review

Toy Story 3 Review

When I became a man, I put away childish things. This of course is a quote, as I still play computer games, paint little army men and watch films called Toy Story 3.

Pixar’s latest film returns to the well realised characters from their first feature, released way back in 1995. A subset of the cast from the previous two films find themselves neglected by their owner, Andy, desperately trying to regain his attention. We learn that Andy is going to college and must decide what to do with his old toys. Through various mishaps most of the old gang end up at a daycare centre, whereas Woody has a golden ticket to college with Andy. Of course, the daycare centre isn’t the paradise it appears, and Woody is left with some important decisions to make.

You may have heard that this film is a bit of a tear jerker, and your humble reviewer can report that he wasn’t above having a bit of a weep towards the end of the film. It is genuinely affecting seeing characters I loved when I was 14 struggling to live in a world increasingly hostile to them, a family whose circumstances are changing just like the family of Andy. I challenge any adult to not feel at least a little emotional when Andy’s mother sees his newly emptied room, or when the toys stoically face death together after facing a world filled with betrayal.

Pixar’s talent for layered storytelling takes these emotional themes, more at home in a drama, and mixes them with elements that are fun, hilarious and at times a little scary. The film follows a narrative that is easy to follow and keeps the pace up well with nary a slow moment, possibly at the expense of feeling a little rushed. This pacing ends up burying some of the other toys, Bullseye and Slinky Dog seem to be downplayed almost to transparency, and I’m not sure that Bullseye is actually in the conveyor belt scene at all. It would have been nice to see more of the supporting toys from the earlier films, but I suspect that would have dragged down the start of the film unnecessarily. Saying that, the implied loss of some other toys, namely Woddy’s squeeze Bo, impart the theme of the film early and well.

There is also a confusing romantic subplot happening between Jesse and Buzz which, whilst leading to some entertaining scenes, adds little to the story and seems disjoint; especially if your memory of the second film is a bit hazy. I’d have gladly given this up for a bit more screen time for some other characters. The last real issue with the film is that it might be a bit scary for younger kids, I heard one child remarking that they were scared and I’m fairly sure another left the cinema. Although the level of threat is fairly high, it’s not opressive. The film is a U rather than a Uc and seems secure in the knowledge that kids don’t want an boring happy romp. I for one have much fonder memories of childhood films with a high level of antagonism.

Tom Hanks and Tim Allen voice the protagonistic couple, Hanks has the lion’s share of the work but Allen puts in a great performance and managed to make me forget I was listening to the ‘star’ of Home Improvement. Other characters are well rounded where they are allowed to be. The perennially quixotic Joan Cusack puts in a great performance as Jesse, being both abrasive and endearing at the same time, but not given enough space to really shine. Mr. & Mrs. Potato Head (Don Rickles and Estelle Harris) have some good scenes together as well, and are the most active of the supporting toys.

New additions Ken (voiced excellently by Michael Keaton) is the comedic star, providing a lot of the laughs during the middle stretch of the film. Casting Keaton here was stroke of genius, you can almost see the first movie Batman’s face in Ken if you squint hard enough. Ned Beatty as antagonist Lotso never seems to really get to grips with the character though, by turns outraged and friendly he doesn’t come off as the mastermind he’s supposed to be, more two personalities inhabiting the same character.

A quick note on 3D. I tend to avoid it wherever possible, I find it distracting and blurry, but for Toy Story 3 it’s worth investing in the Elvis Costello glasses. If it wasn’t for the fuzziness in near objects I could have completely forgotten the film was in 3D, but Night & Day however, the short before the main feature, uses the 3D effect in a genuinely interesting way and is well worth seeing.

All in all, I adored Toy Story 3. The continuing theme of obsolescence carried through the series from the first film comes to a head, and leaves you with a bittersweet ending to the character’s stories. This is possibly Pixar’s best film to date and the best film I’ve seen this year. Go to see it now, take the kids, friends and a tissue. You won’t be disappointed that you did.

+10 on the Rjandberg-Smythe scale

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Tuesday, August 10th, 2010 Neil 1 Comment

Los Campesinos! We Are Beautiful, We Are Doomed

This album slipped by me since it was released in November, just eight months after the release of their Debut ‘Hold On Now, Youngster…’ but I’m glad I stumbled across it. Right from the opening lyrics (I think it’s fair to say that I chose hopelessness and inflicted it on the rest of us) it’s clear that tweexcore has grown up; out the window are the songs where the cherryade flows, replaced by bitterness, resentment and jealousy.

