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Category Archives: McMillan’s Codex

McMillan’s Codex #38: Mass Effect 2

11 Wednesday May 2016

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Mass Effect 2

McMillan’s Codex #38 By C.T. McMillan

Mass Effect 2

Roleplaying games come in all shapes and sizes. Elder Scrolls and Fallout are technical with player interactivity in mind, while Kingdom Hearts 2 and the like are thematic with an emphasis on linearity. A few titles achieve a balance of the two where you have depth-full interactivity punctuated by a good story. Bioware is known for this kind of RPG and the first one I played was Mass Effect 2 (ME2).

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Since the first game’s release in 2007, the series has garnered quite the reputation, but I never got onboard until the second. After three play-throughs I picked up the previous title and noticed a lapse in the combat side of gameplay. ME is a third-person, cover-based shooter where you engage in firefights while moving between conveniently placed waste-high halls. It could not be simpler and yet ME1 is clunky and awkward.

It feels as though the developers had to include combat without knowing how to make it work. Covering and shooting is hard to control and enemies will always charge. Since the shooting lacks finesse, it is difficult to put space between you and the enemy to get a shot. You either kill them before they get close or get away without dying. The levels themselves were not designed for shooting with tight spaces that exacerbate the other problems. Five hours in, I could not take it anymore and abandoned ME1 entirely. Fortunately, the combat is the first thing 2 gets right. It plays like any other with the addition of class abilities like the original, but no one likes Mass Effect for the shooting.

The strength of a good RPG is the ability to build your own character, go wherever you want, and do what you want as ME lets you to tailor the narrative. You determine who lives and dies, who to love and hate, and make crucial decisions in important situations. Each choice, no matter how big or small, informs who you are as a person as the main character Commander Shepard. By reputation you will be known as either a good guy or a malevolent psychopath.

There is an interesting meta-game with the Paragon/Renegade System where each choice applies points to one of the two fields. The total amount present determines what moral specific choices you can make in conversations. For example, when two teammates get into a fight, you must choose which to side with, leaving the other to hate you. If you have enough Paragon/Renegade points, you can convince them to settle their differences without losing trust.

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The level of each field is determined by choices and if you do not have enough, your preferred option will be unavailable. It is an interesting concept that epitomizes the idea of a personalized character, but it prevents you from doing exactly what you want. What if you played Paragon and you wanted a Renegade option for a certain situation? It would not be available if you do not have enough points because you had been making all the Paragon choices before then. The amount of points varies per choice, but some of the bigger decisions give you the most, and once they are gone, there is no going back.

Other aspects beyond simple binary choice involve who you interact with and how often. Most of the story involves gathering your team to take down the Collectors, an alien race that has been kidnapping humans all over the galaxy. Each member is their own character that you can talk to between missions. They also have a romance option depending on your preferred sexuality. Interaction builds rapport and completing their respective Trust Missions will ensure loyalty.

On top of all these options is a well thought out world with as much depth. There are about a dozen alien races with their own culture, anatomy, and mannerisms. There is the asari, an all female race that reproduces by barrowing DNA from partners, and the quarian, a nomadic race that wears airtight suits because they have a weak immune system. All the races inhabit a unified galaxy as they struggle to overcome each other’s conflicts and prejudices in the midst of an enemy that threatens existence itself. The world is so detailed there is a glossary on everything from the history to the science.

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Mass Effect 2 is arguably perfect. Many say the game is more combat-oriented than roleplaying, but in all my years, I have not found a more complete blend of conventional gameplay mechanics with a deep and plentiful interactive experience, supplemented by a complex world. There is a lot you can do, and all of it matters … until you get to Mass Effect 3.

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CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #37: Trailer Analysis of Infinite Warfare

04 Wednesday May 2016

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McMillan’s Codex #37 By C.T. McMillan

Trailer Analysis: Infinite Warfare

Rather than film myself making faces and telegraphed gasps, I want to try something other than a conventional trailer reaction. I do not mean to sound like an arrogant snob, but I have played and seen enough games to the point I can divine story and gameplay from trailers. With the debut of the Call of Duty: Infinite Warfare trailer, I thought I would provide an analysis of what I found.

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The series’ trend of copying other works is a relatively new phenomenon. Advanced Warfare borrowed from Metal Gear Solid and Black Ops 3 was Deus Ex: Human Revolution without the nuance. While comparisons to Halo are apt, Infinite is borrowing more from Gundam and The Expanse. As far as I can tell, the story centers on Earth being attacked by colonists called the Settlement Defense Front (SDF). Based on the name, Earth was probably oppressing the off-world colonies or lording over them like the British Empire.

In the first teaser, an SDF character who looks like Peter Weller was threating to “blot out your skies” and “bury you in darkness.” This force are clearly out for blood much like the Principality of Zeon and the Mars Congressional Republic. The teaser also referred to a nebulous “ascension.” Maybe the SDF feel they are an evolved form of humanity like Newtypes from Gundam and are exerting superiority by starting a war.

The fight against SDF takes you into the Solar System. Some planets I could make were one of Saturn’s moons, Mars, Venus, some space stations, and what looked like asteroids installations. I noticed the player using a grappling hook to pull an enemy close and slit his throat. Perhaps you can use the hook to navigate the zero gravity environments.

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In terms of gameplay everything seemed normal until the player boarded a jet and flew into space. A large-scale battle ensued with bigger crafts in the mix. Early games had flying segments, but for a menial portion of the campaign. If most of the gameplay involves actual flying, that would be a step-up and a good fit for the setting. How can you take place in outer space and not include multiple full-blown flying segments?

