There are some that I really enjoy, but for the most part, I’m barely more educated than the lay man about the field of Japanese animation. One very large exception to that generality, however, is in my regard for – and knowledge of – Sailor Moon. Like many other young people, I watched the dub version of Sailor Moon, produced for English audiences by DIC. At the time, I appreciated the complex story involving a kingdom a thousand years vanished, love throughout the ages, and evil back for its revenge. Sailor Moon R, in particular, I really enjoyed – the character of the Wiseman, and his manipulation and inevitable betrayal of his so-called allies was a cool story, especially for a cartoon. I quickly took to taping episodes on VHS for later viewing.

The dub has its limitations, however, and it wasn’t until much later that the Cloverway translation would bring the later chapters of the Sailor Moon story to the English-speaking audiences (and Sailor Stars would never arrive in an official translation). Part of this is because of the so-called sensibilities of a (specifically, the United States) North American audience. Anyone who knows a lot about Sailor Moon knows that it very casually doesn’t give a shit about gender politics or roles. The heroes are girls. They kick ass. Various male characters are deeply intrigued by them, or one another, or whatever. Various female characters too. It’s like the real world, only, you know, in a cartoon. A cartoon that is, whatever some others have claimed over the years, laden with a message of female empowerment.

I could not have been any more excited for Sailor Moon Crystal. Yesterday, I watched the first episode. Now it’s time to write. Unlike, say, Agents of S.H.I.E.L.D., this show is obviously going to be poetry in motion, so I doubt there will be much room for my usual sarcasm. I would appreciate it if you contained your disappointment until the end.

Act I: Usagi opens more or less identically to the original Sailor Moon anime version. But right away, we can see some differences. It is very apparent, especially during the title theme sequence (roughly 23 minutes of montage footage from later in the series, accompanied by some metal) that all of the character designs have been re-done, and are obviously intended to be closer to their original manga counterparts. Subtle changes in colour, in the designs of the character’s eyes, and minor bits of costuming, are all much more like the manga than they were in the first anime production. Sailor Moon Crystal even features a vine-and-rose border on the screen, to highlight the introduction of new characters, while Usagi voices over. It’s a surreal device, but this is anime, isn’t it?

Anyway, the first story is a simple one. Usagi is a bumbling crybaby. She doesn’t apply herself at school. But one day, as she’s sprinting to school – she’s already late, of course – she stumbles across a strange black cat with a crescent symbol on her forehead. She miserably fails an English exam, and is insulted in the streets by a haughty fellow who is, for reasons best left unexplored, wearing a tuxedo in the middle of the afternoon on a random Tokyo street.

A little later, at the end of Usagi’s otherwise miserable day, the black cat reappears at her window. The cat introduces herself as Luna. She can talk. And she’s been searching for Usagi for a while. She teaches Usagi how to transform into the Pretty Guardian, Sailor Moon, a dedicated fighter of evil. Usagi is initially excited by the opportunity to save her best friend Naru-chan from the predations of a monster… until she remembers that she doesn’t actually know how to fight. Fortunately, her new form possesses magical powers, with which she easily dispatches the creature. A shadowy figure watches the battle through a crystal ball, and pronounces himself impressed. He’s obviously the first enemy commander, Jadeite, but true to the manga (rather than the first anime), he is not introduced at all in the first episode, and Queen Beryl does not appear either.

I’ve never enjoyed watching anything with subtitles, but since Sailor Moon Crystal is in Japanese – including Sailor Moon’s original voice actress, reprising her role! – I had to suffer through them. They were the second most onerous part of the episode though – a distant second, actually, beyond Hulu’s commercials – which otherwise really took me back. I’m already committed to watching the whole series, so I might as well write about it as well. A definite recommend to any old-school Sailor Moon fans… it should be extremely interesting to see a new, pretty version of an iconic story.

A Glorious Fantasy: A World of Three Dimensions


Abbreviated boilerplate! Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through Lightning Returns, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and I seriously considered removing Final Fantasy 9 from it for personal reasons. In addition, no MMO titles will be played. Sorry, folks?

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let’s move on!

FF7

And, actually, let’s give this a little music, shall we? I hear that particular music in my head every time I see an image on the internet of the city of Midgar, or the logo for Final Fantasy VII.

Yes, that’s right. It’s time to talk about Final Fantasy VII.

Version Played: Steam-client PC port, with fun upscaled resolutions!

For those of you who have been following this series from its start, you probably already know that Final Fantasy VI is my favourite game in the series, and that this exercise was very unlikely to topple VI from its stance, astride the Final Fantasy world like a colossus. Despite having rediscovered how much of a bridge VI is between eras of the games, and despite gaining a much deeper and more interesting understanding of the franchise through this play experience… the dominance of VI, at the very least, has not changed. It is keeping this in mind, and knowing some of what must follow, that I want to preface this piece by saying the following: Final Fantasy VII is irrefutably a great game, and I wholeheartedly believe that, no matter what the rest of this article may contain.

What should also be apparent to everyone, already, is the degree to which Final Fantasy VII infected our cultural consciousness. The fact is, the beautiful CGI video sequences and 3-D scenario of Final Fantasy VII make it perhaps the most memorable of any game in the whole series. It is worth noting that on this day, far more games have been released after VII than came before it. I actually find that statement astonishing, now that I consider it. Just imagine how a sequence like the incredible Opera House performance in Final Fantasy VI might have captured our imaginations if it had been given a full CGI treatment on the PSX… or the PS2… or the 360… Incredible, right? (Don’t bring up the ill-executed “Final Fantasy Anthology” collection). Well, while no single sequence in Final Fantasy VII might equal up to the Opera House performance, or Kefka seizing the statues and destroying the world, the truth is lesser sequences are more memorable for many of us (those who exist in both the 2D and 3D era, meaningfully)… and, in many ways, that is the power of Final Fantasy VII.

It has other things to recommend it. Final Fantasy VII follows a large, diverse party. Each character gets to experience complex characterization as things progress, with a couple notable exceptions…. including side quests, some unique abilities, and the powerful and diverse Limit Breaks that really set them apart in mechanical terms. Each character I used in Final Fantasy VII felt very distinct and different… for a while. But unlike a game like Final Fantasy IV, or even VI, where they have absolutely distinct features, many of which come into play every single battle… the primary – non-cosmetic, let’s get real! – differences between characters in Final Fantasy VII deal with their unique Limit Break techniques. Some of those Limit Breaks are incredibly memorable, and will probably come to define the characters of Final Fantasy VII in many ways for you as a player… but you don’t see them every battle, and they don’t establish an identity in the way that “this character can use Steal” does.

This is because the characters in Final Fantasy VII are so customizable. While it is true that Aeris Gainsborough is a better magician and a (far) worse physical attacker than Barrett Wallace… I could make Barrett into a magician if I wanted to. It would involve loading him down with Materia to change his stats, but equipping him that way is a matter of seconds of work. And, if I change my mind later, it will take only seconds to change him back. Final Fantasy VI eventually allowed a player to control the stat growth of each party member by strategic use of Espers, but the changes were a) permanent and b) permanent.

I suspect that this trend – this gameplay quirk – will be significant in the immediate future of Final Fantasy. But we’ll see.

When I see people extol the virtues of Final Fantasy VII, I typically see three big arguments. There’s simply no way to talk about this game independent of the billions of words and millions of hours that have already been spent on it.

1) THE STORY, MAN. I don’t even know if this is legitimately the #1 argument made in favour of Final Fantasy VII, but it’s a common one, and it is compelling. Does Final Fantasy VII’s story plot tightly together, eliminate all holes, answer all questions, etc? No, it sure doesn’t. But that’s not everything. Final Fantasy VII’s storyline (in case you somehow don’t know…) traces the fortunes of a group of people who have decided to resist the oppression of the ShinRa Electric Power Company. ShinRa provides electricity to the world to power all manner of modern conveniences, which they obtain through the harvest of Mako energy. Of course, as we quickly learn, Mako energy is also the literal life energy of the world of Gaia. In condensing that energy into Materia and using it to power TV broadcasts, the ShinRa company is quite possibly destroying the planet. Literally. Of course, it’s not that simple. Sephiroth, the greatest of ShinRa’s genetically engineered warriors (called SOLDIERs, cryptically enough) returns to the great city of Midgar, slaughters many of Shinra’s top personnel, and flees. Much of the rest of the game is spent in the pursuit of Sephiroth, whose objectives are unknown, but are almost assuredly not benevolent.

When things come together, about 75% of the way through the game, we know that Sephiroth has used the ultimate black magic, Meteor. In VII, this magic literally summons a wandering planetoid, diverting its course through space toward Gaia. It will strike the surface, causing incredible damage. Unlike Earth, however, Gaia has a defense mechanism to protect it against such catastrophic damage. The Mako energy – actually called the Lifestream – will be gathered at the spot of the gaping wound caused by Meteor. Sephiroth will stand there, become one with all of the planet’s energy, and become a God. Not a benevolent one.

Heavy stuff, man. And ultimately very satisfying. We don’t need all the ends tied off on this story. We don’t need to see every detail hashed out to the end. And, if you [i]do[/i] want that, there are actually resources available! Such is its popularity, that there is now an actually thing called Compilation Final Fantasy VII. The expanded universe around Final Fantasy VII probes many of its deepest mysteries, expands upon fan-favourite characters, and in general should give you the satisfaction that you desire.

I have not yet decided whether to include any of these Compilation titles in my own quest to explore Final Fantasy’s depths.

2) It was my first Final Fantasy.

This one is more difficult to break down point by point, but it is definitely worth addressing. My first Final Fantasy (that I completed) was VI. I know for a fact that this creates a nostalgic bias on my part toward the game. Now, of course, Final Fantasy VI is universally heralded as excellent, so my opinion has never proved unpopular. But so many people were introduced to the genre by Final Fantasy VII at a ripe, young age that the game’s explosive – and enduring – popularity make total sense.

3) It was the first 3-D game in the franchise.

