Death of the Critic

June 2017

Big Fish Theory - Review

Written by: Tom Blaich

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It is a bit disconcerting to listen to a new album by one of your favorite artists, and to hear something entirely different. Vice Staples’ dark, almost monotone voice has been rapping bars about the harsh reality of life for years, stripped away all of the glitz and the glamour that we sometimes see, leaving only vivid imagery of drugs and violence over a bare beat.

Big Fish Theory just goes in the complete opposite direction. Instead of focusing on growing up in a gang environment, it is about Staples’ future. Instead of stripped down rap beats, it takes spacey, EDM styling to create a sort of futuristic dance mix. It’s experimental in all of the right ways. When it hits, it has some great tracks, but even on the misses, we get to see Vince step outside of his comfort zone in a way that excites me about the future.

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The Appearance of Heroes

Written by: Tom Blaich

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If you are an avid consumer of media, you might have noticed a few things. We write a lot about common tropes and themes that you encounter so you can begin to notice more details. So let’s do a small exercise: when you picture a hero, what do you see? Strong, virtuous, noble, upstanding. Or it is a generic white guy with five o’clock shadow and a set of rocking abs.

For some reason, a lot of our heroes look remarkably similar. Handsome, male, in-good shape, well-dressed, etc. And over the years, this image has changed slightly. It’s why a Victorian era hero looks different than the massive bodybuilders that were 80’s action heroes, and the slightly older, bearded men of today. But some things have stayed the same regardless: the fact that our heroes are overwhelmingly male, white, and heterosexual.

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Grateful - Review

Written by: Tom Blaich

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I wanted to like this album so much more than I did. There is something amazing about the lengths that DJ Khaled has gone for his newborn son, Asahd. Grateful is an album in his honor, and from its creation to its legacy, Khaled kept his son involved. The cover art for the album is even a picture of the (admittedly adorable) toddler posed in the corner of a pool, as if to copy so many who came before.

But the problem is that none of this loving heart seems to be found on the majority of the album. There are a few songs in the midst of this massive tracklist (23 songs, chosen for the date of Asahd’s birthday – October 23) like “I Love You So Much” with
Chance the Rapper or “I’m So Grateful”. And in those lyrics full of praise heaped on the small boy, we get a genuine sense of adoration that is scarcely seen in hip-hop.

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The Backlog - Hotline Miami 2: Wrong Number

Written by: Tom Blaich

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The first Hotline Miami game is one of those rare titles that is almost universally liked. It is an ultra-smooth, ultra-violent hack-and-slash crime game. Each level functions almost like a puzzle. You have a defined toolset, and you have to make it through the gauntlet of vicious enemies without dying. In many ways, Wrong Number is a very similar game. You choose your mask, and with it a special ability, and then you have to clear out the level, dodging bullets and stabbing dogs.

If they had stopped here, they could have just made a basic sequel, and it would have been a very good game. It wouldn’t have the originality of the first, but it would still be satisfying to have a whole new set of deadly problems to solve while that fantastic electronic soundtrack thumped along in the background.

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Boundless Discover: The Majesty of Adventure in Games

Written by: Tom Blaich

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Games as a medium are about letting you enter a new world, step into the shoes of someone else, and see majestic things. They are different from other kinds of media like film or literature because you have to interact with them. A movie will keep playing, a book will keep going, no matter how you wish to proceed through it, but a game requires you to interact with it, and this interaction can change the course of the story.

More and more games are being built around open worlds and non-linear experiences. They let us as players take this sense of adventure that is so inherent to games and amplify it, and there is no better example than
The Legend of Zelda: Breath of the Wild.

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Melodrama - Review

Written by: Tom Blaich

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With Pure Heroine, Lorde brought a unique voice to pop: smoky, honest, but also (most importantly) young and real. She was only 16 years old with the release of her debut album, and the tracks bounced back and forth between surprisingly mature and refreshingly juvenile, bringing a perspective to pop that we don’t normally see.

In the four years since, her music has had an impact, and we can see how others have attempted to mirror that rugged, pared-down style (like this year’s
American Teen by another young artist, Khalid). So I was intrigued to see how she would come back, and in what way her music would change.

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Why Did I Watch That? - Gallowwalkers

Written by: Tom Blaich

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Wesley Snipes and hair dye are two things that should probably never go together again. You see, he is some sort of undead cowboy, hunting down a group of men that he already killed once but needs to kill again. After his family was attacked, Snipes goes after the killers for revenge. Which he gets, but he dies, but then his mom brings him and everyone he killed back from the dead. So he has to re-revenge everyone that he loves.

