Werewolves Within (dir. by Josh Ruben)


Mention the name Ubisoft to most people, and most responses are about their videogames. Assassin’s Creed, Tom Clancy’s Rainbow Six, and my personal favorite, Tom Clancy’s The Division. Ubisoft also has a movie production arm to it, along with an effects division called Hybride. With all that, I’m surprised Ubisoft hasn’t tried to develop their own films before. “Werewolves Within” may be one of the better Videogame adaptations around.

Earlier this year, the film premiered on the Tribeca Film Festival’s “Tribeca at Home” digital offering. I was able to watch the film there (a total of 3 times – two because I enjoyed it, and a third to showcase the film to my cousin, who also liked it), along with a few other films.

Werewolves Within is the tale of Finn Wheeler (Sam Richardson, Veep, We’re the Millers) a Ranger taking on new duties in a snowy Vermont town. He’s a pretty nice fellow – he rides under the speed limit and is considerate of others. While he’s getting to know his new neighbors, they are all forced to hunker down during a major storm. Of course, things become a little weird in the form of power outages and quite possibly a werewolf running around town, but who better to have around you than your neighbors in such stressful times? Can Wheeler survive in the town and discover the mystery? The film moves like The Thing or The Beast Must Die in that the members of the town begin to suspect each other is the killer (or killers, like Scream) in question.

The film is peppered with familiar faces, such as Milana Vayntrub (NBC’s This is Us), Harvey Guillen (FX’s What We Do In the Shadows), Glenn Fleshler (HBO’s Barry), Wayne Duvall (The Hunt), & Catherine Curtin (Netflix’s Stranger Things). The banter between them all is fun to watch and each one brings a bit of comedy to the table. Richardson & Vayntrub in particular are the stand outs, though.

Where Werewolves Within really shines is the pacing. Most of the films at the Tribeca Film Festival have an average running time of about 100 minutes. How those minutes are used are important. Don’t believe me? Pair Tenet and WW84, which both have a running time of about 2:30 minutes (about as long as Avengers: Endgame) Werewolves Within moves from scene to scene at a pretty brisk pace. Fans of Ubisoft’s The Division may recognize the New York Shortbows in the movie, which officially makes them canon in the tale.

If the movie has any drawbacks, while there’s horror, the focus is more on the comedy. This isn’t terrible, but if you’re walking in expecting something like Dog Soldiers, Werewolves Within isn’t exactly that. It does handle it well. One other nitpick is that there’s an overused camera technique where the someone on screen does a really slow pivot, bringing their subject into our view. The first time is nice, but after about 3 times, you almost expect it. Again, not horrid, but a little odd. The movie also has it’s share of gore, but it’s a bit light compared to some other films.

Overall, Werewolves Within is a great late night treat that’ll have you laughing, with some nice jump scares.

E3 2011: Brothers in Arms: Furious 4 (Debut Trailer)


This was one title that caught me by surprise this week as this year’s E3 continues to roll on through. The Brothers in Arms WWII tactical-action series was never one which I really got into, but when I did play them they were enjoyable enough that I wasn’t disappointed. I think part of it comes from the fact I’m not very good in tactical shooters where I have to give orders to team members.

This latest offering in the series by Gearbox Software and Ubisoft looks to keep the series in its ubiquitous World War 2 setting. The major change seems to be in the tone of the game. Brothers in Arms: Furious 4 — from the look of the debut trailer — looks to lighten up the story and I got a major Inglourious Basterds-vibe from that trailer. This may not sit well with the hardcore fans of the series, but with so many action shooters already in the market both Ubisoft and Gearbox Software needed to change things up in a radical way and this “grindhouse” tone may just be what the franchise needed. I will admit that the trailer gave the title a much fun and over-the-top feel and that’s always a good thing.

Brothers in Arms: Furious 4 still hasn’t been given a release date.

E3 2011: Ghost Recon: Future Soldier Trailer and Gameplay Demo


I’ve never been a big fan of Ubisoft’s tactical shooter franchise series. I know many who absolutely love the Ghost Recon franchise and I’m sure this latest entry in the series will be a hit with them as well. Ghost Recon: Future Soldier was first announced at last year’s E3 and some of the advanced tactical gameplay shown by Ubisoft were interesting enough that I was intrigued.

I’m not sure if I’ll be buying this title on it’s release date, but the gameplay demo shown during Microsoft’s E3 Press Conference really built on some of what interested me in the first place. The game looks to make use of the Xbox 360’s Kinect motion controller and it’s voice recognition capability. The important thing is that the player doesn’t have to stop using the regular controller, but just use the Kinect as a nice option and complement to the regular 360 game controller.