I am not sure if the jump jets, dash, and hacking from Advanced and Ops 3 will be available player abilities in Infinite. Removing these features would take the series many steps backward when it needs to move forward. There may be mech combat with the appearance of a walker knocking over a tank. Perhaps the mech is an excavation vehicle for mining or construction that doubles as a weapon platform.

The sleek overdesigned aesthetic takes after Advanced. Helmets are closed faced with soft vests and cloth uniforms. For future shooters like Titanfall this is the standard look, but mixing hard shell full helmets with lesser armor does not work from an artistic standpoint. There needs to be unity between the pieces, a balance of hard and soft armor. Going full plate like most science fiction would work if the armor has to function as a space suit or adding more hard-shell to what is already there would be fine.

The final reveal in the trailer was a re-mastered Call of Duty 4. The short spot of footage does not make obvious if the game is a full rebuild or an HD upscale. Nevertheless, I am excited to revisit one of the most influential and important shooters of the last generation. I personally own the game for the Xbox 360, but if the updated visuals add to the already fun and memorable gameplay, I am open to picking it up.

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Promotional materials can do all kinds of things for a product. They can inform, hide details, or create a complete falsehood for a build-up to shatter our expectations. I may be totally wrong about everything and Infinite Warfare will turn out to be something else entirely. We will never know until November 6th.

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CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #36: Videogame Movie: Silent Hill-Revelation

27 Wednesday Apr 2016

Posted by thedrunkenodyssey in McMillan's Codex

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Silent Hill: Revelation, Video game adaptation

McMillan’s Codex #36 By C.T. McMillan

Videogame Movie: Silent Hill: Revelation

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The only revelation in Silent Hill: Revelation (SHR) is the movie is garbage. Some years ago I watched the film out of curiosity and then once more to make sure the movie was not a delusion conjured by my subconscious. Now I find myself having to watch this detritus again for analysis.

Explaining SHR requires a brief summary of the game from which the movie draws inspiration: Silent Hill 3.

Picking up 17 years after Harry escaped the town, a reincarnated Alessa, now named Heather, lives an ordinary life as a teenager in Portland, Maine. While at the mall, she finds out the cult that used her to bring their demon god into reality has returned to give the summoning ritual another try. At the same time, the remnants of her power bleed out and turn her surroundings into a nightmare world as she struggles to stop the cult.

Silent Hill 3 is arguably the best of the original four games. A consistent feeling of doubt enhanced the trademark psychological horror. You never knew what was really happening or why, even when the grotesque imagery was blatant, and were constantly on edge. The story was told in much the same subtle fashion where you had to pay attention to what characters said and read the memos available throughout the levels.

Regardless of how the film fares as an adaptation, SHR does not work as a movie. At least the first tried to be a film and a love letter to Silent Hill fans. From start to finish everything in SHR is terrible and I will do my best to articulate points of note without the bringing up minor infractions.

The first issue is the use of jump-scares. In fact, the word “scare” is redundant because loud noises and orchestra stings are not scary. They are startling and work well with a proper build-up, but they are also cheap and devoid of creativity. Scary things are scary because they inspire discomfort and anxiety by simply being. Xenomorphs, the Thing, and Michael Myers exude elements of terror to induce a sense of fear. SHR has a jump-scare maybe every other scene of things that are not scary. A bloody bunny mascot’s head turns, people wearing skin masks look up, a cenobite knock-off monster drops into an elevator, and a ghost girl looks at the camera. There was no craft or effort, capitalizing off lazy methods to establish a superficial fright.

The grotesque imagery goes overboard to the point the grotesquery is nonexistent. The nightmare world environments are just dirty with scraps of plastic bags hanging from the ceiling and layers of grime spread across the floor and walls. In the last movie the environments had a distinct industrial feel to contrast the normality of the decayed world before the shift in reality. Everything was bloody and rusty with a consistent aesthetic instead of some garbage the production glued to the sets. They are also not particularly well lit because SHR has more lighting than an episode of Star Trek: The Next Generation. The last movie used darkness to convey a sense of isolation and hide as much of the set as possible, but SHR is more concerned with showing everything and killing tension.

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The monsters are not scary either with the cenobite creature mentioned before, a muscular Power Rangers villain made of skin, a CG manikin spider that appears for one scene, and some clown children eating meat. Granted, I am slightly desensitized from all the movies and games I play, but with the first Silent Hill movie, the production was smart enough to copy and paste designs from the games because those monsters actually worked. For some reason, SHR went with original creatures and imagery that tries way too hard to be scary. I found myself rolling my eyes when I was supposed to be disgusted and appalled.

The story telling is the movie’s biggest problem. The narrative is easy to follow and somewhat similar to Silent Hill 3 (give or take a handful of inconsistencies), but how SHR conveys information is that of an amateur writer. With film you have the ability to tell the audience everything without saying a word. Through acting, visuals, and action you can express all manner of detail without one line of dialog. The writer(s) of SHR obviously did not understand this because there are about three exposition dumps where characters regurgitate what we already learn in previous scenes. Rather than reveal this information overtime like a normal story, the movie is frontloaded with narrative that is later repeated.

The first dump happens when the movie establishes a retcon in a flashback where Sharon is returned to reality with Christopher. Appearing in a mirror, his wife Rose says he needs to keep Sharon safe because the Order is looking for her to escape Silent Hill with a thing called the Seal of Metatron. The Order is apparently the same Puritan cult from the last movie, but they worship a demon now.

The next exposition dump occurs when a private investigator named Douglas confronts Heather at a mall and repeats the same dialog from the previous dump. Douglas is a major character from the game and he shows up for two scenes and dies when the movie does not need him anymore.