The sentiment in the title track, ‘We are beautiful, we are doomed’ shows a much bleaker, darker Los Campesinos! punctuated by the trademark glockenspiel – “I taught myself the only way to vaguely get along in love is to like the other slightly less than you get in return” – the guitars building to the anthemic outpourings about heart failures.

A major criticism of ‘Hold On Now, Youngster…’ may once again put off listners, as the new album is anything but an easy listen, but in my opinion this doesn’t detract from the quality of the songs; I’ll never grow tired of cheerful sounding tunes coupled with self-destructive lyrics like ‘It’s as if I walked into a room to see my ex girlfriend, who by the wasy I’m still in love with, sucking the face of some pretty boy with my favourite bands most popular song in he background’ all tempered by soft female vocals.

The stand out tracks for me are ‘You\’ll Need Those Fingers For Crossing‘ and ‘It\’s Never That Easy Though. Is It?

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Monday, May 11th, 2009 Gazz No Comments

The Most Expensive Game Ever (TM)

Richie Sambora, Guitar Hero

Richie Sambora, Guitar Hero

As, already mentioned in these hallowed pages for me the stand out game of 2008 for me was Guitar Hero World Tour.  The reasoning behind this in honesty has very little to do with the innovation on show in the game but comes down to the fact that I’ve enjoyed GHWT more than any other game this year.

The game mechanics are pretty much unchanged since GH3 (well, since Guitar Hero really), the newly implemented slide bar on the neck of the guitar is  the only innovation and is ignorable.  The vertical difficulty curve from GH3 has been dispensed with, though it has been replaced with something more akin to a difficulty scatter graph, this isn’t as much of a curb on progression as in previous iterations though now that the game difficulty level can be changed mid play-list (My sticking point was Today by The Smashing Pumpkins, damn near impossible on medium, probably just me though).

If innovation was important to a GH game to be honest we’d still all be playing Guitar Hero, what matters to a GH game is the music, World Tour is no exception to this with a whopping 86 tracks, all based on master recordings, placing it well above main rival Rock Band’s 58.  Quantity is not always everything, quality has to be considered and this is where GHWT potentially comes unstuck.  Musical taste is subjective and while Activision has attempted to provide something for everyone, inorder to cover all bases it is possible to spread yourself thin.  I’d say that this is avoided, however I pretty much fit the demographic to which the playlist is geared, which appears to be a punk-metal Rockabilly with one foot planted firmly in the eighties and one ear in Seattle around 1991.

I refer to GHWT as the expensive game ever, and at £150 for the full band set  up this is more than I’ve spent on consoles in the past, the price tag is not where it ends however, The Guitar Hero frachise always ends up costing me money as it represents a large influence on my music collection.  The month following a GH release will often see me spending hundreds of pounds on albums.  GH is responsible for me listening to Avenged Sevenfold, Dragonforce (so therefore ultimately responsible for the stain on my buddy Poki’s living room carpet), Creedance Clearwater Revival and Tool.  GH is also responsible for rediscovering bands just by looking at their music in a different way, The Eagles for example it wasn’t until I played Hotel California on GHWT that I asked myself, “What else have have they done?”  Similar can be said of The Smashing Pumpkins, a band which I missed the first time around, also The Pretenders, Cheap Trick and Pearl Jam.

While the music in GHWT tends to throw up a few unexpected suprises I’d say that most are worth persevering as there’s a hell of a lot of triple A tunes to be had, some of the more obscure tracks may even suprise you.

All of this  subject to personal taste, I’m sure not everyone thinks that Livin’ on a Prayer is the best song ever written, and that is why you all fail.

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Wednesday, January 14th, 2009 Ralph 9 Comments

Assorted Mammals of the Old Republic

Hey droogs, guess who’s still alive.