Let me add on to this that the 3-D combined nicely with the sheer scope of this game, to create something that – at the time – was utterly without precedent. This is another reason why this game’s flaws are less important than its triumphs. They were when it was released, and they still are today. When I played this game for the first time, in my buddy’s basement (he had the PSX before I did), he and I decided to trade off the controller periodically, and counsel each other on game decisions and so on. All of that was fun, but one thing I remember as much as anything else, was how incredible this game looked by the standards of the time. To this day, some people still prefer the sprites and the beautiful hand drawings of games like Final Fantasy VI… but the first time I saw this game, I knew that we were never going back.

Well. That was a load of nostalgia. Let’s talk about the game when looked at through modern sensibilities. I’m going to knock this out in list format.

1) Was it any good?

It sure was. I had a lot of fun playing this one. I enjoyed it enough to explore all of its various nooks and crannies, including breeding the Golden Chocobo, and using the power of Knights of the Round to unseat the mighty Emerald and Ruby WEAPON monsters. I played the shit out of Final Fantasy VII, and it didn’t matter how many times I had played it before.

2) How’s it hold up?

Unfortunately, Final Fantasy VII’s graphics have aged even more poorly than the sprites from early consoles. The nice resolution upscale of the Steam port made the character models look unusually sharp, while the matte backgrounds through most of the game looked fuzzy and out of focus at best. Unfortunately, even ‘sharp’ looking polygonal character models still look crappy compared to modern games. But what do you want? It’s between 17 years since Final Fantasy VII dropped. And, ultimately, it held up well enough for me to sink 50+ hours into it, and defeat the superbosses, so the graphical considerations weren’t so bad.

Of equally important note is that Final Fantasy VII has one of the series’ better soundtracks. While I personally think several games have better battle music – and yes, that includes the widely beloved One-Winged Angel, Final Fantasy VII has a vast soundtrack that includes a number of mood-setting tracks that are simply superb – tracks like Great Warrior, which plays as Red XIII learns the truth about his family legacy. Within the game, it plays only twice to my recollection, but it’s an incredibly compelling track. The same could be said for Launching a Dream Into Space, a theme composed explicitly for flashbacks about the failed Shinra space launch. Considering scope as a major factor, some would argue that VII’s soundtrack is Nobuo Uematsu’s triumph. I’m not sure that I would agree, but I do think that it was squarely at the center of the “golden age” of Square’s music, which ranged from Final Fantasy VI through Final Fantasy VIII.

3) Is Final Fantasy VII really overrated?

Perhaps.

It probably depends on whose rating you use as a baseline. The manic Sephiroth fans of the world probably do overrate the game. I think, however, most modern gamers who go far enough back to have played and enjoyed Final Fantasy VII when it was shiny and new have given it the due it deserves, and have come to accept its faults as well.

Well, this piece was probably not exceptionally helpful, since everyone has played the effing game, but thanks as always for reading. Next time, I’ll plunge into the depths of Final Fantasy VIII.

The Relevant Irrelevant Expo


Some reactions to games “unveiled” at E3, and some reasons why one would care… or not. Note that this is not intended to be absolutely comprehensive coverage of E3 at any level, but is instead simply one man’s opinion.

If you visit IGN today you can gain access to a fairly comprehensive review of the Electronic Entertainment Expo, or E3, the yearly convention that has ranged from absolutely industry defining to utterly without meaning in its scope of relevancy. To say that its current iteration is overrated might not be entirely correct, but it is within the scope of the discussion. In general, most of the games that were “revealed” or “unveiled” or whatever at E3 were things that were already in the public consciousness – at least at some level. To say that E3’s tech demos fleshed some of these games out significantly would likewise be stretching the truth – a demo is a demo is a demo. Those are words to live by.

Until we hold these upcoming titles in our hands, we know nothing. This is a truth that should have been driven deep into each gamer’s brain by this late stage. In case you are a newcomer, or one of the very young, please internalize this lesson right away: Game companies are trying to sell shit. If they incidentally create a great game… so much the better. But if you buy the game they are peddling, regardless of its comparative quality, then they have achieved their goals. Their salaries are secure for another round. Never make the mistake of assuming that a great demo will yield a great game. Ever. No matter the pedigree of the franchise, or the publisher involved, or whatever else.

Obvious, given that paragraph of raw cynicism, I would not advise you – dear reader! – to take any of the following impressions any more seriously than they are intended to be. I am simply reacting on instinct to things that I have seen from E3. Not even all things I saw from E3. In fact, in my more candid moments, I would probably admit to you that I would be delighted to see people argue with me in the comments section below. So keep that in mind.

Alright, all that’s done. Let’s take a look at some upcoming releases swept from behind black curtains at E3…

Alien: Isolation

Billed as the Alien game that fans have always wanted, Alien: Isolation is a survival horror title published by SEGA, and created by The Creative Assembly, the studio behind innumerable “Total War” franchises. What Total War has to do with evading an unbelievably lethal xenomorph is a question best left to the philosophers. This is a game that people have ostensibly actually played. For real. And those people liked it. I remain incredibly skeptical, but not totally immune to the charms of the idea…. After all, many serious gamers have labored many long years hoping to see an Alien game that captured the essence of the original film. At this point, though, aren’t we looking for survival horror rooted firmly in the unknown? How many surprises are there left for the xenomorph to gift us?

My Prediction: For achievement whores and survival horror junkies only. Ends up on a stack of “Oh, yeah, that was pretty good. I haven’t finished it…” for … everyone else.

Assassin’s Creed: 5,6,7…

Does anyone else remember when this was trumpeted as a trilogy of revolutionary action games, with contextual controls, a fascinating science fiction plot… and… well… three games? The first of the two Assassin’s Creed games talked about at E3 would bring the total number of distinct AC titles listed by Wikipedia to 16. The original Assassin’s Creed was released in 2007. I’ll let you do the math here.

Incidentally, I freely admit that Assassin’s Creed IV: Black Flag, was heralded almost universally as an improvement over a series that I had long since lost interest in… but why are people still hooked? Is there even a story being told here? I’m all the way out on Assassin’s Creed. I’d much rather Ubisoft just kept the engine and released something altogether new. Does this have to be the “Spider-Man” of gaming?

My prediction: An embarrassingly overrated (critically) offering from a series that was tired eight offerings ago. The announcement of Asssassin’s Creed 7 (or whatever) follows almost immediately.

Batman: Arkham Knight

This opinion is going to be unpopular… but… did you really love the third Arkham game? Are you even sure you loved the second Arkham game? Believe me, I am the first to admit that Batman is something of a badass. To be put in his skin, with a variety of his capabilities, like stringing villains upside down beneath statues on cables, is rewarding to say the least. Honestly? I got my fill the first time around. Increasingly implausible setups revolving around the same core gameplay just serve to make things even more thin and stretched than ever. Barring a significant improvement in gameplay, this is just another clone.

You should be waiting for a substantial Steam sale here, folks.

My Prediction: Increasingly thin premise leads to thin reviews and even thinner popular support. The end of this latest revival of Batman video games.

Bayonetta 2

Wii U exclusive? I am, in fact, laughing out loud.

My Prediction: Exclusives are a disaster when you’re the Wii-U.

Battlefield: Hardline

I have heard preliminary reports that this is… underwhelming. At best. I am not surprised. From the footage, it looks like the folks at DICE have decided to merge the successful Battlefield franchise with Payday: The Heist. I’m not sure why. Battlefield’s appeal, to me, has a lot to do with its portrayal of a battlefield. I have no patience for this nonsense. After the catastrophic launch of BF4, and its continuing problems, I have very little patience for DICE, either. This one is going to have to prove a lot to get back into my good graces.

My Prediction: Absolute disaster. The least successful BF since before Bad Company brought it back.

Borderlands: The Pre-Sequel

I, personally, might be out on Borderlands.

But it’s not because of some fundamental flaw that I see in the games. The infusion of humour into a “Diablo”-style game model of increasing loot drops makes for a very refreshing experience. For some. Your own mileage may vary. Still, this is a franchise that has the liberty to extend itself, from my perspective, in ways that Assassin’s Creed has not earned. The simple fact about Borderlands is that a simple frame story is adequate… as long as it’s stitched together with hilarity.

I think we can assume that it will be.

My Prediction: The new Diablo. I grow ever further from people conceptually, as I have an increasingly difficult time understanding why anyone would want to keep playing.

Call of Duty: This Year’s Call of Duty Star Wars Battlefront Advanced Warfare

Is any franchise more predictable? My own experience, and people that I personally have met, were turned off by CoD: Ghosts. Were you?

My Prediction: It’s CoD, for whatever that’s worth.

Civilization: Beyond Earth

Any new Civ is a big announcement since the advent of Civilization 4, which probably still remains the gold standard by which all similar titles must be judged. Civilization 5 failed to employ Leonard Nimoy to read its narrative dialogue, but otherwise improved substantially in some areas even upon Civ 4. There is little reason to doubt that this latest foray, whatever its inevitable practical issues might be, will provide new and unique opportunities to “civ”. I expect that all serious Civilization players are already planning to buy it. But if that list doesn’t include you yet…

… Why not?

Perhaps this is, finally, the Civ you’ve been looking for. I’d be the first to accept you if you said that Alpha Centauri was simultaneously what you wanted Civ to be, and yet fell short of all your expectations. Alpha Centauri definitely had its problems, even though I would defend it as a superior game of the last twenty years or so. Beyond Earth has the potential to far exceed anything that has come before in Civilization, however. One disappointing idea is that it may also mean that Civilization has explored Earth’s history as thoroughly as it can. I suppose I’ll be pouring out a 40 as I board my shuttle to the moon.

My Prediction: A game that is absolutely worse than Civ IV (no crime, actually!), but is almost as good as Civ V. Shows the potential of the franchise.

Dragon Age: Inquisition

Inquisition has vowed to return more to the ideals of the original DA (gameplay wise). I think this is undeniably a good thing. In fact, you could generate an almost perfect WRPG experience if you combined the tactical gameplay of DA:O with the sophisticated characterization and long-reaching multi-layered plot of DA2. Name games for me in each respect which are superior to DA:O (tactical RPG gameplay) and DA2 (characters). Do not use the phrase “Baldur’s Gate 2”. Go.