Afterward, when Chris is kidnapped by the Order, Heather travels to Silent Hill to get him back. On the way she reads his journal with intricate details of the town’s origins, the Order, and how they sought a child to birth their god into existence. This dump also pokes holes in the movie’s world and logic, saying the Order found Alessa, tried to purify her with fire so she can be resurrected as their god’s vessel before she transformed the entire town into a nightmare.

Besides the fact this contradicts the multiple dimension concept established in the last film, this is a classic case of a retcon gone wrong. Too many additions to the first film fail to gel with the follow-up to the point the revisions do not work logically. The Puritan cult was very much killed off and there were no inklings that they worshipped a demon. Did they change their minds after the end of the first movie? Were there survivors or other residents who chose to worship the demon? That would work, but the movie heavily implies that the Order is the same cult from the first movie, which was massacred at the conclusion.

Instead of a retcon, the smartest choice was to follow the route of the games. The first Silent Hill was about a demon-worshipping cult, but the second was about people travelling to Silent Hill and exploring the darker side of their pasts. That would have been a great idea because the fan base of Silent Hill 2 is massive and the story easier to write without poorly executed plot changes.

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If one were to turn off one’s brain, Silent Hill: Revelation makes a great comedy. As a failed horror movie and a bastardized adaptation, the many inconsistencies are great material for a riff party. The jump-scares, bad sets, poor effects, and debouched writing are the mistakes of B-movies, not a production of practiced individuals. At face value, Silent Hill: Revelation is a failure as a film and adaptation, something other videogame movies have in common. To quote Silent Hill 2: “For me, it’s always like this.”

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CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #35: Sterling v. Homicide

20 Wednesday Apr 2016

Posted by thedrunkenodyssey in McMillan's Codex

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McMillan’s Codex #35 by C.T. McMillan

Sterling v. Homicide

Jim Sterling is a British born videogame journalist living in Mississippi and one of my inspirations. With a sharp wit punctuated by the passion of a religious zealot, he reports on the industry on his show, The Jimquisition. In between shows, Sterling releases shorter pieces like  Squirty Plays, which are first impressions videos that focus on games from Steam, the digital distribution service.  One such video set off a feud between him and an indie developer that would go on for years, culminating in a court case that could mean life or death for Internet criticism.

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The developer in question is Digital Homicide (DigiHom), a small outfit that uses the open source Unity engine to produce games. One game of their games is The Slaughtering Grounds, a horde-based first person shooter. Jim discovered the title on Steam in November of 2014 and found the technical quality poor and unfinished with an aesthetic of disparate artistic assets. When Sterling posted a Squirty Play of the game, the preceding conflict between the two involved many exchanges over the course of almost two years.

In retaliation, DigiHom released a video called Reviewing the Reviewer, which was just Jim’s Squirty Play with a text overlay commenting on his commentary. Most of the annotations were insults akin to a child having a tantrum, critiquing Sterling’s character, and treating the video like a review. Rather than ignore the meltdown, Jim found the video quite hilarious and uploaded a response of him laughing at DigiHom’s humorless hyperbole.

After some drama on the Steam forums, a brief moment of calm, and Jim covering the rest of DigiHom’s game library, Robert Romine, one of two brothers behind the developer, challenged Sterling to an interview in July of 2015. In the 98-minute conversation, DigiHom questioned Jim’s ability as a critic, his personality, and called to attention his own use of premade assets, a big point of contention. Romine then demonstrated a gross misunderstanding of definition in regards to Fair Use and Copyright Law. He also accused Jim of harming him financially and emotionally by attacking his company by commenting on their games.

While the debate/interview was quite entertaining as DigiHom made arguments that essentially refuted themselves like a snake eating their tail, that 98-minute one-sided argument set off a whole new stage of the feud. In the following months, DigiHom would rebrand themselves multiple times to mask their releases, give away download keys of their games in exchange for votes on Steam Greenlight, and launch a smear campaign against Sterling that allegedly made death threats. The situation proved rather alarming because despite Jim’s impersonal covering of the subject, DigiHom remained steadfast in their pursuit to fight back. They seemed unable to separate themselves from the conflict and move on, taking every chance to stir up trouble.

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All the drama and turmoil culminated in a civil suit filed back in March of this year. Robert Romine’s brother James is suing Sterling on 10 counts of libel involving damage to DigiHom’s reputation for about $11 million dollars. The available court documents (55 pages to be exact) list the various charges and background in which the instances of libel took place.  The evidence of each moment is detailed and extensive, tracing back to when the feud first began with every joke, comment, and detail of relevance cataloged for reference.

How the case is progressing is unclear, but there is an obvious toll this debacle is taking on Sterling’s life. In a couple of the more recent episodes of Jimquisition, he has displayed signs of distress as the mounting issues related to the case have affected his ability to keep up with work. While any lawsuit can bring out the worst in people, the meaning behind the case is transcendent.

Being a critic with only a couple years experience, I have yet to be attacked on the basis of my work. Apart from critiques on quality, I have not been insulted for my opinions by people who found them offensive. Of course, I am not popular enough to incur such wrath, but I see where DigiHom is coming from.

Writers and artists pour their heart and soul into their work and expect at least some gratification when making their efforts public. No matter what we want our work will always be judged and we must decide if complaining about criticism is worth making our own lives miserable. Considering all the drama, DigiHom clearly lacked the mental and emotional fortitude to simply let their hatred for Sterling pass and move on with making videogames. Their drive for retribution has led them to the utmost extreme and they are bound for a failure that will have a ripple effect across the industry of Internet criticism.