It actually was stuck for a while in production hell, due in part to Mister Snipes’, um, “financial and legal difficulties.” It had a troubled history over the eight torturous years of production, with the main actor switching from Chow Yun-Fat (who was first announced in 2005) to Snipes, three years later. It actually was finished a full three years before the movie would ever see the light of day, and you can sense that when you watch it, a film somehow out of time, a subpar action flick that wouldn’t be out of place in 2006 feels even more shockingly bad in 2013. And four years later, it hasn’t managed to improve.

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Light vs. Dark

Written by: Tom Blaich

One of the central and most widely used theses in literature is the idea of a battle between good and evil. It could be waged with blades and bullets, or through a battle of sharp wits and razor tongues. These two sides clash over and over, and so many times we will see them indicated by the idea of light versus darkness. Light is good, virtuous and just. It is pure, an angel decked out in gleaming white robes, or a doctor in an unblemished gown. Darkness is sinister, violent and evil. It is corrupt, an ashen demon eager to tear apart all who stand in its way or as an assassin wreathed in a dark suit.

It has always served as an easy way for us to distinguish between what is “good’ and what is “bad”, but with this compartmentalization and labeling come rather entrenched ideas of racial relationships and dynamics. For a long time, societies have looked upon pale and white skin as being better than darker skin. You can see comparisons being draw between dark skin and “dirtiness” or lack of civilization. It ties closely into the idea of otherness that we’ve talked about before, and it has roots in centuries of literary history.
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Historical Accuracy vs. Entertainment

Written by: Tom Blaich

If you’ve ever gone to YouTube after a big movie came out, you’ve no doubt seen dozens of videos picking apart why it was actually a bad movie because something was included that wasn’t invented yet or a character’s backstory is incorrect or some other minor detail is wrong.

The same can be said about games, with the inclusion of weapons, vehicles, or personnel that might not fit the setting perfectly. We like to make a big deal out of details like this, for some reason. Maybe it makes us feel smart, or maybe because we get to contradict the majority opinion about a piece of media, something that teases a deeply contrarian part of our brains, because what is mainstream and popular is almost necessarily uncool.
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Beatiful Thugger Girls - Review

Written by: Tom Blaich

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I never know what to expect when I hit play on a new Thugger album. He’s all over the place sonically, bouncing back and forth between sounds in a way that few artists are willing to do. Music does not often reward experimentation, as what is familiar is what is safe. But Young Thug is so far from being safe that he can play around more with his sound.

Yet even with that, the country infused, hip-hop/pop beats come out of left field. Not even thirty seconds into the first track, he lets out a raucous “Yeehaw”, a cry that echoes the more playful tone of his music. He’s “tryna put his dick inside of yo panties”, ask for his “baby girl come suck me and fuck me”. But at the same time, manages to deliver a strangely personal record.

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The Backlog - Killing Floor

Written by: Tom Blaich

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Some things are just good ideas. Cheese pizza, Arnold Schwarzenegger, kung-fu movies, and of course, zombie shooters. There is something so satisfying about killing zombies, possibly the distinct lack of morality in slaying the undead or the huge number of enemies that you come across, or the absolute ease by which they are felled.

We’ve seen countless games use them as bullet sponge enemies, but ever since 2008’s
Call of Duty: World at War and it’s bonus “Nazi Zombies” mode, there has been a place in our games for zombie wave-based shooters.

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Anatomy of a Character - Nightcrawler

Written by: Tom Blaich

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It is hard to describe what “creepiness” is, the feeling of existential dread that it fosters deep within you, an inability to look away in fear of what might happen if you do, an uncertainty of what exactly is going on. And it’s a feeling that the oddly stoic Gyllenhaal nails to a T with the character of Lou Bloom. From the moment that he is introduced until the credits roll, he demands your attention, much in the same way as a wild animal or poisonous insect, calmly watching you back, his wide eyes searching for weakness.

From the moment that he is introduced to us, we watch him try to approximate normal human behavior. Behind his smiling mask, there is an anger simmering just below the surface. But the scariest part about him is not this rage. It is that this anger might just be another mask, trying to pass for normal human emotions.

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Why did I Watch That? - Universal Soldier: Day of Reckoning

Written by: Tom Blaich

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I watched a bad movie today. It is sort of a guilty pleasure of mine. Watching bad movies that is. I revel in the terrible plots, paper-thin characters, cheesy effects, and wooden acting. It fuels me. I love them in a way that I can’t quite describe, or feel about bad games or music. To me, bad films deserve to be recognized, talked about, and maybe occasionally ridiculed. This one is no exception.