With the game still months from being released there’s still ample time for Ubisoft to continue to try and win over non-fans of this series such as myself and from the past year since they first announced this title they’ve done a good job. The only problem this title may run into is the glut of war shooters (first-person, third-person and tactical) that will be flooding the market from now til early next year that it may not find a place for itself. There’s only so much money a gamer has to spend at any given time and with the economy the way it is even gamers like myself with jobs may still have to forgo titles like this to get those were more fans of.

Ghost Recon: Future Soldier has a tentative release date around the Q1 2012.

Review: Assassin’s Creed: Brotherhood



The Bottom Line

Assassin’s Creed just gets better and better. Ubisoft has proven that they understand what things work, and what things don’t, in this series.

Unfocused Ramblings

No one was more excited than I was when the original Assassin’s Creed was announced. It brought to my head dreams of my days of playing Thief. I’d been starving for a new stealth-based game for years. It just seemed like nobody was making those kinds of games anymore, and this one had real potential to be what I’d been missing. Well, of course, anyone who played the original Assassin’s Creed can attest to the fact that stealth had little to do with Altair’s journey through the twelfth century Holy Land. I enjoyed the game, but it definitely had its flaws, and I fervently hoped that these things had been addressed when I bought my copy of Assassin’s Creed II. I was not disappointed. The team from Ubisoft working on these games understands what works in their games. I don’t know how better to explain it. And they continue to let the game evolve in a desirable way with Assassin’s Creed: Brotherhood.

Brotherhood once again follows Ezio de Auditore in Renaissance Italy, literally beginning at the minute that Assassin’s Creed II ended, as he exits the Vault. This time, Ezio begins the game as a fully trained assassin, though he’s missing some of his bag of tricks due to an event near the game’s open. And he finds himself in the city of Roma circa the late 16th century, once again pursuing the Borgia family; Cesare, Lucrezia, and of course, Rodrigo. As the game moves along, Ezio can eventually regain all of the mechanical tricks from the previous title plus a couple of new ones… including a long-awaited gem in the crossbow. As a weapon, the crossbow does not disappoint. It kills swiftly and silently, and carries a fair amount of reserve ammo. If you’re anything like me, you’ll use the crossbow a lot.

Piling on to the improvements in the game are the huge number of side missions available (although they are met with a disappointing reduction in the girth of the core story). There are several guilds in the city whose allegiance Ezio must win. Once he has it, they each come with a slew of side missions that he can undertake. In addition, Leonardo Da Vinci returns, this time having been forced to craft war machines for the Borgia. Fortunately, Ezio can destroy these mechanical monstrosities in a series of stealth-based side missions that take him to other places in the Italian countryside. Templar Agents must be brought down in side assassination missions. We explore more of Ezio’s past through missions that center around Cristina, a beautiful Italian girl, and Ezio’s first love. The Followers of Romulus have a series of underground lairs which must be negotiated Tomb Raider style, much like the Assassin Tombs found in Assassin’s Creed II, which will grant a special set of armor.

Oh, and we still have the whole ‘rebuild the town and generate income’ mechanic, except this time you’re rebuilding the entire city of Roma, which has fallen into disrepair under the neglect of its Borgia masters. To seize control of the city, Ezio must destroy Borgia towers (essentially, viewpoints that are owned by the Borgia) from which they extend their influence into the city.

And then, of course, there’s the reason this game is called Brotherhood. As you might have noticed if you’re a fan of the series, the Assassins are often a hard-luck bunch, always taking casualties and being beat up on by the Templar. Fortunately, people can be found willing to take a stand against oppression. After saving certain bold citizens from the Borgia guards, Ezio can recruit them into the Brotherhood of Assassins. These Assassin recruits can be called in to assist Ezio in fighting, assassinate a target, or bombard an area with a storm of arrows to massacre a guard patrol. Their effectiveness grows as they are used, and they can also be sent on missions for the Assassins all over Europe, returning to Ezio with florins and special items gained while out on their assignments (these assignments are of the boring point-click-and-wait variety, but if you do things intelligently the process isn’t too laborious).

And all of that is strictly in addition to a palatable, if not necessarily filling, main storyline that begins to tie in Desmond Miles and his compatriots in the year 2012 much more than in previous titles. Desmond continues to be able to exit the Animus at any time to converse with his Assassin friends, but now that he has mastered Ezio’s skills, he can also cruise around the modern version of Monteriggioni, and there are some action sequences that utilize Desmond as well.