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There is a right answer, but because there has been no decided court hearing, we have to wait until judgement is rendered. I also wanted to keep it open to the reader because not everyone thinks Fair Use is just and some people see criticism as bullying regardless of the subject matter.  Yes, both Sterling (the critic) and DigiHom (the creator) are small players, but their case represents a turning point in the conflict of Fair Use, Copyright, and Content ID.  The verdict will either reaffirm that Fair Use is fair in regards to critics, or that creators can get away with destroying a critic’s livelihood because they did not like the criticism.

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CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #34: Harcore Henry, and the Videogame Aesthetic’s Uses

13 Wednesday Apr 2016

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A New Hope, Bayonetta, Children of Men, Dark Passage, Dirty Harry, Hardcore Henry, Man of Steel, The Phantom Pain

McMillan’s Codex #34 By C.T. McMillan

Harcore Henry, and the Videogame Aesthetic’s Uses

There has always been a concern over videogames becoming more like movies and vice versa. Games designers borrow elements from film and movie directors pay attention to the appeal of video game elements. The Phantom Pain uses long shots like Children of Men, and Man of Steel features action scenes reminiscent of Bayonetta. Hardcore Henry (HH) is a unique situation in which videogames and film techniques meet harmoniously, epitomizing the power of immersive cinematography.

hardcore henry posterHH is arguably experimental with the use of the first person perspective. Every shot is through the eyes of the titular Henry as he runs and kills his way through 90 minutes of blood, guts, and mayhem. Faceless soldiers and cyborgs are massacred in large numbers and up close, the gore rendered in detail with both physical and digital effects. Each punch and trigger pulled feels personal as if you are behind the fist. The perspective can also inspire dizziness and vertigo as Henry scales buildings and drops from high places.

This extreme, first-person perspective seems like a gimmick taken from many a YouTube shorts, but in HH I feel this choice has a lot to say in regards to the genre of shooters and the meaning of camera angles. Cinematography is as important to film as a script and actors.

In Dirty Harry (1971), when the titular hero shoots the conniving villain Scorpio, the camera pulls wildly away from Harry when he does not read Scorpio his rights, and tortures him instrad. This creates a sense that Harry has exchanged his heroism for aimless vigilantism.

The opening to A New Hope (1977) showed the contrast of the rebels and empire with the small ship pursued by an enormous ship rendered even more enormous thanks to the low angle.

Dark Passage (1947) features a first act shot from the first-person perspective of Humphrey Bogart until his character received plastic surgery. By hiding his features, the film keeps the audience in alienating suspense as to who Bogart really is while oddly giving us a personal insight from the character himself, forcing us to interpret how to feel about the story.

The actual point of view (POV) of camera-work can be used to establish any number of things. Suspense is one purpose, like hiding an actor’s identity in the midst of a crime. First-person cinematography can also show intensity of emotion, with the perspective of the victim of a crime. And the angle’s use in gonzo pornography goes without saying. In videogames, the POV is taken for granted in how the angle enhances the experience. As a player, you have almost total control over the situation. Since you are only a pair of hands, you unconsciously put your self in place of the character you play. In comparison to film, the interactive elements make the POV doubly effective.

 

HH1The meaning behind the first person perspective in HH is twofold. You are put in the place of the main character, but not just because of the cinematography. Henry is amnesiac, mute, and not especially accustomed to fighting at the start. As he overcomes various situations, he remembers his past and learns how to defend himself as we, the audience, learn with him. This arc is nothing new, as creating a sympathetic character is tantamount to making a good story. With HH, however, you as the viewer actually feel like this developing character.

This technique plays into the overarching homage to the videgame genre of first-person shooters and their immersive qualities. Because you (as character) have no face and voice, you (as viewer) unwittingly put yourself in lieu of those missing pieces.

The plot is also designed like a videogame, with short dialog breaks between long action scenes. Henry gets into an extended fight and pauses for a five-minute story conversation before another intense shootout.

The Crank movies take a similar approach, but Mark Neveldine and Brian Taylor made the story ridiculously extreme. The premise is Jason Statham has to keep his energy up or else he dies. This means he has to take intense drugs, run, inflict pain on himself, and act like a madman at almost all times.

Some videogames are pure conflict with story barely breaking up the action, and only when necessary. Between those points you are shooting, solving puzzles, and traversing levels. Both Crank and HH do the same thing, but where the former takes this route for the mere sake of a manic pace, the latter wants to be a videogame by earnestly adapting the perspective and storytelling for film.

HH2As for the story, like Crank the narrative serves as a vehicle for the many violent set pieces. Some people are after Henry for reasons I cannot give away without spoilers. Let’s say he needs to gather information to discover the location of his kidnapped wife. Said information requires Henry to track down dangerous individuals associated with the same people trying to kill him. This puts him in daring situations where he climbs into a tall building, hijacks a tank, and chases someone using mind-boggling parkour skills.

We stay with Henry the entire time, glued to his perspective, and moving with each head turn. Every establishing shot, master, and close up is through his eyes. Visual queues are established from where he looks and you must to pay attention to catch everything. A lot of the tricks are made in editing with very obvious cuts to create the illusion of a pure POV perspective. At the same time, the near constantly shaking camera can be disorienting. Thankfully, there are plenty of pauses in the action and moments where the camera is moving at a smooth pace.

In comparison to the videogame uses of this technique, there is the obvious lack of physical interaction while you play witness. You do not control Henry the way you would with a controller in your hands. At the same time, HH does such a good job of keeping you immersed in the character’s viewpoint that you feel like a part of the action. The film uses first person shooter tropes such as the silent amnesiac protagonist to allow viewers to project themselves into the movie. This is simply a matter of empathy and your ability to apply yourself into the equation and bear witness.

Hardcore Henry may not be based on an established property, but the movie is closer to a videogame than actual videogame adaptations. If you can stomach the shaky cam and ultra-violence, the movie is well worth the potential dizziness and anxiety.