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In the realm of bad movies, occasionally the stars align and a perfect storm can form. A storm that draws me into its eye to endure yet another two hours of terrible writing and acting, with entirely too much CGI blood. Somewhere, a BBC weather reporter wakes from a deep slumber. Yet another
Universal Soldier sequel has formed over the Pacific, and Jean Claude Van Damme and Dolph Lundgren promise to wreak havoc upon our collective minds. To make things all the better, this time around, they decided to add in our old favorite, Scott Adkins into the mix, promising 20% more biceps than normal.

Yet even with all of that going against them, they managed to make a movie that is not only remarkably competent, but also kind of cool at some point. The fourth iteration in the longstanding series (or sixth if you count the two made-for-TV movies),
Day of Reckoning has some complex canon to contend with, clones and super soldier serums and alternate histories to navigate with a cast of actors more suited to drop kicks than dramatic monologues.

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Pretty Girls Like Trap Music - Review

Written by: Tom Blaich

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I have been convinced for a long time that 2 Chainz is a genius. One of the harder working artists in the industry, sometimes it feels like you can’t go more than ten feet without tripping over a Titty Boi feature or new mixtape. I was a big fan of last year’s
Hibachi for Lunch, but with Pretty Girls like Trap Music, he manages to make the most complete album that I’ve heard from him in a while, cementing his place in the Atlanta rap scene as king, playing with the convention of trap music and his trademark ridiculousness, and reminding people that you just can’t sleep on the King.

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Iconography

Written by: Tom Blaich

We’ve talked before about symbolism and how it can be used in the analysis of a piece, but today we want to look a little closer at the concept of iconography, the study of the context of images separate from their style. An image contains so much information, especially one that was crafted by an artist, and the same can be said of any of the works that we would like to analyze. If something is included on screen or in the page, then it as put there by someone intentionally. There is a reason that it exists, even if that reason is a s simple as to add clutter to the background.

When we look at a work, the style has a great deal of influence over the meaning that can be taken from it. With a painting, this could simply be the color chosen or the thickness of lines, or so many other more complex things. Compare cubism to realism, and you can see so much difference even if the paintings are of the same subject. Read More…
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Paid Mods and Giving Creators Their Due

Written by: Tom Blaich

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Bethesda just cannot catch a break. This year at the
Electronic Entertainment Expo (E3), along with announcing yet another version of Skyrim, they stated that they would be implementing a system whereby they would be able to begin charging for select modifications for their games.
This has made a lot of people very angry, and been widely regarded as a bad move.

Almost immediately, the collective game community had a conniption, with resurfacing memories of the Valve paid mod debacle of 2015. Part of this is probably due to broad opinions about and distrust of Bethesda, but another part of it is due to a general unwillingness to pay for things within the games community. Especially things that were once available for free.

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The Backlog - Insurgency

Written by: Tom Blaich

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In the past few years, the simulation genre has broader into a more nebulous space than it was a decade ago, with the description taking on a memetic appeal in the gaming industry, being applied to anything and everything. While the idea of a combat simulator has been explored before by games like
ARMA, there is still room for something else. Insurgency aims to provide that, with a smaller scale recreation of multiplayer gun battles between rather ordinary groups of soldiers and insurgents.

An average game of Insurgency focuses on squad based combat between two teams, each made of up a few distinct classes. Each class has a few weapons to choose from, with a scattering of rifles, carbines, machine guns, assault rifles, and submachine guns split up by speciality. But unlike a game like ARMA, the customization is bare bones. You are kitted out like members of an infantry unit, not an elite special forces operator, and you have to play around the limited resources you are allowed.

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E3: Where Do Games Go From Here

Written by: Tom Blaich

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There is a certain attitude within the broader game community where we see ourselves as the scrappy underdog, an industry supported by impassioned and oft-misunderstood fans that is constantly maligned by the mainstream media in favor of more traditional entertainment industries. Where the only thing that keeps game companies afloat is die hard fans, and the worth of a game is measured by the community engagement online.

We’ve had this attitude for years, because for a long time, it was kind of deserved. Games were a hobby for silly kids and “nerds” socially undesirable and turning towards a digital medium for comfort.

But we’ve left that attitude behind a long time ago. Video games are about as mainstream as it can get, and playing games is no stranger of a hobby than watching sitcoms, cooking, or hiking.