The Big Question

How soon will the next Assassin’s Creed be out? Because I’m already hungry for more, and not just because of the serious cliffhanger that Brotherhood ends with. This series is one of the best-handled that I have ever had the pleasure to play. Each installment is noticeably better than the last. The games become more polished, more fun, and with more stuff. Once this franchise has run its course, which might just take a while, I’m equally excited to find out what this development team will be working on next.

Overall Game-Play: 8.0

The gameplay hasn’t changed tremendously since the original Assassin’s Creed. Minor improvements and polishes have made the contextual controls a little better, but they still suffer from the same limitations as always. If you play the game enough, you’ll occasionally find Ezio infuriatingly doing something you didn’t intend; likely to your cost. But once you’ve really gotten the hang of the controls and gotten into a rhythm, these incidents are likely to be few. The biggest limitation to the game play (and, I will add, I don’t have any great suggestions on how to fix the issue) is probably the use of the ranged weapons available in the game. The pistol still feels clumsy and useless, and while the crossbow is predictably powerful with its silent kills, it’s tough to use against enemies who have been alerted to Ezio’s presence.

It’s definitely worth noting that while Assassin’s Creed basically eschewed stealth except for the mundane business of traveling from place to place, while Assassin’s Creed II embraced it and made it a valuable tool at your disposal, Brotherhood seems to demand it. There are a number of sequences where stealth will make your mission a hundred times easier, and others where it is required by the mission itself. And I’m not just talking about tailing people in the market. As much as I appreciate the game fully embracing, and even desiring, your use of stealth, I’m actually now a little aware of the limitations of the controls as far as stealth goes. I feel odd not being able to crouch and skulk silently, or press up against cover, like Sam Fisher. Ezio can presumably do these things. If stealth is going to become a focus, I’d love for the controls to be more conducive to it being successful.

Story 9.0

The story is a quality affair. For this return trip to Ezio’s memories, we now have a very explicit goal; to recover the Apple of Eden that Ezio took in the 16th century in the year 2012. Desmond is already a full-trained assassin, so we’re spared any introductory sequences where we gain valuable abilities one by one over time. Instead, the story literally begins where Assassin’s Creed 2 ended. From there, Ezio’s life of seeking revenge while staying distant even from his family continues. The story gets rolling more quickly now; we already know almost all of the characters on Ezio’s side of the story. We only need to meet a few of the new villains that we know we’ll be assassinating to get things moving.

And actually, it’s probably worth noting that the core storyline doesn’t seem to focus on or revolve around the individual assassination of individual people the way it did before. It also gives us a lot more reasons to specifically dislike each person we’re assassinating as opposed to just making them a part of a conspiracy too large for us to get to know each member of. All of that is fine, and the level to which we can now use stealth to make kills is incredible. Did I mention that I like stealth?

To me, this more mature Ezio is a much less vibrant character than the youthful assassin we met in the last game. It makes sense, given his life experience, but I really do feel like there’s an aspect of sadness to Ezio’s character and his life by now. He’s determined, and strong, and I still find him very likable (especially compared to the dryness of Altair) but his life is as an assassin. Presumably he’s spent too long, and killed too many people, to be anything else.

Anyway, since Desmond now has a much more focused goal while perusing Ezio’s memories, and he can now do things outside of them, we have a bigger tie-in with the year 2012 than we did in the previous games. While the 2012 side of the story does advance, it’s still not a core part of the game. I think a lot of people anticipated more action in the frame story in this installment, and it could be considered a disappointment. I guess it’s worth noting that it didn’t bother me much; I still found Ezio (and the city of Roma) compelling.

Graphics 10.0

I suppose I’ve just come to expect this from the Assassin’s Creed franchise. The game is visually breathtaking. The city of Roma has more recognizable landmarks per capita than any place we’ve yet been, and they’re rendered spectacularly. As are are the buildings. The major characters. The minor characters. The random guards. The civilians who have you no interaction with whatsoever. The game is gorgeous. I’m not sure that anyone would be surprised by that at this point.

Sound 8.0

The voice acting is held to a high standard, as it has been through the franchise. The music is also compelling, and features from beautiful tracks, but I actually fervently wish they had done more with it; or at least included more variety of tracks for the streets of the city, or something. I eventually found myself growing a little tired of the ubiquitous “traveling the streets of Roma” track. Still, the sound is unlikely to disappoint all but the pickiest and most easily-bored gamers (like me).