My Prediction: Disappoints both fans of DA:O and DA2. Becomes overly conservative after chance-taking DA2, but also unwilling to create the tactical difficulty levels that players are hungering for. Demonstrates a continuing lack of awareness from Bioware of what their players actually want.

Fable: Legends

Something literally no-one wanted! An RPG that can only be played online with other people.

No, I’m sorry. I can’t say for certain that no-one wanted it. If you wanted it, please respond in the comments below.

My Prediction: HAAAAAAAAAAAAAAAAHAHAHAHAHAHAHAHA.

Far Cry 4

Considering the games in this franchise have literally nothing connecting them.. do they really need to be a franchise? Seeing the number “4” after almost anything just bums me out. Still, Far Cry 3 was a triumph. If Ubisoft can continue on that successful path this is a game that is worth serious consideration as it releases.

My Prediction: A series of incredible trailers that make the game look better and better by the day.

FIFA 15

😀

My Prediction: A competently arranged sports game. C’mon. There’s a 0% chance that there will be any surprises here, one way or the other.

Forza Horizon 2

This really is a disappointment to me. Forza Motorsport 5 continued the successful Forza franchise on next-gen consoles, and it is an adequate representation of the genre. Forza Horizon (take one!) was a pleasant diversion from the world of racing established tracks with established racing cars, and so on, and so forth… The “refreshing” part starts to dilute right away when you make it into a sub franchise though, right?

All that being said… there’s promise here. The original Horizon was an undeniably fun game. A worthy side-diversion from the historically great Forza Motorsport 4. This one probably bears watching.

My Prediction: Less compelling than Horizon 1. Less compelling than Forza 4. A misguided attempt to score twice with the same franchise in the same year. Bad, bad…

Gears of War 4

R.I.P.

My Prediction: Does anyone give a shit anymore?

Halo 5

R.I.P.

My Prediction: R.I.P.

Halo: The Master Chief Collection

Presumably realizing that there’s no new ground left to tread (and there hasn’t been since Halo 3), now there’s an HD collection which brings all of the previous Halo titles up to snuff. Everything will be in 1080p. All the old multiplayer environments will return. All the old games have been remastered. What Microsoft really wants here is a time machine… if we could actually go back to the era of Halo 2’s multiplayer, that would be one thing… but just recreating it now? Let’s just say that I have my doubts.

Please don’t buy this collection.

My Prediction: Startlingly unpopular. Please don’t buy this collection.

Kingdom Hearts 2.5 ReMix

It’s sort of like the FFX/FFX-2 remasters, only it doesn’t bother to include Kingdom Hearts 1. The staggering volume of peripheral titles is well represented here, so your own mileage may vary.

My Prediction: If this is the HD collection you wanted, buy it. If not, boycott it.

Kingdom Hearts 3

zzzzzzzzzzzzzzzzzzz…

My Prediction: More to say, have you?

Mass Effect 4

We don’t know that much yet, even after E3. Still, it sounds like there will be a new, original story, with new characters, in the universe of Mass Effect. Given the scope of the setting, and the absolute masterpiece that was Mass Effect 1-3… I’m going to give Bioware some slack here. I’m going to wait until I have some solid information on what they’ve come up with before I start trying to hack it to pieces.

My Prediction: This will spawn 70 billion angry emails and internet comments, and 63 billion angry fanfics. It will also probably be excellent, if you can get over yourself.

Middle-Earth: Shadow of Mordor

We all know this game is going to be terrible right? I mean, people who love the lore of Tolkien are going to riot… it’s going to be mechanically or emotionally inferior to Bioware products like Mass Effect, or to the sophisticated blend of The Witcher…

I guess the jury is still very much out on this one. But I just don’t have high hopes at all.

My Prediction: My least fair judgment of all. I think this game will fucking suck.

Mirror’s Edge 2

Top of my “did not need a sequel” list. Great cash grab, guys! I loved the first one, but it actively bothers me that you can’t come up with another brightly lit setting to run athletic characters through. Booooooooooooooooooo.

My Prediction: The birth of another unnecessary series. Still, if the games remain bright and colourful, they have a niche over the browns, greys, brown and greys of, say, Gears of War, or Call of Duty.

Mortal Kombat X

Please make Story Mode repeatable.

Sincerely,
Gamers

My Prediction: Mortal Kombat was already a pretty good start on rejuvenating this franchise. I think it has an upward trajectory… but it needs to make some smart decisions. I don’t think it will. Underwhelming filler game!

Pokemon Alpha and Omega

The beginning and the end.

The first and the last.

My Prediction: Doth thou desire the power?

Rainbow Six: Siege

One of those oddball franchises that pops up with no regularity whatsoever. Still, I gleaned a great deal of enjoyment both out of Rainbow Six: Las Vegas and Rainbow Six: Las Vegas 2: The MGM Grandening. Or whatever. This is one of very few franchises that inspires an immediate “perk up” from me, instead of a sad shake of my head. This is a game that I will be keeping my eye on in the coming months.

My Prediction: My top multiplayer game for exactly three weeks. Then back to business as usual.

Star Wars Games

Star Wars games suck. They sucked before Disney acquired the rights, and they still suck now. Don’t get your hopes up.

My Prediction: Lens flares. They put JJ Abrams in charge, right?

Warhammer 40k: The Eternal Crusade

Too much lore, too much backstory. You will never find what you’re looking for in a video game. I’m sorry. I feel your pain.

My Prediction: A competently executed but ultimately very forgettable title.

The Witcher 3

As soon as censors get hold of the good sex cards, the appeal ends. Well, that’s not fair… this is definitely an above average RPG series. Actually, I have high hopes for the third installment. They still range about 35% lower than the average retail price. Bummer.

My Prediction: Way less nudity than everyone is hoping for. Bummer.

A Glorious Fantasy: The Magitek Revolution


Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through Lightning Returns, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and I seriously considered removing Final Fantasy 9 from it for personal reasons. In addition, no MMO titles will be played. Sorry, folks?

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let’s move on!

FF6-logo

This is a bittersweet entry for me. Final Fantasy 6 has always been my favourite Final Fantasy. It is the first one that I played to completion, and I still think of it as the absolute pinnacle of the JRPG form. There are things about later games that I like, individually, better than certain aspects of Final Fantasy VI. But unless I really undergo a transformation moving forward in the series (or if Lightning Returns is somehow the greatest game ever released… and I doubt it) … this is the high point. This is the pinnacle. For me, this is the definitive FF experience, and the game I would recommend throughout this entire odyssey without hesitation to anyone, anywhere, anytime.

Version Played: GBA Remake

Version Notes: Having played the original SNES version 90282834 times (all numbers approximate) and the GBA version 0 times, this was kind of fun for me. The primary feature of the GBA version is a new, upgraded translation over the Ted Woolsey original. Obvious upgrades include the names of characters no longer being in all caps for whatever reason, and the expansion of several characters. I never thought that the original translation of FFVI was particularly egregious, but I will freely admit to liking the GBA translation better. The GBA version also fixes a number of rather infamous bugs from the original game, including the Evade bug. I would highly recommend this version to both new players and returning ones alike.

So… where to begin, really, with Final Fantasy VI? At the risk of exposing my knowledge of future games, I can certainly say that FFVI’s style paved the way for the characters and combat systems of Final Fantasy VII and Final Fantasy VIII. It also represents the only real departure (let’s not count FFI and FFIII where you have only ‘generic’ characters) in the entire Final Fantasy series from the idea of a single protagonist, with supporting characters around her. In this case, while Terra Branford is an obvious protagonist type, and does start the story as its central character, she remains such only until the first major split in the party, when Terra leads a group trying to escort the rebel leader Banon to safety on the Lete River… meanwhile, Locke Cole attempts to delay the impending invasion of the Gestahlian Empire from overrunning the peaceful realm of Figaro… and Sabin Figaro is lost on the Lete, and must make form new alliances to get back home.

Let the idea of that sink in, just a little. It’s a truly novel concept, and one that is not really used in any other RPG-style game that I can recall to mind. The ensemble cast of FFVI is not held together by the glue of Terra Branford, nor by any other single character. Certainly, the game has a few characters much more ‘major’ than others (Terra, Celes, and Locke receive a large amount of development over their fellow cast members), particularly if you don’t indulge in some of the sidequests that the game offers once you reach its second half.

If any single character provides focus to the narrative, then, it has to be the bad guy. Actually, in this case, as is often the case, there are a couple of them. The villains provide us with a single thread to follow through the complex characterizations and variety of locales that the party will explore. Ultimately, this game is about stopping the mighty Kefka from literally grinding the people of the world into dust, until nothing at all remains. While this has basically been the goal of every antagonist we’ve faced thus far (spoiler alert: probably most of the upcoming ones have the same plan in mind), Kefka begins to realize his goals in a visceral way which is, again, unusual for this game series.

Final Fantasy VI is also the first game to depart in a major way from several of the core story themes that we’ve seen before in every other installment. Gone are the crystals (Earth, Wind, Air, and Fire). Gone are prophecies of any kind – the people of Final Fantasy VI’s world are more worried about repeating the mistakes of the past through a cataclysmic conflict called the War of the Magi, which destroyed the world and erased magic, but also gave rise to the steam engine, and modern technology. It’s this technology, and this complete departure from the series’ roots that gives this game it’s unique flavour, and also very much sets the stage for the succeeding games.

Here, too, is another innovation, which in some ways builds on the stylings of Final Fantasy IV, but not entirely – each character here possesses a unique skill, such as ‘Steal’ for Locke, or ‘Morph’ for Terra (Cecil, for example, had ‘Darkness’, and Kain ‘Jump’). However, beyond that unique skill and their individual equipment lists, the characters have many interchangeable features. Their ability gain at level up is determined entirely by the Esper system, which also teaches characters magic. It is possible (albeit, pointlessly difficult and unrewarding) to turn even the most magically inept character like Edgar into a spellcasting powerhouse with the Ultima ability by the game’s end. While this was previously a function of jobs, the character ‘jobs’ in FFVI are immutable, though you have many characters to choose from by the end, unlike in Final Fantasy IV.