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Why Did I Watch That? - Hitman: Agent 47

Written by: Tom Blaich

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I watched a bad movie today. It is sort of a guilty pleasure of mine. Watching bad movies that is. I revel in the terrible plots, paper-thin characters, cheesy effects, and wooden acting. It fuels me. I love them in a way that I can’t quite describe, or feel about bad games or music. To me, bad films deserve to be recognized, talked about, and maybe occasionally ridiculed. This one is no exception.


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It always baffles me at which movies manage to get reboots made, and the absolute insistence on taking awful properties and milking them for all of their worth is more than a little ridiculous. There are a lot of great action movies, but there are also a lot of terrible action reboots. And for some reason, I just can't stop watching them (partly because of my almost obsession with bad movies, and partly because I'm a glutton for punishment).

Luckily
Hitman is better than Death Race, but that is like trying to find out which of two spoons is sharper. I went into this with a vague hope that they would be able to leverage the property to make an at least passable movie, but instead of making the sneaky assassination movie that the game sets up so well, they try to turn it once again into an action packing political thriller full of super humans and gratuitous slow motion. It didn't work in 2007 and, unsurprisingly, it doesn't work here either.

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Monolith - Review

Written by: Tom Blaich

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Roguelikes are a genre that we’ve written about many times before, and will no doubt continue to revisit for a long time coming. In some ways, it is the perfect genre for an independent game, as it has an inherent sense of replayability to it that other genres lack. Level design is still important, but by allowing the gamer to slot remade rooms together at random instead of having to design each level by hand makes for a significantly easier creation process. And players are far more forgiving of repeated assets and gameplay in roguelikes than they are in a first person shooter or adventure game.

Monolith takes lessons from its predecessors (The Binding of Isaac) to blend the room-by-room, top-down roguelike gameplay with "bullet hell-esque" boss fights, and the marriage is a remarkably happy one. Your little ship can flit and soar across each room, dodging shots and tearing apart your enemies. You feel capable, partly because it isn’t a particularly difficult game, with a high baseline of health that lets you tank way more shots than most roguelikes do out of the gate, and it’s relatively easy to restore your health pool, or even expand it later on in the dungeon.

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Ludonarrative Dissonance

Written by: Tom Blaich

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Games are a rather interesting medium to critique because of the crucial role that interactivity plays in how a story is interpreted. With a film or book, we are stuck in a single viewpoint and experience the story as if we were locked onto a roller coaster: tightly restricted and controlled. But in games, the player adds a crucial X-factor of randomness into the story that the creator has to try to control for.

To see all of the story, the player has to advance forward, completing a certain set of tasks, but sometimes the very function of the gameplay is at odds with the themes of the story being told. It is a familiar feeling within media, but games stand alone in that the layer is forced into “choosing” to do the tasks even if they don’t want to.

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Drifting Lands - Review

Written by: Tom Blaich

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Side-scrolling shatters have always been a fun distraction for me, but even after all of these years, they have not broken out of their form. They are fun, and they present. Certain kind of intriguing challenge for us to play with. They are mastery systems laid bare, asking you to learn movements and actions to the extreme so you can fly through a hail of bullets and come out the other side unscathed. It’s no wonder that there are a huge number of side-scrolling shooters that also fall into the “bullet hell” genre, characterized by maze-like arrangements of bullets for you to try to navigate through with split second timing. They are the epitome of control, often giving you only a few pixels of clearance to squeeze through.

Drifting Lands tries to take these established formulas and turn them on their ears by injecting loot and leveling elements to add layers of complexity to the formerly simply design. Before you just had to dodge and shoot, but now you have to manage a cargo-hold/inventory, stat points, color-coded inventory, damage and attack types, all with the change to accidentally lose it at any moment and be thrust back to the beginning of your journey. It seems that along the way towards adding replayability and complexity into the game, they simply went too far.

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"Grimdark" Storytelling

Written by: Tom Blaich

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There is a widespread hate for the oft-maligned "gritty reboot" of a beloved franchise, where a director takes a well-established (and often not dark) property and propels it into a much more "realistic" world, which usually means a greyscale color palette, an actor with a five o'clock shadow, and a love of the word "fuck". Sometimes these can work out for a property, and the new direction can be a refreshing take on a familiar formula. The problem comes in with so-called "grimdark" storytelling, where the point of the story stops being the characters and becomes about how "dark" or "edgy" it can be.