Sonic Chronicles: The Dark Brotherhood Boxart

Sonic Chronicles: The Dark Brotherhood Boxart

Yeah, the economic down turn is bad, but the biggest drain on my pocket at the moment is the glut of triple A game titles around at the mo. I spent last week completing Fable II’s main plot, started playing Fallout 3, started up Guitar Hero World Tour (or as I like to call it “super arrgh I can’t do three things at once magical drum simulator”), my import copy of Castlevania: Order of Ecclesia’s arrived, SSFII HDR comes out some time today and I still haven’t even considered giving time to Dead Space, Mirror’s Edge or Left 4 Dead yet!

Following my obituary for sonic the hedgehog a couple of weeks ago, and based on the recommendation of Chesterfield’s premier/only independent games retailer I decided I’d find time in my frantic gaming schedule to give Sonic Chronicles: The Dark Brotherhood a rare opportunity to redeem it’s franchise.

Sonic Chronicles is a Role-playing game based on the popular sega franchise, and developed by the hand held division of Canadian company Bioware, better known for creating the Neverwinter Nights series, Mass Effect and Star Wars: Knights of the old Republic.  Considering Bioware’s staggering back catalogue of RPG success going into SC:TDB I was quietly optimistic feeling that Sega had made the right decision to pass the game to a third party rather than leaving production with Sonic Team (Probably too busy making a hash of Sonic Unleashed at the time).

The game picks up sometime after Sonic and Friends have once again defeated Dr Robotnik(His name’s Robotnik.  Not Eggman!), Sonic is brought back following some much needed R ‘n’ R to find that the Chaos Emeralds have been stolen (again) and Knuckles has been Echidna-napped by an organisation referred to as the Marauders.  Sonic assembles his usual team of Mammalian cohorts, slaps on his Ricky Rocket-pants and saves the day via an unusual team member, a trip to another universe and a whole heap of ring collecting.

The challenge presented to Bioware in the production of SC:TDB is the need to keep a hell of a lot of people happy by creating a product which will not only be marketable to Sonic fans, but is also of a high enough quality to appease sceptics amongst their own fan base.  I feel to a degree at least they’ve pretty much cracked it.

The presentation of the game is exceptional with the majority of the game played in 3D across an Isometric plane, the locations themselves are well designed with re-creations of various classic Sonic stages such as Green Hill, Mystic Ruins and Angel Island.  The character design is of a usual high standard with few suprises as to the design of new characters fitting into the fifteen year old tried and tested formula, new protagonist Shade fits well into the rest of the characters, though expect a change of costume before her next appearance.

The game play utilises 100% touch screen control, much like Phantom Hourglass all field abilities are activated by tapping a context specific icon on screen.  During combat the game adopts a variation on the traditional JRPG style.  Protagonists line up at the bottom of the screen, antagonists at the top, the two factions then wait for their turn to batter each other until all of one side is defeated.  To add to this tried and tested formula, Bioware introduces a system similar to Elite Beat Agents/ Osu! Tatakae! Ouendan! for activating special powers.  Pow moves use up Pow points when used much like Magic Points in a Final Fantasy game to activate the Power move however a small rhythm-action style puzzle needs to be completed involving tapping and dragging icons with the stylus, it offers a welcome variation to an otherwise humdrum activity.

As a warning to fans of Bioware do not come into Sonic Chronicles expecting the complex plots and sub-plots seen in Mass Effect or KOTOR, while the plot is relatively well written, this is a simpler game than many of Bioware’s other efforts, an RPG lite for a younger audience.  Don’t let this put you off, as while simple and with a low difficulty level that doesn’t mean that Sonic Chronicles isn’t a pleasure to play.  I managed to complete this game in under 15 hours, which I considered to be about right.  In terms of sub plots and side quests, there are some, though most of these aren’t really more than fetch and carry quests for NPC X.  Apparently there is a Bioware romantic sub-plot ( though without Mass Effect’s Alien Rumpo) between Sonic and Amy Rose, though to be honest I didn’t pursue this and have since found out about it through GameFaqs.

While Sonic Chronicles may not be to everyone’s taste I found it to be an amusing diversion, if somewhat easy to complete.  Though I maybe wouldn’t advise my peers to go out and buy it, I wouldn’t hate myself for giving it as a gift to a younger gamer.  It is a well polished adventure which goes someway to repairing the damage done by previous games to the franchise.  Repairs aided by the fact that it’s possible to complete the game without ever having to use Shadow.