Final_Fantasy_VI_OperaNone of this is why the game is so effective, however, or why its memory has lingered with me far beyond any other game in the series. The truth is, all of that has to be attributed by incredible moments, like the Opera House sequence, which elevate this game from a story perspective far beyond any previous offering. Its combat system may not be quite as fun to play with as FFV’s deep and immersive job system… but the characters will draw you in in a way that perhaps no other game in the series will.

After so many years, there’s not too much more to add here. Just know that if you have never experienced Final Fantasy VI, you are missing one of the great games of all time. That would be a shame.

FTL – Advanced Edition


 

When Faster Than Light first launched, in the before time, in the long long ago… the developers talked about updates. Upgrades. Expansions. For a long time, we had nothing.

But then, as good developers are wont to do… we got everything. We got FTL – Advanced Edition. It’s more than just an expansion to the amazing space-based Rogue-like that we already played. It’s more than a remake which provides tons of extra features and cosmetic improvements that would have helped the initial release. It’s both an expansion and a remake all at once. It’s a huge upgrade to the core game filled with many quality-of-life improvements combined with an expansion that introduces many new mechanics, a new cruiser, a heavy load of new weapons and augments… even a new alien race. It’s pretty good.

And before I go a step further, let me tell you about the best part: It’s free!

It’s free because you already bought Faster Than Light on my recommendation. If you didn’t… well, I feel for you. Because a great game has been out for years without your knowledge. Luckily, it’s not too late. Things haven’t changed. Even if you’re just buying now, the game is still going to cost you only $9.99 US. For everything! If you have any interest in this deep, strategic, space-based Rogue-like… this is an excellent price point. It could get better on the Steam sale… but in general, this isn’t too dear a price to pay to support an excellent indie developer who has produced an excellent product.

So what’s so good about FTL Advanced Edition? I guess everything. Let’s talk about the improvements, in no particular order.

– A new alien cruiser, provided free of charge to owners of Advanced Edition. It’s a totally unique ship. The new alien species (no surprise) mans this craft… and their special characteristic is being awesome… but also draining oxygen out of any room they’re in. Obviously, you can create an awesome ship out of these aliens alone. But that’s not guaranteed in FTL. Still, it’s brutally hard for boarders to take a ship with no oxygen. I’m sure we’ve all tried and been burned horribly by automated ships in the past!

– A new alien species! They suck oxygen, but otherwise are pretty awesome. Wait, it’s easy to turn no air to your advantage? Maybe they’re just awesome.

– Tooltips. The game has had a staggering upgrade in UI. One of the biggest and most immediately apparent differences is in UI. I think literally one zillion (technical term) tooltips have been added to the game. More or less everything now has some information associated. In some ways, you’re still flying blind, but in others… there’s a degree of transparancy which will help you decode what to do.

– Piles of new stuff. New equipment. New weapons. New events. Old events re-worked. It’s the same game, but it’s different enough. If you thought, for example, Reaper of Souls, was a very nice quality of life upgrade with some new content… this is at least that good. Only it’s free to game owners. Pretty rough, huh?

– New qualities, new hazards. Ion events in deep space. Freezing. Fire! Totally new qualities. In many ways, this is the same FTL that you already knew… except there’s a thousand more variables now. The expansiveness of the game has increased dramatically.

– Let’s talk more about those UI upgrades. Simple quality of life stuff. Making a jump on the sector map? You can now see what jumps are ‘in range’ and you can make from your destination. Ever been frustrated, being stuck in a random corner you thought you could escape, fighting Rebel cruiser after Rebel cruiser? Nah, no big deal now.

– More ship layouts. More ship access. You can now unlock any ship in the game (except for the Crystal cruiser) by beating the game. If you’re good, you’ll get access to ship after ship… and eventually, you’ll begin to gain access to C-style layouts. They include many of the new…

– New ships systems. Replace your medical healing bay with a Clone Bay that heals crew members only on jump, but also clones new copies of dead crewmates. Gain a battery backup that gives you a gigantic reactor boost for 30 seconds, giving you overwhelming power in those nebulae. Gain a hacking module which lets you close doors and cripple opposing ships. Gain the mind control module, turning opposing crewmen into your crewmen. Try deploying MC tech against the Rebel flagship, and make a winning strategy even better!

– A new sector. This exists, but I have not yet been able to produce it, through the games I’ve played. I apologize. Rumour holds that it centers around the new alien race, and their oxygen-sucking ways. It’s probably awesome.

– It bears repeating that the script has been revisited, expanded, and improved. This includes both old events and new. The overall experience is more streamlined, and more awesome, than it was before.

Do I seriously need to keep stumping for a free upgrade with bullet points?

Buy the game! Upgrade the game! Enjoy the game!

Agents of S.H.I.E.L.D. – The Mega-Recap


agentslarge

I have failed you, dear readers. I have failed you in my solemn commitment to share the odyssey of Marvel’s Agents of S.H.I.E.L.D.. I have failed in my grim responsibility to recap them without snark or sarcasm each week. And I have failed you utterly with regards to knowing when the show is going to air, and on what Tuesdays. There is no one to blame but me for my having fallen behind. One mis-step begat another, and another, until now… finally, we arrive here. To borrow a term and use it in an amusing way, here, at the Magical Place.

But do not fear!

For this MEGA-RECAP will connect the dots of this complex and sophisticated story the innermost twists and turns of which need to be absorbed over repeated viewings and recorded for your reference in this space… Here, I will connect for you the lines between S1E12 “Seeds”… all the way up to 4/1/2014 (oh God)… M.A.O.S. Probably too many acronyms floating around here, but that’s just a thought. Together, let us voyage through the complex storylines, elaborate characterizations, and non-ridicu… well. At any rate. I’ll provide a brief recap of what you might have missed… or not.

For your convenience, I have organized this Mega-Recap in this fashion, so you can bounce around if you wish:
S01E13 will take you to the first episode of the recap, T.R.A.C.K.S.
S01E14 summons forth T.A.H.I.T.I.
S01E15 will show you Yes Men

Mega this recap might be, but I have steeled myself to show more discipline and condense each episode somewhat. Apologies in advance, dear readers, because I know that this may necessitate leaving out some of the grand complexity of each of these totally unique and not-at-all formulaic episodes. In the future, I shall endeavour to do better for you. Well.

That elaborate housekeeping having been taken care of… enjoy? Enjoy!

S01E13

T.R.A.C.K.S.

Yes, it’s Ian Quinn (David Conrad) again. One of the few things that I feel this series has actually done pretty well so far is in providing us with some comic book style ‘mastermind’ villains. We have the still-enigmatic Clairvoyant, and Ian Quinn, Corporate Asshole. Having guys blow their money on evil is a grand comic tradition, and one that is certainly welcome here. Quinn is so off-putting that I enjoy him as a villain, and I’m looking forward to Agent Wooden and Agent Handsome delivering a series of punches and kicks to his face and torso. But that’s for another time, alas…

This time, the dastardly Ian Quinn has purchased something from a company called CyberTek for the low, low price of $10 million. I assume all figures are in U.S. dollars, so maybe it’s not actually that much. It’s being transported on a train through the Italian countryside, under the watchful supervision of Ian Quinn’s number one security guy. Coulson successfully negotiated (read: waved S.H.I.E.L.D.’s carte blanche around) to get the Italian police off the investigation, and Level 7 onto it. In lieu of letting the proper authorities handle things, Coulson’s team is going to infiltrate the train undercover in three different groups. Group 1 consists of agents May and Ward. She’s playing a cold, sneering aristocrat type, who says little, but radiates contempt with her eyes while he carries the luggage. Oh, and they’re married. This is such a departure from their normal characters, that I… ah, nevermind.

Team two is Simmons and Coulson as a father daughter pair. This pairing is engaging. Simmons thinks very poorly on her feet, so in preparation for being undercover, she’s given her character a ten page backstory about an absentee father and a strained relationship. Stan Lee makes his totally inevitable cameo here, berating Coulson for his failures as a father. Team three is Fitz and Skye as young lovers. Skye is charming and beautiful, Fitz is awkward. Giving these two more screen time seems like a way to try and find some male character that Skye actually has some chemistry with. Fitz and Skye aren’t bad together… it’s certainly better than some of the cringe-worthy scenes between Skye and Ward earlier in the season.

Oh, and May tells Ward that she told Coulson about them having clinically precise sex. Ward is alarmed, but we already know Coulson is cool. Guy’s not gonna make waves. I mean, he didn’t even make waves over the forty thousand different ways that S.H.I.E.L.D. screwed him on the whole ‘involuntary resurrection’ thing and the whole ‘without his consent’ affair. That Nick Fury. What a goof!

Things go pretty much how you’d expect. In his conductor disguise, Ward quickly dispatches two assassins in a quick sequence even James Bond would have been proud of. Realizing they’re made, he sends Simmons to meet up with Fitz and Skye. Coulson and Ward get made and bail out of the train, and Quinn’s agents turn the train invisible… wait what? Commercials! By the way, I want to give some credit to the storyboarding on this one… aside from a bunch of quick cuts to set up our premise, we barely had any jarring scene changes at all. Good work, guys!

So dudes in black SUVs are already after Coulson and Ward. Seems like someone probably gave them up. I WONDER WHO IT COULD HAVE BEEN? On the ActionPlane Coulson contacts his boy with the Italian polizia, Russo (Carlo Rota). Russo’s guys got jumped too, it seems, and they’re dead. Coulson explains that the train became invisible, and Russo seems weirdly unimpressed. Well, I’m sure that happens all the time in Italy. Coulson and Ward try and figure out what to do next, but between them they can’t even figure out how to work the computer. They talk about the whole Ward/May wooden lovemaking situation. Coulson berates Ward, then makes fun of him. It is enjoyable. Then suddenly Russo shows up at the landing ramp to the ActionPlane. Before he can do much more than say hello, he gets the old ‘lethal axe in the spine’ from a beaten, bloody Agent May. With a subtle hint of anger (reaaaaaaaaaaaaal subtle), May says “Wheels up in five.” Boom.

It turns out that May also fell off the train. Got captured by Russo. He was going to torture and presumably kill her, but May is kind of a badass. She escaped, facilitated the escape of Ward and Coulson. Now we know why she killed Russo. Good times!