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CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #33: Videogame Movie, Silent Hill

06 Wednesday Apr 2016

Posted by thedrunkenodyssey in Film, McMillan's Codex

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FIlm Adaptations of Videogames, Silent Hill

McMillan’s Codex 33 By C.T. McMillan

Videogame Movie: Silent Hill

Adaptation is double-edged sword. Seeing your favorite works in another medium can be exciting, but there is always the possibility it will not do the source material justice. Information gets lost in translation, details will not make the transition, and your favorite parts may be butchered. One must also consider how the adaptation stands on its own. The Marvel films may deviate from the comics, but that does not stop them from being great. Video games go through the same process and I want to explore their adaptations, starting with Silent Hill.

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Silent Hill is a psychological horror game about Harry Mason looking for his daughter Cheryl after a car accident in the town of Silent Hill, Maine. As he wanders the haunted suburb, he encounters otherworldly monsters as reality shifts to a nightmarish realm. He later discovers Cheryl is a part of a conspiracy involving a psychic girl and a cult that worships a demon.

The movie is decent as horror films go, especially in comparison to today’s fare. The use of music, sets, darkness, and practical effects lends to the film’s focus on atmosphere and the goal of creating a creeping environment.

A lot of the tracks are ambient noise pulled from the games that play at varied intensities. The moments including monsters are mostly silent with only the sounds of the actors and environment. The sets are diverse and real, bearing the touch of an artisan that cared about detail. Areas that capture the nightmare world of Silent Hill were some of the best, an industrial realm of rust and blood with an omnipresent grinding noise. It is here the use of darkness comes through with the environment consumed in blackness and the only light focused on the actors.

The effects are physically created with the monsters played by people in rubber suits. The movie uses creatures from the first Silent Hill and the sequel with the Lying Figure, Nurses, and Pyramid Head. When they appear on film, they leave an impression long after they are gone. The scarcity of the monsters and gore, however, works in the movie’s favor as it does not oversaturate itself by giving you what you want. If the story was all about the monsters, it would have gotten old very fast.

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Radha Mitchell in the lead as Rose was fine, save for when she had trouble saying lines that were poorly written to begin with. Alice Krige played the villain Christabella with a lofty cadence in her voice that lent to her cult leader character. Laurie Holden of Walking Dead fame did a decent job as Officer Cybil. Sean Bean plays Christopher, one of few roles in which he does not die. The worst by far was Jodelle Ferland as Sharon. Criticize a child actor for being a child actor is uncouth, but necessary when you cringe so hard you implode.

While Silent Hill is a serviceable horror movie, it does not hold a candle to the game. Since there is a lot wrong, I will avoid anything superficial that the film ignores or takes from the game without context.

Both use visuals and sound to create a sense of isolation, but actually playing it is an entirely different experience. As you walk through the town, there is an omnipresent fog that obscures your sight while monsters scurry out of view. Interacting with it is more potent than being a spectator, something the movie could not achieve.

The game’s storytelling is superior, relying on subtlety, and trusting the player to pay attention. Like other horror games, Silent Hill used memos spread throughout each level to provide information on puzzles and narrative. The movie uses visuals to tell you what is going on before characters audibly tell you the same thing in the most self-evident fashion possible. These scenes are useless.

The story itself is not especially good to begin with. It lacks the nuance and creativity of the game and turns into a generic cult story with supernatural elements. Without the monsters and reality shifts, the experience is quite mediocre.

One of the borrowed elements creates a huge plot hole. To explain this problem, here is a brief synopsis of the game’s backstory.

Years before the main events, the cult tried to use a psychic child named Alessa to bring their god into reality. To stop the ritual, she split her soul and one half became Harry’s daughter Cheryl. After she was drawn back to the town, Cheryl’s reunion with Alessa triggered a thick fog around the town. The shifts to the nightmare realm are the demon trying to merge with reality as it fights through Alessa’s attempt to destroy it.

In the movie it is revealed that a girl named Alessa was burned by a cult of Puritans led by Christabella before she was saved. In the hospital she merges with a demon to punish the town. Years later the good parts of her soul were separated and formed Sharon, who was adopted by Rose and Christopher. The reason Rose went to Silent Hill is because Sharon has been dreaming about it and also thought it would be a good idea to bring her along.

Why is the demon calling Sharon if it sent her away beforehand? Does it want to merge with her and spread across the world? That would not work because after Sharon returns she remains in her human form. In fact, the demon does nothing the whole time she is in town, making Rose’s search pointless and without dramatic stakes. Sharon’s dreams could be a residual effect of being part demon, but that does not explain why it did not let them leave. Adding stakes is the first thing they teach you when writing and this comes off like a first draft.

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In comparison to the source material, most adaptations disappoint, and Silent Hill was off the mark. As a movie, I concede it has good atmosphere and effects. Then the story falls apart. In the end, the film is mostly forgettable, yet the sequel is so much worse. Stay tuned for a follow up.

_______

CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #32: Kingdom Hearts 2

30 Wednesday Mar 2016

Posted by thedrunkenodyssey in Disney, McMillan's Codex

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McMillan’s Codex #32 by C.T. McMillan

Kingdom Hearts 2

The difference between Western and Japanese roleplaying games (RPG) is staggering. Where the former focuses on character growth and story arc, the latter prefers steadfastness of character. Both have their merits, but in terms of escapism, WRPGs give you more opportunities, whereas JRPGs tend to be restrictive. Before I discovered Elder Scrolls, I played Kingdom Hearts 2 (KH2), from the developers of Final Fantasy (FF). Even at 14, I noticed problems.