I only hope that Sega takes note of this return to form, and doesn’ t do anything stupid with the next Sonic game, y’know like turning Sonic into some kind of lycanthropic hedgehog, man, chimp, thing.  Man, that would be stupid.

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Wednesday, November 26th, 2008 Ralph 3 Comments

The cake is an analogy. Fable II Review.

One man and his dog

One man and his dog

Imagine someone promised to bake you a cake.  A strawberry cream cake, with fresh strawberries, and whipped cream.  On collecting your delicious cake though you receive a lemon drizzle cake.  The Lemon drizzle cake is great, but because you were promised strawberries and cream you can’t help but feel a little disappointed.

This was the problem that Fable had when it made its debut on the X-Box in 2004, it wasn’t a bad game, thanks to the game’s designer Peter Molyneux though it couldn’t be anything other than an anti-climax.  The game won many awards, was critically acclaimed and at the time the fastest selling game on the console.  However, Molyneux was still forced to make a public apology on the lionhead forums as the game did not contain many of the features that he had previously promised.

I have purposefully avoided everything Molyneux has had to say regarding Fable 2.  So that I could avoid the inevitable disappointment when I found out that the game would be unable to make my hair grow back, or cure cancer, or make girls like me.

Playing the game I’m afraid to say that Fable 2 has a few technical issues.  Graphically while the visuals can be breathtaking, the overall effect is often ruined by glitches, clipping issues, pixelisation, poor draw distances, and almost Halo 2-esque levels of pop-up are not uncommon.

I keep coming across little Irks all the while I’m playing this game.  I can’t close doors,  when I return from a rough day’s adventuring, take the missus upstairs for a bit of the other I find my every move being scrutinized by half a dozen friends and well-wishers.  I’ve on several occasions transported to a quest location to find I’ve already killed antagonist X and need to travel back to the quest giver, achieving little more than being forced to sit through the loading screen for the second time in two minutes.  I’m unable to sell my first home because the game still thinks it’s my marital home.  The list of flaws seems to stretch on well into the middle distance.

Ultimately though all of the faults are unimportant.  When playing Fable II all the minor irritants don’t matter.  The game as a whole is so much more than the sum of its parts.

From the very outset Fable II is full of golden moments from the game’s cliched but well presented prologue you find yourself in a world in which things like graphics and load screens don’t matter, it is the world itself which matters and is constructed with such a sense of verisimilitude that even the smallest action can become a joy simply through the way the world around you reacts.

I considered the removal of the mini-map to be a step backward from the original Fable, several of the mini-map’s functions have been reintroduced though in the guise of the hero’s new canine companion.  While I met the inclusion of the dog with apprehension, I found it to be well handled and in-keeping with the overall style of the game.  Never appearing  too intrusive, it’s assistance is not essential to the play experience, but I felt enhanced it.  I suppose it depends on your opinion of dogs prior to playing Fable 2 but I took a great deal of enjoyment from simply observing my dog’s mannerisms, even just watching it tear-arsing around the countryside put a big, foolish grin on my face.

There is a real sense of drama running through the game giving it the air of a hollywood blockbuster.  The role of clothing in the game is now solely cosmetic, allowing a player to choose a look which they find appealing, without having to think about armour values (The pink frock coat over an olive green Waistcoat is mine! You can’t have it!).  The one button combat is suprisingly nuanced, while still allowing a degree of success through mashing.  The camera adds to the cinematic nature of combat highlighting blows with use of slow motion and Crash-zooms.

While I felt that graphically Fable II fell short, the sound is awesome.  The music expands on Danny Elfman’s original theme, and composer and Lionhead mainstay Russell Shaw does an excellent job without Hollywood intervention.  The dialogue is well written and the voice cast is impressive, including solid contributions from Firefly’s Ron Glass, Stephen Fry and my own personal milf de jour Zoe Wanamaker.  While some of the NPC dialogue can be overused, on several occasions they have left me laughing out loud.

I whole-heartedly recommend Fable II, as I have allowed myself to become completely enamoured with the world it creates.  There is a real sense of charm that runs all the way through this game and while i admit it has it’s flaws, it is never the less a work of flawed genious.