On the train, Skye and Fitz debate the nature of the object being transported. Skye wonders if it could be an ‘084’, an ‘object of unknown origin’. Fitz says no, definitely an item supplied by Cybertek. Some light exposition. Then the jamming hits. Everything’s offline. What? We’ve been made? Security guys burst into the train car. Fitz downs one with a blindfire (good shot, Fitz!) and then Skye does more than enough to disable a comic mook, but since she’s a girl, he’s unaffected and knocks her down. Then, because Fitz is a geek and can’t fight, he goes sprawling as well. It’s at this time that Simmons arrives, and Skye comes back to her feet armed and dangerous. Unfortunately, because Skye and Simmons are both girls, Skye doesn’t shoot, and Simmons then grapples vainly with the mook until his grenade goes off… uhh.. “disabling”… them both. Seriously, is there any doubt that a male agent would have handled these two mooks? It doesn’t even have to be James Bond. But poor Skye gets manhandled even after ambushing the dude, clubbing him, and basically working his shit. He’s just a mook! Luckily the grenade was more of the ‘stun’ variety – using the same technobabble (biobabble? it’s a toxin, they claim) that makes the S.H.I.E.L.D. magic sleep gun (or night-night gun, as the parlance goes) work. Oh, then Fitz shoots the mook. Good on you, Fitz.

The train stops. Outside, a bunch of suits make the exchange. Skye demands that they follow the mysterious Cybertek item, so they do. Arriving at a magnificently-appointed Tuscan villa. Apparently these are just ubiquitous when dealing with Ian Quinn. You have to admire the man’s style. Fitz goes to disable enemy vehicles, while Skye goes into infiltration mode. Again! This is so exciting! Skye sneaks her way into the basement. Something tells me it’s just about time for the big reveal. OH SHIT IT’S MIKE PETERSON (J. August Richards)! He’s in, like, a healing tube or something. Then Ian Quinn shows up. He’s feeling smug. Quinn pops the tube. Not only is Peterson alive, but he’s kind of well. His face is badly mutilated. And the expensive technology from CyberTek proves to be a cybernetic leg to replace the one he lost in the explosion during the events of S1E10 “The Bridge”. Savvier folks than I point this out as the rise of “Deathlok”, a comic character. Good on Deathlok!

Peterson is thoroughly under enemy control. Quinn exults in his power, saying that Peterson can’t hurt him, and that he won’t stop Quinn from shooting him. Skye tries to negotiate with Mike’s better nature. Quinn tries to convince Mike to attack Skye, but he refuses. Instead, Quinn simply shoots her. Then, he shoots her again. Then, he bounces. Boom. My heart is ready to explode. Skye!? Nooooo! She was so charming! Taken before her time! Aaaargggh!

Anyway, in the finale… Peterson kills off all the Cybertek suits. No surprise there, Quinn doesn’t want to pay for the hardware. ActionTeam arrives though, before Skye expires. Peterson has orders not to engage S.H.I.E.L.D., Ward does one of my favourite cinema tricks where a guy with two guns can shoot as many normal mooks as he wants until he runs out of ammo before they can react, and the ActionTeam actually captures Ian Quinn! Coulson demands Skye’s whereabouts. When Quinn is glib, Coulson pistol whips that motherfucker! Yeah, Coulson! They find her, of course, but she’s in bad, bad shape. They put her in the healing tube at Simmons’ urgent instructions, and kind of… hope for the best. May sounds… strained. Upset. As she demands if it’s working. Coulson is a little more emphatic. It’s… a stunningly emotional moment for this show. Back on the ActionPlane, Simmons’ diagnosis is grim… but not definitive. The reaction shots are just as grim. Level 7 Vendetta, yo. May and Ward share a moment that could actually be called… emotional? Coulson remains in vigil beside the magic healing tube. Simmons sobs in Fitz’s arms. Ouch.

In the coda, Peterson falls back on his need to reconnect with his son. The Clairvoyant isn’t going for it. Someone pointed out (it may even have been the ABC synopsis?) that his prosthesis has ‘Project Deathlok’ inscribed on it. Well then!

Guys, this episode is WELL above average. I hope you didn’t abandon the show before seeing this one. It’s a good action piece, with plenty of stuff going on, some great Skye moments, and a lot more… emotion… than I’m used to seeing from this show. If every episode was as well conceived as this one, I probably wouldn’t have nearly so easy a time making fun of it. So I guess that would make the show poorer for me, but better for mankind. I will make this trade, showrunners. Jed Whedon, it is not too late!

S01E14

T.A.H.I.T.I.
(Seriously guys, what’s with the acronyms? Is it supposed to be funny?)

Cold Open: Once again, Ron Glass regrets the whole ‘without consent’ and ‘cruel reanimation’ parts of Coulson’s past. If you forgot since the previous recap… which was… ten lines above… Skye is in critical condition. At best. Let’s roll!

We’re in the S.H.I.E.L.D. hospital. Presumably, there is no better care that Skye could receive than this. Coulson is attempting to call Nick Fury. I assume because Sam Jackson wasn’t available, he’s on hold. Fitz blames himself, but Simmons laughs: “Like you could stop her from doing something she wanted to”. Good point, Simmons. Ward is her “SO” (what does that even mean? I know he’s not the CO. I guess he’s not the XO. Supervising officer? The hierarchy of S.H.I.E.L.D. isn’t that clear). He’s mad too. May blames Ian Quinn. Logical!

At the hospital, the doctors are telling Coulson that it’s time to decide whether to keep Skye on life support, and that her family should be contacted. Coulson breathes… is distressed… “We’re her family”… it’s kind of a tough scene. SCENE CHANGE! (It’s back!)

May kicks the shit out of Ian Quinn. “Wait, you can’t…” “Why, because you’re defenseless? Like she was?” Anger suits the character of Agent May. She seems comfortable in its embrace. Then she seems… emotional, after Coulson stops her. Coulson reminds May that the doctors at S.H.I.E.L.D. literally re-animated his corpse. Surely they can save Skye. Meanwhile, May needs to pilot the ActionPlane. Also, ActionTeam isn’t giving up custody of Quinn. Also, Coulson finally explains the truth of his return to life to the rest of the ActionTeam. It was at the S.H.I.E.L.D. facility in Bethesda, Maryland, where it was done. So, they’re bringing Skye to the same facility. Coulson delivers the full medical report on what was done to him to Fitz-Simmons, explaining that since Shepard Book managed to repair his heart after it was literally torn in half, if they can understand how that process worked… surely they can heal Skye’s injuries as well.

Ward and May, neither of them, would have flown halfway around the world in a desperate and probably ridiculous attempt to save Skye’s life. May points out that she and Ward need people like Coulson. Come to think, that’s probably why Phil’s in charge of this outfit, seniority aside. Oh, and they violated some S.H.I.E.L.D. bylaws or something, so they’re being ordered to stand by and prepare to be boarded. I’ve been waiting for one of these episodes, when the inevitable “bad decision makers” or bureaucracy inherent in S.H.I.E.L.D. complicates things. Coulson elucidates the situation nicely: “Really? All the war and chaos in the world, and S.H.I.E.L.D. sends a plane after us?” Guys, I saw The Avengers. Nick Fury doesn’t think like this, except when he does.

The ActionPlane is boarded by Agent John Garrett (a welcome appearance by Bill Paxton). He seems like a jerk. With him is Agent Antoine Triplett (B.J. Britt) who seems like a cool customer. Garrett threatens Coulson because reasons. Oh, for once they’re going to explain this now! Garrett has been pursuing Quinn for some time. He makes a funny, describing the hilariously unsuccessful train job and subsequent Tuscan villa adventure as “your little Italian job”… and also explains that it set his investigation back. How it set him back is really unclear, since Quinn was taken into custody. This part is not addressed, but I’ll live. Anyway, Garrett is surprised to learn that Quinn actually had the guts to shoot someone himself, and explains that he, too, has lost agents in the pursuit, but seems to soften somewhat when Coulson explains about Skye. Trip and Ward know each other. They talk about nonsense downstairs, then things escalate into a totally pointless fistfight (this show is supposed to have action, damnit!) but Coulson breaks it up. He and Garrett came to an agreement. Garrett will interrogate Quinn on board the ActionPlane… and saving Skye is top priority. If only because she might know something essential.

Fitz-Simmons are trying to save her right this very second, of course.

Meanwhile, in the interrogation room / refuge for tormented young women / Mike Peterson chamber / hexagon walled room… Garrett shows up. Quinn is flippant. Garrett literally grabs Quinn’s tongue (yes! Seriously! It’s kind of awesome!) He explains that Quinn has no rights, no lawyer, and the only reason they don’t just throw him out the back of the plane is that Skye is still alive downstairs. Quinn appears to get the message. They talk a little about the Clairvoyant. Garrett calls it mumbo-jumbo, but Quinn cites a number of incidents in which the far-seeing eyes of the Clairvoyant led to disaster for S.H.I.E.L.D. The only thing the Clairvoyant can’t see is how they saved Coulson after his death or near-death or whatever at Loki’s hands. The gist of the plan is, either ActionTeam figures the whole thing out, in which case it’s in the open for the Clairvoyant to see… or they let Skye die. And Coulson obviously isn’t going to let Skye die. That would be ridiculous. She’s charming!

So it turns out that even the facility that Coulson was treated at doesn’t exist, and certainly wasn’t at Bethesda. Simmons admits that even she and Fitz only understand “70%” of what’s in Coulson’s medical records. May’s concerned that they may give the Clairvoyant exactly what he wants, even if they do save Skye. Coulson doesn’t give a shit. Yeah, Coulson, keep it real. Fitz-Simmons start trying to track Ron Glass’ whereabouts from the date that Coulson was stabbed. With some uh… “clever sleuthing”… Fitz-Simmons locates the site at which Coulson’s “treatment” “occurred” and they “head” “that direction”. May stays on the ActionPlane, but Garrett bolsters the away team as Coulson leads a group to investigate “The Guest House”. They don’t know the countersign, so they force entry. I’m sure this will go well.