Spend any significant amount of time reading fanfiction (which no one should ever do), and it is a trope that you'll become intimately familiar with> For many writers, they don't know how to make a story more mature, and as such they conflate maturity with severity, and fill their stories full of rape, torture, and gruesome murder because "it happens in the real world all the time."

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The Backlog - Shadow Warrior

Written by: Tom Blaich

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There is something about swords that are just kind of cool, that voice in the back of your mind, even as you laugh at absurd sword collections on the internet, that tells you "but wouldn't it be cool to slice apart a watermelon like you were some kind of cybernetically enhanced ninja?"
Shadow Warrior takes that in the remake of the old-school shooter, combines it with a healthy dose of inappropriate humor, and enough blood to make Takashi Miike jealous. You are a Yakuza assassin tasked with re4covering a famous sword, and saddled with a sarcastic demon sidekick (and a whole lot of firepower).

In all honesty, it feels like this game should be so much worse than it actually is. It does not describe well, but in practice, it continues the trend of modern remakes of 3D shooters being pretty damn good. Half of the time, it feels like you are runing your way through some kind of weird anime, and in so many ways that works to it's benefit.

Frequently, when a game has first person sword combat, it is less than engaging, devolving into a flurry of repetitive, weightless attacks and blocks, but here that is far from the case. You have a series of special attacks along with a set of Japanese styled guns to help mix up your attacks and deal with enemies at longer range. You feel just as powerful as your character is supposed to, which is an issue that I hate running into in a game.

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Anatomy of a Film - Inglourious Basterds

Written by: Tom Blaich

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Chapter One


Once upon a time…
In Nazi occupied France

Colonel Hans Landa cuts quite the figure. Decked out in the all black SS uniform, bright, white smile plastered across his face, from the very moment that he steps on screen, he makes you uncomfortable. Not only is the seemingly cheerful man a Nazi; an officer in the
Schutzstaffel, but there is just something bout his mannerisms that seem off, manufactured in a German lab as a facsimile of a friend, designed to put you ill at ease in whatever situation you find him. He takes pride in his gruesome, genocidal work, treats it like his own little game, an  intriguing puzzle for him to solve. As he tinkers with his victims, the only prize that awaits them is death, to be meted out at his absolute discretion.

To him, this day on the farm where the film opens is just another in a long line of brain benders, but to the family that he is interrogating, it is the worst day of their lives. Perrier La Padite is a simple, hard working man. He has a beautiful family, an idyllic dairy farm situated in the rolling hills of France. It is almost picturesque, greenery stretching through the background as the jolly Landa strolls up, a wide grin tearing across his face, with the quiet mask of Perrier across from him. We can see the joy that he takes in his work, and the horror that everyone else sees it as.

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Why Did I Watch That? - Hitman (2007)

Written by: Tom Blaich

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There aren’t very many good video game movies. For some reason, it would appear that in the translation from games to film, something vital is lost. Condensing down the story and characterization of an entire franchise into a sub-two hour long movie is not an easy thing to do, and capturing the feel of gameplay, the driving force behind many games, in a human actor bound by the actual laws of physics is more than a little difficult.

As a franchise,
Hitman has never had the most compelling story, propped up almost entirely by the puzzle-like challenge of finding your way through each mission without breaking stealth, navigating the semi-open levels and seeing which parts interacted with each other in interesting ways.

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Superhero Fatigue

Written by: Tom Blaich

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With today’s release of
Wonder Woman, it has been a little over nine years since the release of the first Iron Man movie, and with it, the beginning of an international love affair with these spandex-clad superhuman, ripped from the pulpy pages of so many comic books. In these nine short years, we’ve seen the release of 36 mainstream comic book superhero movies, with even more films about the superpowers surrounding them.

It is an unprecedented inundation, and it shows no sign of slowing down, with juggernauts like
The Justice League, Infinity War, Black Panther, and more on the horizon. And it is becoming harder and harder to keep getting ourselves excited at this point. The good guys beat the bad guy who had some sort of device/magic/being that threatened a city/country/world with total annihilation.

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The Backlog - FTL

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

For some reason, it seems that I can't bring myself to stop playing roguelike/lite games, even though my criticism of them remains the same every time I lay a new one.
FTL has been out for several years now, and while it does bring a slightly different style to the genre, it does so in a shell that can feel almost punishingly random, even after dozens of tries. It is a game about time management, a game about the agony of unknown decisions, a game about hoping for the best all wrapped up in a skin of a procedurally generated roguelike/lite space game.

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