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To the uninitiated, KH is a blend of FF and the Disney mythos. Some of the characters and settings are from The Lion King, Mulan, and many others. The worlds you visit include Space Paranoids, the Pride Lands, and Halloween Town, each a faithful recreation of their respective movies. Most of the player interactions are with Disney characters and the story has strong themes of friendship and purity of heart, something shared by the Japanese elements, which is, in my opinion, the game’s main problem.

Having watched a lot of anime and read a ton of manga, I would like to think I have an understanding of Japanese story tropes. There is always an air of moral ambiguity and dimension around the antagonists, a side that either justifies why they are villains or makes them good. In Metal Gear Solid 4, Liquid Ocelot wants to destroy the Patriot System, an AI that controls the war economy like an invisible Big Brother, and your mission is to stop him. Why? The characters argue the System is good for keeping the peace, but at the cost of wars to consume resources and maintain the status quo? In fact, most of the Metal Gear villains are more sympathetic than the heroes.

The villains of KH2, Organization XIII, are called Nobodies, the remains of people once they go Heartless (the shadow side of the soul made corporeal). XIII travels around the Worlds to create Heartless and gain the power of Kingdom Hearts (the sum of the good hearts released when Heartless are killed) in order to make themselves whole. You play Sora, who joins Donald and Goofy on a quest to stop the Nobodies by murdering them without question.

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The Nobodies of XIII are people with the capacity to feel. The first one you meet, Axel, cries and has an emotional breakdown in his search for a friend. The only reason the Nobodies are considered bad is … we are told they are. Sure, they may not be whole in a spiritual sense, but they are humanlike and possess emotions. If you just told them they do not have to have hearts to be whole, such information would safe everyone a lot trouble. KH2 is like a Nicholas Sparks story where the characters do not communicate and are surprised when someone dies over a matter that could have been resolved over the phone.

For what it is, the story is not bad. There is a lot of detail to digest, and you will not understand unless you pay attention. The cast is large. A lot of these details are not important, but the Japanese tend to be very fond of their supporting characters and details. That being said, KH2 is a straightforward story about a hero trying to reconnect with his friends and save the world. Then you have the fusion of FF and Disney in a melting pot of East and West. The game is so out there and strange, and yet it finds a way to make sense.

The lack of character personalization is not as jarring an issue as one would think. Since JRPGs are more concerned about keeping their characters steadfast, the linearity of the narrative and lack of customization is too be expected. As a protagonist, Sora is well rounded and likable because he just wants to hang out with his friends. His appearance depends on your subjective response, and if you do not like him, then you simply won’t play the game.

Personalization has more of a practical use in JRPGs. KH2 is action-oriented, with combo-based, real-time combat. The weapon you use is called a Keyblade, which is exactly what it sounds like. As you progress you gain a new one, each with different effects. When you level up, you have access to abilities that modify your attacks and movements. There are a lot of options like a guard break, various aerial attacks, and some passive ones like scan where you can see enemy health bars as you fight. Choosing your abilities allows you to tailor the combat to be as effective as possible. Once you work out the perfect formula, fighting is very satisfying as you easily overtake the enemy. If you are thrown in to the air, there is an aerial recovery that will put you right back into combat without skipping a beat. The gameplay is as fun as it is gratifying.

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While these elements are not necessarily congruent with the roleplaying genre, Kingdom Hearts 2 works better as a straightforward action adventure that can be enjoyed for its gameplay, wholesome themes, and creativity. Disneyphiles and Final Fantasy fans alike will find a lot to enjoy. The version I played was on the PlayStation 2, but there have been HD updates of the original games for last generation consoles, including the spinoffs. If any of the above interests you, consider picking up the updated editions.

_______

CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #31: Far Cry 3

23 Wednesday Mar 2016

Posted by thedrunkenodyssey in McMillan's Codex

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Far Cry 3: Blood Dragon, Nostalgia, Warrior of the Lost World

McMillan’s Codex 31 By C.T. McMillan

Far Cry 3: Blood Dragon

In entertainment, nostalgia is dead. For about five years the Internet, pop culture, and Hollywood milked the past to the point of saturation. The remakes, reboots, sequels, and merchandise compounded my frustration in a vain search for originality until I could not take it anymore. This was before Adam Sandler’s Pixels, a cynical abortion that cemented my decision to abandon nostalgia all together. As a film critic, I have made a conscious effort to avoid remakes and sequels lest I contribute to the problem. But for Far Cry 3: Blood Dragon, I am willing to let my guard down.

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Built on the graphics and gameplay of Far Cry 3, Blood Dragon is a spinoff you can play without owning the previous game. Far Cry is a shooter series with an emphasis on open-world stealth and roleplaying with upgradable abilities, equipment, and weapons. Blood Dragon is much the same with skill enhancements to your total health and reload speed. Weapon attachments give your small arsenal an added punch like exploding rounds for the sniper rifle, extra shotgun barrels, and laser rounds for the assault rifle.

One element from 3 that is missing is the crafting system. In the previous game, you were in a tropical environment with a variety of animals you could hunt for skins to craft pouches for items and weapons. There are animals in Blood Dragon, but all you get is money for killing them. Instead of pouches, you start out with the ability to carry all the weapons and items.

Being a small game, the lack of content is reasonable, and I would say such streamlining makes the experience better. The game gives you just enough to leave a good impression. Even after you complete the main story, you have a whole island dotted with enemy outposts to liberate and test your improved weapons and abilities. There are also superfluous hunting missions where you track down impossibly rare 1980s animals like neon eels and robosharks.