What? A gun battle? You’re kidding. Coulson throws a flashbang, and it’s pretty much over. Garrett is growing on me. I hope Bill Paxton isn’t too busy to make a couple more appearances on the show.

With the guards down, there’s a countdown timer running to destroy the facility or something. Coulson assigns Garrett to figure out how to get them back out of the secure facility, while the ActionTeam goes in search of drug GH-325. Apparently this was the substance administered to Coulson. Meanwhile, on the ActionPlane, Triplette is being pretty cool. I wouldn’t mind him coming back either. Things are worsening on the ‘Skye’ front though, as she starts to seize. Hope we find that GH-325 Maguffin!

Shockingly, a search of the facility bears fruit. Fitz locates some GH-325 and absconds. Coulson would be right with him… except that he’s spotted a door marked T.A.H.I.T.I. Can that acronym possibly stand for anything? I’m not kidding here. This is getting a little absurd.

ActionTeam escapes the facility. Kind of. Coulson and Garrett are still inside, but whatever. Actually, Garrett goes back for Coulson, who is almost in a trance. He seems alarmed by the idea that Skye might be given GH-325. He’s even more alarmed when he and Garrett board the ActionPlane. Simmons already gave Skye the GH-325. It’s too late. But then … she stabilizes. Thank God. This show really can’t survive without her, unless we get a lot more Bill Paxton. Everyone’s happy except Coulson, who seems even more alarmed. This would be a great time for the show to explain things to us.

Garrett and Triplette take possession of Quinn. It’s kind of epic. Garrett and Coulson talk things out. As Garrett absconds, I pray for more Bill Paxton in our future. Please, Jed Whedon, deliver unto us more entertaining guest characters. Now that Ian Quinn is presumably gone (until his miraculous escape, or whatever), we need more entertaining guest characters.

Behind the T.A.H.I.T.I. door… Coulson is a little traumatized to discover half of a blue man hooked up to machines. Or something. The meaning of this isn’t real clear. Coulson’s explanation of his panic to May is that he didn’t want Skye to suffer, but that she didn’t, so he’s cool now. Dude isn’t gonna make waves.

Coda: Meet Lorelei (Elena Satine). For those who don’t know, “Lorelei” is the name of both an Asgardian in Marvel comics… and, probably more importantly, a Germanic myth similar to the Greek ‘Siren’ myth. Oh, and the Asgardian in Marvel? Based on that same German myth. I’ll let you guess what that probably means.

S01E15

“Yes Men”

Previously On: Blah blah blah. I just recapped two episodes. Surely you didn’t miss anything important?

Cold Open: Lorelei (Elena Satine) and her boy toy (Robert Belushi) show up at a truck stop. She sirens up a biker leader named Rooster (Dylan Bruno). Then she murders the crap out of the newlywed she siren’d up at the end of T.A.H.I.T.I. Asgard!

Act I: Skye is alive! And … ambulatory! Thank God. I missed her. Simmons is determined to keep poor Skye in bed. There’s a little banter, but what it boils down to is that Skye is alive, and she’s the most gratefulest. It’s not a real word, but I bet you know what it means! There’s some awkward conversation between Skye and Ward. I’m not sure what the point of all this is. I mean, Ward is her “SO” and all… but this conversation is kind of dumb. It has some exposition in it, though. Skye wants to do some more training. She wants to become a badass. I am glad. They also remind us about the whole Mike Peterson subplot. So that’s still going on.

Coulson is trying to locate Nick Fury. He has an incredibly low-profile conversation between incredibly low-profile S.H.I.E.L.D. ActionMobiles. Shockingly, Nick Fury is missing? Has disppeared? Doesn’t want people to know where he is? I’m sure this will be going on. Also, Fitz-Simmons have detected Asgardian Magic. An Asgardian is about. “Asgardians are allies!” “Loki wasn’t”. Thanks, guys. Shortly thereafter, a half dozen totally inconspicuous S.H.I.E.L.D. ActionMobiles driving down the road stop when there’s a burst of incredible energy, and in a flash of awesomeness… the Lady Sif (Jaimie Alexander, reprising her film character) appears! In a crater! In the highway! She doesn’t waste much time announcing that Earth is in great danger.

Commercials!

May’s worried about Coulson, but the thing is, Sif’s worried about Earth. Speaking of Sif, she’s shocked to see Agent Coulson still alive. She’d heard him slain at Loki’s hands. More importantly, Sif is hunting Lorelei. You know, that whole Siren bit. Lorelei is strong like any Asgardian, but also plus Siren. She escaped during the events of Thor: The Dark World when the dark elves screwed everything up, and a bunch of prisoners escaped. But Sif has brought a choker, which will solve the issue. Good times.

Rooster’s wife shows up at the biker bar. She causes a commotion, except everyone else is under Lorelei’s spell. So much for Rooster’s wife. Fitz has designed some higher caliber weapons for the ActionTeam. Shall I start the betting pool now on how effective small arms will continue to prove against metahumans, let alone Asgardians? The whole Lorelei thing isn’t great. It’s not great when the ActionTeam arrives at Rooster’s bar either, despite their inconspicuous arrival in a half dozen black SUVS. The local police open fire on them. Oops. Probably should have thought that one through, Phil son of Coul. Sif makes some fast cover for the S.H.I.E.L.D. boys by moving an RV with her meaty leg, then enters the bar to battle Lorelei. Lorelei comments that she does not fear Sif, and has beaten her before. This is hard to believe when she orders her bikers to attack, because the bikers are mooks. They cannot possibly hurt Sif. It’s kind of like when the villains in the “Superman” TV series fired all their bullets at Superman, then decided to throw their guns, like this would somehow be more effective. Just ridiculous.

Obviously, while Sif dispatches the mooks, Lorelei is out the back. She ensares Ward in her evil spell, and bounces. Why did Phil bring Ward with him, over May, again? Oh, right, because this show has to run forty two and a half minutes. Nevermind. Forget I even asked.

So the Lorelei collar is busted. Coulson assigns Fitz-Simmons to fix that shit. After Skye rants for a bit, he also assigns my personal favourite L7-type to aid in hunting Agent Ward down… electronically. Apparently Ward really is like a James Bond or Jason Bourne type… with lockers full of weapons, money, credentials… all over the world. Frankly, Ward never struck me as important enough for that before. I guess my bad? I shouldn’t have underestimated him.

At the New York New York, Ward scores with Lorelei! It is not clinical. It is not wooden. One wonders if he will ever be able to go back. … Of course, this is all in exchange for him providing Lorelei with an army, presumably to conquer Earth. Oops. Afterward, Lorelei reflects on her captivity. And on how she kind of thought Earth sucked. Ward talks about slaying Sif, but Lorelei points out that it’s a stupid idea. The other ActionTeam members, on the other hand…

Fitz claims that Ward and Lorelei don’t appear on any camera anywhere in Las Vegas. This is factually incorrect, because we saw them wandering around a casino floor. I don’t care how careful Ward allegedly is… he and Lorelei wandered around on a casino floor. Somebody saw them. Of course, Fitz then immediately locks Sif inside the ActionPlane’s holding cell. Apparently he’s somehow become hypnotized by Lorelei’s spells as well. Oops. Sif starts banging on her cell wall. Simmons decides to go investigate the source of all the banging, but discovers that she and Skye are locked in as well. Soon after, Coulson encounters Fitz, immediately deduces what has happened, and talks his way past him. Meanwhile, Lorelei is on the plane, and she dismissively crushes Agent May with one blow. Ouch. Meanwhile: The ActionBrig is opened, launching Sif… INTO OPEN SKY! It happened to Thor, you see. It’s comedy jokes, achieved through repetition!

After the commercial break, there’s a weird sexy showdown. May, Ward, Lorelei… Lorelei tells us that the unbelievably awkward and chemistry-less scenes between Skye and Agent Ward aren’t over. Great. Hoorah. Woot.

Meanwhile, Coulson reconvenes with Simmons and Skye. Simmons tries to brain him with a fire extinguisher, but you know, doesn’t. Since he’s still a clear-thinking individual. For some reason he seems to think that Sif is probably not dead and stuff. And sure enough, when the plane opens again, Sif gets back in to confront a Lorelei now armed with Sif’s own blade. Well… for now. Actually, I think it’s time for the big action piece. Sif and Lorelei begin swordfighting! Fitz was going to interfere and stuff, until he spotted Simmons. Who knows what’s going on there? But also, Ward and May are going to fight. From what I’ve seen so far, the outcome of that brawl is laughable and not in doubt, but I’m sure Ward will put up a fight of some kind.

Whoops! Looks like Coulson sucker punched Fitz right away. Good times. Oh, but Ward is putting up a fight. I hate to get my dander up again, but this is kind of absurd. Heralding back to my review of “T.R.A.C.K.S.”, despite the fact that the show has characterized May as being both faster and more skillful than Ward, she’s also a girl, so when she kicks Ward in the head, he’s fine, and he starts throwing her around. Dramatic tension, I get, but I’m not wild about how we’re getting it this week. Sorry, showrunners, you are doing a shitty job. I know this because even after May tackles Ward through a glass wall, he somehow is the one that comes up with the gun. Isn’t the whole point that she’s faster, with better reflexes? You know, to counteract his better upper body strength. Good thing the gun is empty.

And good thing Sif saves the day by collaring Lorelei.

Anyway, things wrap up tidily. Ward (bleeeeeeeeeeegh) desires another woman than May. Boy, I wonder who. Please, keep forcing that, showrunners! I really enjoy the terrible scenes between Skye and Ward! We need more of them! They are delightful! Kinda feels like May and Ward are dunzo. Coulson visits Skye to talk about how the GH-325 is of alien origin. Skye kinda doesn’t give a shit, since she’s still alive and all… but I really feel like we need to see Nick Fury on this show sometime soon. These convenient excuses for why he’s not around have already worn thin. It’s a bummer. My personal concern? This stuff is heavy plot stuff… we’re in… what, mid season 1? How is this show possibly going to survive multiple season on network TV? I feel like this series always needed to be a 13 episode cable affair. But that’s just me.

Coda: Agent May was listening in. She’s reporting to another master. I am Jack’s complete lack of surprise.