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Wednesday, October 29th, 2008 Ralph 1 Comment

Dead Space Redux

I’ve always been a fan of survival horror games, so I was pleased that I got to play the opening half hour or so of Dead Space last week. This time of year tends to bring the behemoths out to play in the console Christmas wars and the likes of Dead Space are often overlooked, which would be a terrible shame.

Granted, I only saw the early sections of the game, but what I saw definitely whet my appetite for the rest of the game, from the stunning lighting effects to the creepy opening death the game sets itself up as ambitious and dark. The plot is perhaps a little tired, “hmmm lets go investigate that abandoned spaceship…” but the visceral nature of the gameplay and its limb-loosing arsenal should make up for it.

I’m something of an achievement whore and the points up for grabs here seem well balanced and fun with a minimum of pointless iterm collection, a focus on weapon use and definite replay potential.

With Hallowe’en around the corner Dead Space could be just the thing for a genuinely creepy experience, especially if you are a fan of Resi/F.E.A.R.

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Wednesday, October 29th, 2008 Gazz No Comments

Dead Space Review

Dead Space Artwork
It’s dark, my leg brushes something and sends it clattering across the floor. Instinctively I bristle, what else could have been alerted by my clumsiness? A second later I feel it’s safe to breathe out, and as I do an inhuman moan issues from around the next corner. Frozen in place all I can do is watch as the sleek, monstrous form comes into view. Turning towards me with eyes glowing in the darkness, it says ‘Meow?’

Dead Space is EA’s latest game in which you’re a regular joe trapped on a huge industrial capital ship in space as biomechanical monsters try to eat your face. Sounds familiar? It should; it’s the setup for just about any space monster movie ever but don’t be quick to dismiss it for it’s mildly cliched setting, Dead Space captures the atmosphere of such movies with aplomb dropping subtle hints to its inspiration all the time.

As I hinted at in my slightly misleading intro, Dead Space keeps you on your toes, unlike an overzealous feline jonesing for dinner number 3. I can’t say it’s strictly scary but it is tense. The designers have gone to great lengths to keep you guessing from where the next hideous, screaming monster is going to pop up from, and it’s here that the slightly annoying camera comes into it’s own leaving you frantically waving the mouse around to get a bead on a destructible chunk of necrotised flesh. Many are stating that the game isn’t survival horror but I beg to differ, the over-the-shoulder, clunky nature of the camera, light backtracking, ammo management, space-zombies and atmosphere all put it firmly into survival territory in my book. What other game have you stopped yourself from saving because you thought you heard some creature nearby as you were just accessing the save screen?

The only reason I can see that some are loathe to avoid the survival horror moniker is the fact that you’re actually pretty lethal to the beasties inhabiting the ship. Equipped from the start with a tool that lets you cut limbs from your assailants, a single bad guy proves little challenge provided you can catch him at range; but don’t expect this to be the norm. Later on you’ll be beset by bads from all corners and it’s here the game’s other main tool takes over; the stasis tool allows you to slow down time for a target, at the expense of draining it’s own ammo reserve. Together with inspired weapons, such as a remote control buzzsaw, you feel quite well tooled up to take on the Ishimura’s crew but don’t think that you’re going to be running around guns blazing. Without careful management you may end up swinging or throwing blunt objects at the monsters, a less than ideal situation.

I may be a little biased here, I got my copy of Far Cry 2 on Thursday but felt a little disappointed by it, so I decided to swallow the expense and pick up the game on Friday night after work. By midday on Sunday I was watching the end credits. Weighing in at about 12 hours the pace is good, and I never felt like any part was over long nor were there any obvious attempts to artificially lengthen the gameplay.The inventory management and weapon and character customisation, while fairly cosmetic, add to the game a surprising amount, forcing you to make trade offs in your gear. Don’t get me wrong, it’s not Diablo but a nice addition. Story-wise, it’s not Poe. The plot and ineviatble twists are perfectly acceptable and feel built into the game, rather than a last minute addition but never threaten the realms of genious.

Dead Space feels like a slightly brawnier version of Bioshock mixed with Paul W.S. Anderson’s only good movie, Event Horizon, with queues taken from Aliens and Resident Evil 4. Cinematic, tense and brutal it’s superb fun; highly recommended.

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Monday, October 27th, 2008 Neil No Comments
 

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