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Blood Dragon bills itself as a trip down memory lane with an opening cinematic of still frames over hammy narration. The frames are small with a thick black border and white subtitles, not unlike cut-scenes from before the rise of 3-D animation. In gameplay, the screen is striped with scan lines from an old TV and the color scheme is entirely neon with a heavy use of black and bright light. The soundtrack is synth by a group called Power Glove that fits well with the retro aesthetic.

Since the game is trying to be a campy grindhouse feature, the narrative and dialog is a treasure trove of 80s tropes and clichés. In the year 2007, you play Rex Power Colt, a cyborg soldier sent on a mission to take out Sloan, a rogue colonel who wants to send humanity back to the Stone Age with a biological weapon. There are also allusions to the world at large with talk about the nuking of Canada, an invasion of Australia, and Vietnam War 2. Voiced by Michael Biehn, Rex grunts and growls one-liners, hamming it up as much as possible when shouting or breaking the fourth wall to complain about videogame tutorials. He epitomizes Reagan Era ideals of heroism as he denies the use of performance enhancing drugs and screams his head off when firing a machine gun at full blast.

The references in Blood Dragon are too numerous to count. Some are obscure while others are blatantly obvious and I will share just a handful. The shotgun is a Winchester 1887 called the Galleria 1991, a call back to the arcade in Terminator 2 from 1991. The pistol is a Beretta 93R called the A.J.M. 9, the initials of Alex J. Murphy from Robocop who used the same gun. The main enemy Omega Force is from Warrior of the Lost World. Following the opening intro is a turret sequence where “Long Tall Sally” plays in the background, followed by a still frame of Rex and his partner Spider grasping hands, two references to Predator. And the ending track is from Miami Connection, a good-bad movie about karate, friendship, and ninjas.

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So, why is Far Cry 3: Blood Dragon the exception to the over-exploitation of nostalgia? Why is this ultra-homage so gratifying? Far Cry 3 is devoid of self-awareness and takes itself seriously, its use of references feels earnest without the cynicism of entertainment media using a familiar name for profit. The game is an honest experience that knows how to have fun and it is even more fun to play. Nostalgia may be dead, but the adventures of Rex Power Colt gives me hope we will learn how to make good creative use of the past.

_______

CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #30: Elder Scrolls 4: Oblivion

16 Wednesday Mar 2016

Posted by thedrunkenodyssey in McMillan's Codex

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Elder Scrolls 4: Oblivion, Elder Scrolls 5: Skyrim

McMillan’s Codex 30 By Charles McMillan

Elder Scrolls 4: Oblivion

Trends come and go. People start to like a thing for a time before something new takes its place. The same principle applies to videogames where one title will become a paragon of design until the next paradigm-defining release. The cultural effect of Elder Scrolls 5: Skyrim was immense before Fallout 4. The first game I played in the ES series was Oblivion, and when I played Skyrim, I noticed a distinct lapse in quality. If that is the case, why did Skyrim have such an impact and not its predecessor? Is the popularity a question of timing or have people forgotten how good Oblivion truly is?

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Nobody does roleplaying better than Bethesda. Despite the rampant streamlining of Fallout 4, back in the day, Bethesda’s designers knew what they were doing in Oblivion with the Skill and Attribute systems. When you level up, you choose what Attributes to increase while your Skills increase as you play. The more you get attacked wearing heavy armor, the better your Heavy Armor. The more you sneak, the better your Sneak. Skyrim did away with Attributes and combined them with Skills, which worked until you consider how your Skills affected gameplay in Oblivion.

When leveling in Oblivion, you feel the changes in the Speed Attribute and Acrobatics Skill, which are not in Skyrim. If you level them to their peak, you gain the ability to jump higher and run incredibly fast. Since I play a ranged stealth character, I became a literal ninja leaping onto rooftops and sniping city guards before creeping into with shadows. Having those effects created a sense of gratification that all the jumping and falling you did mattered. It was also more fun as you ascended to superhuman heights and the world of Cyrodiil was at your mercy. It epitomized what it means to role-play, to become greater than we are and conquer the challenges that lay before us.

 

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The story and one quest line in particular is arguably better than Skyrim. Instead of a messianic figure, you are an average Joe that falls into a grand scheme about a cult trying to bring their deity into the world. You get involved with royal politics and conspiracy while strange gates to the accursed realm of Oblivion appear all over the land. You are a small part in whole, something fantasy does not explore too often. You are not the knight in shining armor or lost heir to the throne: you are a guy who took up a cause greater than his or herself.

One of the secondary quest lines centers on the Dark Brotherhood, a guild of assassins. When you join them you get contracts with certain requirements that must be honored in order to attain the full reward and bonus. Each is different and more imaginative as you play. One includes killing houseguests without being seen and another where you have to switch a warlord’s medicine with poison without killing anyone else. The quests were diverse and challenging, but the Skyrim version of the Brotherhood is ordinary with quests like “go to a place and kill a guy” without the nuance that made the previous game enjoyable.

So, why was Oblivion not as impactful as Skyrim? My best guess is timing with its release in spring of 2006, predating meme culture and what YouTube eventually became, two factors that contributed factors to Skyrim’s popularity.

First there were videos that took the audio of a dragon shout over other footage. Then you had the “I used to _____, then I took an arrow in the knee” memes that were funny for about a week. Bethesda as a company also changed from a humble studio to a larger entity that can afford to sell merchandise and branch out with other games like Dishonored and Evil Within.

Unfortunately, such circumstances were not around in Oblivion’s time because Oblivion is much better on a roleplaying level. I do concede that aesthetically ES4 does not hold up to Skyrim.Oblivion was the first Elder Scrolls on a console different from the previous generation and I imagine there was pressure to look realistic. As a result, the style is muddled and awkward with detailed weapons, armor, and environments around characters that look as though they are made of Play-Doh. Skyrim redressed those issues with its consistent Norse style and it worked flawlessly.