This episode kind of annoyed me. It had some really good stuff going, though, so I won’t be too hard on it. The film tie-in was a welcome one. I feel like this show is going to need occasional guest appearances to keep it going. The next one practically has to be Sam Jackson giving at least a cameo turn as Director Nick Fury… but we shall see.

The Reaper of Souls


Diablo_3_reaper_of_souls_box_art_0

There’s no need to be afraid. Spoilers do follow (to the extent that a Diablo game can be spoiled). You have been warned.

So, in the relatively recent (surprisingly still recent!) past… Blizzard Entertainment released a hilariously long-delayed sequel, which is sort of their hallmark, in Diablo 3. Probably everyone who had some interest in the Diablo franchise played it. And, in several ways, it was sort of the ultimate evolution of the Diablo formula and format. Is the storyline silly? Yes. In fact, it borders on preposterous. But it also holds together in a ‘good enough’ way to propel the action through a variety of beautifully rendered locales killing everything in sight. Reaper of Souls does not alter this formula. Presumably none of us tuned into Diablo for storytelling, right? It’s not an RPG. It’s a game where you click on monsters and kill them. Your reward is better loot, which makes it easier to click on monsters and kill them. It is weirdly absorbing in its way, but it is not high art. This is a game about a visceral experience; it is purely about fun.

And Diablo 3 was fun. It improved heavily upon Diablo 2. Each class can now be either sex! Each class now has a half dozen abilities in play at a given time, rather than just ‘left click’ and ‘right’ click… and the procedural generation, while still present, is a little more structured… or, at least, it feels a little more structured. Some areas seem to vary little between different playthroughs. To be perfectly honest, while it is a very competently produced game, a tight experience, with lovely graphics… I didn’t feel like I had $60 worth of game when I acquired Diablo 3. I think I eventually got enough play hours out of it to where I can shrug and move on… but I didn’t expect to find myself shelling out another $40 for Reaper of Souls. I did it anyway, though.

The good news is, for what fence-sitters may remain… Reaper of Souls is pretty good! Let’s discuss several reasons why:

– Act V. Act V is a massive act, easily twice the size of any of Diablo 3’s four acts. It comes complete with an entirely new selection of monsters, three major bosses with complex battle mechanics and a variety of environments, all of which are pretty cool. It’s hard not to respond to Act V as the best overall Act available in the game now. Act V, for those who haven’t been paying attention, follows the Nephalem’s quest to save the entire world of Sanctuary from a renegade angel, Malthael, whose exact plan remains unknown.

– Crusader. Crusader is the new class, a melee attacker like the Barbarian or Monk. The Crusader uses a weapon and shield style, though the weapon can be two-handed with the use of a passive skill slot. In play, they feel strong defensively, with a good area of effect capability. I have yet any of their legendary items with my own eyes, but the class does represent a new way to experience the game. I certainly can’t claim to have 60’d a Crusader, let alone 70’d… but I have played the Crusader, and it is good.

– Loot 2.0. I know this actually launched at the start of March, but it was part of the build-up to Reaper of Souls. I get how a company seeking profit would clamp onto the idea of the real cash auction house. I get how the economic power of the World of WarCraft Aution House could invite the creation of a similar body in Diablo 3… but even the most hardcore players I know would suggest that the existence of both cash and gold AHs was a mistake in Diablo 3. At best, they did nothing to improve the experience. In the real world, they significantly harmed it.

Now that the Auction House is gone… we get Loot 2.0. A universal improvement over loot 1.0, randomly generated loot now tends to generate according to your needs. Stats are much more likely to roll for your class, legendaries will (almost) always be for your class. Sets? I haven’t seen much of, despite a good number of hours invested… but I assume they adhere to similar principles.

– Bosses 2.0.

One area where Reaper of Souls really shrines is in boss design. Did you like the act bosses in Diablo 3? Because loot 2.0 comes with boss 2.0, and even without the expansion, the purple encounters throughout the game have been tweaked, revisited, improved… and it goes double for Reaper of Souls itself. Uzrael, the first of three significant act bosses, was more complex than the act bosses in Diablo 3… more complex than Baal had been in Diablo 2… Blizzard applying lessons learned from years of creating raid encounters for increasingly sophisticated MMO players. But there are balances to be struck, and they differ between products. A single character has to be able to confront Malthael at the finale of Reaper of Souls, and ultimately that’s as much a part of the game as 10/25 man raids are for World of WarCraft. This is a process that easily could have been screwed up, but instead it’s been implemented beautifully. Malthael’s encounter is an epic affair, featuring no easily discernible pattern, with Malthael possessing at least a dozen different types of attacks, some of which are not easy to dodge. He will test both your skill and your gear, and it was awfully satisfying to finally see him fall.

– Difficulty 2.0

Reaper of Souls heralds a new dynamic difficulty system for Diablo.. one that is based, more or less, on your gear… rather than your level. In Diablo 2, and again at Diablo 3’s launch, difficulty consisted of Normal, Nightmare, Hell, etc. difficulties, each higher difficulty “unlocked” by completing the previous one. In order to proceed, you have no choice but to play through the entire storyline, consecutively. It made it harder to just “jump in” to games with your friends unless they were in the same difficulty of the game, and the difficulty jumps generally were quite drastic.

Difficulty 2.0 attempts to smooth all of this with a much more dynamic difficulty system. Now, the player has access to a several ‘standard’ difficulty levels, and then Torment levels which are designed for high-level (60+ minimum) play. The higher the difficulty you play on, the bigger the bonus is to the player’s experience points earned, gold and item find. Since this sliding scale also stacks with the inherent bonuses from having multiple players in the game, high level runs on Torment difficulties with your friends can produce quick dividends in terms of loot. Of course, there’s always better loot just around the corner…

These are the most substantive changes. They were needed, they are positive, and if anything could re-invigorate the Diablo 3 experience for you… this patch and expansion will probably do it. The game features many other improvements, like customising items (both a single property of a given item can be swapped out, and its appearance ‘transmogrified’, using a new artisan in town), an expanded stash, re-worked items and class features, and so on.

There are two big negatives, however. They are intertwined, and they are compelling.

– $39.95 U.S.. And that’s not me getting overcharged for physical media at Wal-Mart. That’s from Blizzard’s digital store, through my Battle.net account. For an expansion? Ouch. Now, obviously, they did a lot of work on this one. Act V is big, Malthael is a bad ass, and all of the other updates and improvements were welcome… but it’s still a stiff price tag to pay for a game add-on. I’m suspicious of the idea that a new character class is really that big of an addition to this type of game. But there it is. They’ve already got my money.

– It’s still Diablo. That means that its replayability mileage for you [i]may vary[/i]. Just keep that in mind, before you shell out your hard-earned money. Still, if Diablo has always been something you’ve enjoyed, you will find this the most pleasing offering so far.

A Glorious Fantasy: Jobs, Jobs, and more Jobs!


Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through FF13-2, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and I seriously considered removing Final Fantasy 9 from it for personal reasons. But we’ll get there. I promise.

For those who are unfamiliar with my premise, here’s an almost comically thorough recap:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one. This will be less important when I reach the PSX era, but we’re not there yet! One thing I’d like to do is discuss some of the changes between the “original” and the version I end up playing.
– Is the game any good? Seriously! I’m sure some of these games suck! <- Weirdly, most of them do not. Sadly, I believe our time with this bullet point might be done.
– Is the answer to that question, “It just doesn’t hold up”? Why? <– Let's see how Final Fantasy 7's polygons look in 2014.
– How would I place this game in a historical context? I want to watch the series evolve, devolve, side-volve and revolve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn't involve spending a bunch of money acquiring and (especially) subscribing to games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let's move on!

FF5

Version played: GBA

When FF5 first became available in the United States via the hilariously subpar PSX port… I did play it. I promise. And aside from the horrific loading times and comically bad cinematics, I enjoyed it. I don’t recall why I stopped playing, or exactly how far into the game I’d progressed… but I do know that I had never actually finished the game when I fired it up on the GBA for this series. I only vaguely recalled the story pieces, and even many of the dungeons, from my prior experience… but it was also distinctly different than coming into the game cold, because I did remember some useful stuff.

The GBA version of FF5 features a much cleaner translation than the PSX port, and one more faithful to the original script. As far as I could tell, that was the only substantive change between the version I played and the original. The GBA version has more content of course, in a bonus dungeon that I didn’t spend too much time on, as well as four new job classes, one of which is only obtained by spending more time in that aforementioned bonus dungeon. I did obtain the other three, however, and got at least some use out of the Gladiator class, which proved to be a fairly potent physical fighter.

The first thing you have to understand about Final Fantasy V is that the game is not at all serious. It is the polar opposite of the heavy, heavy, heavy drama of Final Fantasy IV, with its drearily serious characters and situations, people getting offed all the time, and the mighty Golbez. Instead, the characters spend a fair amount of time goofing around, and the villain is the hammiest of hams. Imagine what you might expect to see if you genetically recombined the most flamboyant bond villain with a cacklin’, teleportin’ evil warlock who is actually a tree. That sounds about right. Will he capture the heroes and put them in easily escapable situations? Yes, my friend, he will! Will he talk incessantly about his evil plans, and how it’s already too late to stop him? You better believe it! Is he actually a tree? Damn straight. Exdeath!

The second thing to understand about Final Fantasy V is that its story is really stupid. No, really, it’s no good at all. It doesn’t make much sense, doesn’t bear any kind of scrutiny, and just kind of arbitrarily bounces the characters from situation to situation with logic that ranges from questionable to absurd. In a way, it all comes together at the end, but it still doesn’t amount to much.

To give you some idea of the Job Menu if you've never seen it.

To give you some idea of the Job Menu if you’ve never seen it.


Given that, why would you bother playing Final Fantasy V? Well, because the game play itself is a mountain of fun. It’s a considerable improvement over all of the previous installments in this area. Why? I’m glad you asked. Because JOB SYSTEM! Yes, the famous Final Fantasy job system makes its triumphant return, and it has been upgraded a lot since the heady days of Final Fantasy III. Not only does Final Fantasy V feature up to 26 jobs (with the GBA jobs), but now each character can master skills (and ultimately entire jobs), then pass those skills around even while in another job. When battling superbosses or the final boss, you might even switch your characters to ‘bare’, which allows you to equip any items in the game, and completely customize your battle abilities. The possibilities here, as you can probably guess, are staggering. There is simply no equal to this level of customization to be found in earlier Final Fantasy titles. It probably seems pretty routine for those who are mostly familiar with the later games in the series, but this literally had no precedent at the time!

Of course, as I said, this job system is shackled to the lame story. The characters are pretty generic, though obviously realized in a way that far surpasses our friends from the NES era, or from the oft-maligned Mystic Quest. Bartz, for example, is afraid of flying. It comes up a couple of times. It doesn’t go much deeper than that. I’m in the very unusual position of having to recommend a Final Fantasy title only for those who like the sound of the job system and its customization options… because a compelling narrative, this ain’t.

Final Fantasy V is also the first game in the series to really introduce the concept of ‘superbosses’. The iconic vision of the super boss is probably still the mighty Emerald and Ruby Weapons from Final Fantasy VII… and truthfully, those battles are far more epic in scope than Final Fantasy V’s Shinryu or Omega. This does not mean that Omega or Shinryu are easy by any means, however. With some luck, a lot of fire protection, some more luck, and a somewhat over-leveled party, I was able to defeat Omega. Essentially, he just puts down an initial barrage of damage which will totally overwhelm an unprepared party of any level. If you can survive this (with Fire Rings and other such items), get a bit of luck that Omega doesn’t use his most powerful possible combination of moves, and then begin to lay down some damage, it actually pans out that he’s not too difficult. Shinryu is another matter. I know of a strategy to kill him, but it involved too many rare steals from rare monsters for my taste. However, from this point on, I will at least attempt Final Fantasy super bosses where available. I’m not putting too many rules on myself.

I can already assure you that I’m unlikely to have the patience to create Nemesis in Final Fantasy X, for example. But I am going to try and make monsters in the Monster Arena, and talk a little bit about that experience. I know from past experience that the games are about to get a good deal more side quest-y… sometimes absurdly so. I will breed chocobos, I will become a world class Triple Triad master, and I will try to remember how to find Ozma so he can kick my ass in Final Fantasy IX (okay, so I’ll probably just look it up on the internet). I plan to talk a little about these side quests, just for fun, and for those who are enjoying this on-going series.

Oh, and I did a fair amount of Googling in Final Fantasy V. Just as a word to the wary, I would point out that Final Fantasy V has many bosses that require a more tactical approach than simply ‘hit things’. It does ultimately boil down to that, of course, but Final Fantasy V shakes things up with some interesting battle mechanics. This really is a game that can entertain you, if you let it.

Just don’t expect the works of Shakespeare.

Robocop 2014


robocopposter

Boom.

So, I did, in fact, see Robocop 2014. It was suggested that some of our readers might have heard about this one. I will tell you right now that my own take on the film is… largely unbiased. The original Robocop never entrenched itself in my lexicon as an ‘essential’ film. I generally considered it to be a fun film, very watchable, fairly standard 80’s action fare… and, really, with the fingerprints of noted Dutch filmmaker Paul Verhoeven all over it. I definitely remember it fondly, but I’m by no means a Robocop purist. The puzzling direction the series took after the original (Robocop 2, in particular, strikes me as one of the worst films I can recall seeing, and 3 is somehow less memorable. I’m sure that does not mean good things). One thing probably anyone would tell you about the original film is that it was violent. Controversially so. Or perhaps that it is infested with foul language? To the point where the f-bombs seem to become their own point. Well, to start with, 2014’s Robocop went for the path of least creativity, and stuck itself in a PG-13 body that is actually pretty teen-friendly. More on that in a minute. But between the absence of Verhoeven’s style, the infusion of 201X’s powerful visual effects, the over the top violence and language, and the absence of any 80s camp, this film bears very little resemblance to the original.

If you wish to appreciate this film at all, you will be forced to do so on its own merits. Looking at it through the prism of the original film will probably not satisfy you, though I may be mistaken. I suppose it depends on how much you loved the first iteration.

2014’s incarnation of Robocop is directed by José Padilha, directing his first English language film. He is best known for his work on the Elite Squad films. His background is in action, and his style is not one that we’ve been down that road before with. I suspect that if this film had been helmed by a Michael Bay, it might have been disastrous. Instead, the result is surprisingly gritty at times, especially during an early shootout between Detroit police detectives and a hit squad sent to eliminate them to cut off their investigation of a local gunrunner. Obviously, the film has plenty of antiseptically clean sets, and the sophisticated visual effects involved give us lots of clean lines and gleaming, metallic surfaces… so it was, in a way, grounding to see some sequences in an experienced hand. Sadly, this style does not hold true through the entire picture, which features some predictably infuriating shaky cam work where our ability to understand and process the action is limited by the way in which it is shot. Some would probably argue this is realistic, and that if I were actually in a gun battle, I could only understand a tiny part of it even afterward… but as an action film viewer, it turns me off like few other things do.

The ED-209 has certainly never looked better.

The ED-209 has certainly never looked better.

The plot is a significant variation on the 1987 original, though it does have some pieces of the framework still intact. The year is 2028, and the United States is now projecting its power worldwide through the use of formidable robotic drones provided by Omnicorp (a division, we learn, of the original film’s OCP. Unlike the original film, in which the ED-209 is clearly the shoddy work of a corporation trying to make money by sending to the lowest bidder, it seems that the ED-209 is an extremely efficient and deadly enforcer and peacekeeper. Its primary flaw, that it cannot reason like a human, and does not know right from wrong, is central to the questions that the film posits. To the extent that it posits anything, that is. As with the original 1987 film, 2014 is introduced to us by a nationwide news broadcast… except, this time, instead of a simple evening news program, we’re treated to an extremely high production news opinion show (something like The O’Reilly Factor, perhaps) starring Pat Novak, a highly opinionated right-wing security lobbyist (a well cast Samuel L. Jackson delivers an energetic performance). Pat Novak wants to know why these drones aren’t keeping America’s streets safe, too.

The answer, of course, is that Americans want their protectors to have a soul. The film does make it clear, incidentally, that the United States has not asked other parts of the world if they’d prefer this same consideration… and this is where the film’s satire lies… in pumping up world peacekeeper thinking until it explodes.

With the realization that public opinion has to change or Omnicorp will never be able to deploy its products to the American market, the company’s executives, Marketing Director Tom Pope (Jay Baruchel) and, Legal Department Chair Liz Kline (Jennifer Ehle) and the CEO Raymond Sellers (Michael Keaton) decide to try and create exactly what their market wants: a man inside of a machine. Using the revolutionary cybernetics developed by Dr. Dennett Norton (Gary Oldman, in a very wistful, emotional role) they scour the country’s cops debilitated in the line of duty in search of the perfect candidate – an emotionally balanced cop with the reason and the desire to get back in the game.

Enter Alex Murphy (Joel Kinaman, from AMC’s “The Killing”), grievously injured, with wife Clara (Abbie Cornish) and son David (John Paul Ruttan) desperate not to let him go. Using Dr. Norton’s technology, Omnicorp rebuilds him into the ultimate crime fighting machine… where things go from there is, frankly, fairly predictable. Throughout the narrative, Pat Novak’s show continues to break in, stitching the narrative exposition together with both more of Novak’s bluster and with interviews with other major players like CEO Sellers and the Senator who is leading the opposition to Omnicorp’s technology, Hubert Dreyfuss (Zach Grenier). You will no doubt anticipate the conclusion of the film well before it reaches those final moments, and so aside from a couple of exceptionally well crafted sequences, this film does not exactly break new ground.

What does stand out, and I apologize for stuffing those last couple paragraphs full of as many names as possible (and I still missed plenty!), is the casting, and the acting, that are on display in this film. Everyone involved stands more or less head and shoulders above what’s being asked of them. I particularly enjoyed Michael Keaton in the role of the film’s villainous CEO, who gives a very reserved performance. There is very little evil mania from Keaton, who instead comes off exactly as coldly off-putting as I would expect from a sociopath in his position, going from decision to decision with an eye for the company’s financial future. The more scenery chewing villainy is left up to Jackie Earl Haley as Omnicorp’s in-house military QC, Rick Mattox, and from some villains scattered about the mean streets of 2028’s Detroit.

The original Robocop had a kind of wry humour to it that is entirely absent this reproduction. Curiously, the film is also almost entirely without meaningful visual violence, and almost totally absent of profanity (the traditional single use of ‘fuck’ for a PG-13 film is, in fact, bleeped, since it’s delivered by Pat Novak on his live TV show), and instead feels more like playing a modern Call of Duty or Battlefield video game in its depiction of Robocop battling his foes. This film coasts by absolutely safely at a PG-13 level (seriously, this is not the film you need to be worried about protecting your kids from).

While elements of the film are certainly a visual feast, these sumptuous visuals are actually mostly confined to the laboratory in which Robocop is built and maintained, and in the sophisticated battle armor that the titular supercop wears. The sequences on the ground, so to speak, feel a little more real. I suppose it’s the same faint sense of grittiness that the director’s hand gives this movie, which only rarely becomes a victim of its own visual effects. This is largely a good thing, as I think we’ve all developed a little bit of special effects fatigue over several heaping courses of Michael Bay’s “Transformers”, “Star Wars” prequel films, and other overblown projects. This film struck a fair balance, I felt, between taking advantage of the visual effects available, and trying to substitute them for any kind of substance. There is something going on at the core of this film. Unfortunately, I ultimately felt that it was not enough to satisfy, but plenty to entertain. Your own mileage will, of course, vary.

For those purists out there who are decrying the necessity of this remake (there was none) and the wisdom of doing so anyway… in perfect honesty, this is a film that simply wouldn’t have been made this way in 1987. In saying that, please, let’s admit that the 1987 film would also never have been made that way today. People’s outlook has changed. They look for, fear, and hope for, different things out of the world. Robocop 2014 is by no means a perfect – or even great – film… but it is a much better film for the post 9/11 world than the original one is. It fits its era. Between that, and a slew of excellent performances, you may just find this film to be above your expectations. It certainly surpassed my own.