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Hipsters are defined by their anachronistic tastes and sardonic irony. Some see such qualities as a reason to make fun of them, but when you embrace the old because the new fails to impress, I do not blame them. Skyrim may be fun with a better-realized world, but I find myself returning to Oblivion and the freedom of its roleplaying systems. We may never see another game match its quality.

_______

CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

McMillan’s Codex #29: Call of Duty: Ghosts Part 2

09 Wednesday Mar 2016

Posted by thedrunkenodyssey in McMillan's Codex

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McMillan’s Codex #29 By C.T. McMillan

Call of Duty: Ghosts Part 2

 When writing fiction, establishing a sense of verisimilitude, the bridge between reality and fantasy, is important. That is why Tom Clancy can write about IRA splinter groups trying to kill the King: because there is a realistic degree of logic around the premise that people can identify. Verisimilitude is vital to narrative. Whoever wrote Call of Duty: Ghosts saw fit to leave out verisimilitude entirely. Why explain the minutia of a tacked-on story in game that is not good to begin with?

Why not?

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The back-story is that after the Middle East is depleted of resources, South America would become the new oil haven. This prompts the rise and spread of the Federation from Venezuela. As the Fed took over, they were hunting down US born citizens and executing them for no discernible reason. Then America ordered the assassination of its leader before the invasion two years later.

In speculative fiction, this premise is plausible. South America has huge oil deposits that might be exploited in the event conventional sources are lost. To the US, this change would not make a difference due to fracking, but South America’s rise to prominence as a global supplier is a reasonable assumption. As a result, key countries in the region vie for control of the deposits, and what country is more skilled in the concept of centralized economic systems than a socialist “republic”?

But what would prompt an invasion if this country can claim dominion of oil rich lands? The most logical answer is the placement of the ODIN satellite. How could you not feel threatened by a kinetic bombardment platform hanging in low orbit above your territory? From the opposite perspective, this imagined United States probably felt intimidated by the Fed, and established a deterrent to prevent a possible ground attack.

That still does not explain why the Federation would invade. The Fed’s opening gambit was the capture of ODIN, which was used to open up a way into the Heartland by crippling the southern border.Of course, the Fed forces could have just destroyed the satellite. Why did the Federation proceeded with an invasion? Was it out of revenge for the assassination? Maybe the Fed wanted to keep its genocidal train rolling and wipe out America completely? It could not have been for resources if they are a wealthy world supplier. Did they want to halt domestic U.S. production of oil to increase their profits?

Here is the thing: the game does not explain or get into the background of the Fed’s creation and motivation. The information in the last three paragraphs is based on my assumptions. The game makes a habit of implying without further explanation because the writers did not foresee players wanting to explore any depth of narrative.

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10 years after the invasion, the US and the Fed are locked in a stalemate. In addition to the wall along a no man’s land between Mexico and the Heartland, many cities are repurposed military installations to stave off attacks. As far as I can tell, America has been mostly successful in preventing further incursions. What is not clear is the sense of desperation.

The US is up against significant opposition in this scenario, but what happened to our allies? What happened to the fact we spend more money on defense than the next 34 countries combined, and significant numbers of our citizens are armed? Was our economy declining before the launch of ODIN? Did our reliance on oil imports lead to our demise? That would not make sense because domestic oil production has been on the rise for years thanks to the controversial and dangerous practice of fracking. If we could hypothetically afford to put an orbital bombardment platform in space, we can afford to defend our own borders.

Perhaps if the effects of the war were more defined and involved the player in that 10-year period, the steady decline of America’s fighting spirit would be tangible and sympathetic. It would make sense why many of your missions involve gathering intelligence and turning the enemy’s weapons on themselves. However, the game does not explain anything and drops you into the fight. You are given no incentive to suspect you are up against impossible odds except for when the characters say things are bad without showing you.

This brings to mind the game’s ham-fisted theme of fatherhood. You play as Logan, the archetypal silent protagonist, with a brother named Hesh (seriously?), and both of you look up to your father Elias, voiced by the venerable Stephen Lang. It is made obvious that your dad is a Ghost and he has been training you to join the unit. It is not clear how long this training has taken place, nor if his sons are prior service, but between the 10-year jump Elias has tested the boys and somehow strengthened their bond.

Too bad you do not see this story happen or develop sympathy. You are told you have a bond, and are never shown that bond through visuals, causal dialog, or any of the available methods in this medium. All Elias does is tell the boys what to do over radio, provide backstory, and say wise things. Such empty characterization a missed opportunity to explore the idea of a father training his sons to be soldiers.

What if Hesh wanted to be an artist and had contempt for Elias trying to force his lifestyle, while you listened and joined the Ghosts? What if Hesh had all these daddy issues up until the Fed invasion? He would be forced to become a soldier, leading to interaction with his father, maybe some quality time in the midst of war, and a renewed relationship. It would make Elias’s death at the climax more palpable–and the game did not even bother. I wrote a better story in this paragraph than the game’s entire script.

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When gameplay fails, narrative must pick up the pieces, but the story of Call of Duty: Ghosts is a tragedy of failed potential that could have been better than a generic shooter. This is a lesson for all writers, especially of videogames, to look past the mere playability of your chosen genre, and strive to do something more memorable and alive. For a better shooter with actual depth to its narrative and characters, I highly recommend Wolfenstein New Order as an alternative.

_______

CT McMillan 1

C.T. McMillan (Episode 169) is a film critic and devout gamer.  He has a Bachelors for Creative Writing in Entertainment from Full Sail University.

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