Showing posts with label 2012. Show all posts
Showing posts with label 2012. Show all posts

Thursday, December 7, 2023

COMICS REVIEW: CLIMATE CHANGED (2012, 2014)


CLIMATE CHANGED: A Personal Journey Through The Science

by Philippe Squarzoni


English translation by Ivanka Hahnenberger.


Published in 2014 by Abrams ComicArts.


Edited by Carol M. Burrell

Designed by Meagan Bennett

Production Manager Alison Gervais

Managing Editor Jen Graham


Original French language publication in 2012.


. . .


“We choose an image that fits the idea that we started with . . . so we hold on to that idea . . . so we keep choosing that same image . . . and BAM! We’re stuck in a loop of one vision of the world.”


. . .


Review by William D. Tucker.



Climate Changed is a five hundred page non-fiction comic book covering all of the core aspects of human caused global warming on planet Earth. It goes over the scientific basis of climate change, the research methods of climate scientists, and how the data are worked into comprehensible educational products for the benefit of politicians, business leaders, and concerned citizens. Climate Changed weaves a harrowing tapestry of doomsday scenarios while also pointing to systematic solutions. It confronts the central injustice of global warming: wealthier, technologically advanced societies contribute the most to global climate change which causes the poorest societies to suffer the worst outcomes. 


Climate Offender Number One is, of course, the United States of America, which consistently denies climate science in favor of a no limits fantasy regime of endless cancerlike economic growth, unlimited consumption, and the absolute externalization of all environmental harms in the name of infinite profits. Climate Changed unmasks this fantasy regime as ultimately doomed once certain physical consequences kick in-peak oil, lethal heat waves, superstorms, rising water lines, huge populations of climate disaster refugees, plagues of insect borne illnesses, water wars, collapse of democratic rule, rise of authoritarianism-and makes a compelling case for a global transition away from fossil fuels and the extremist ideology of completely deregulated right wing libertarian capitalism.


Climate Changed also offers a metastory about its own making. French Writer/Artist Philippe Squarzoni tells his own story of a journey from climate innocence to climate experience. He casts his memory back to his Edenic carefree childhood, and crashes those visions against his present day immersion in charts, graphs, endless days of reading and note-taking, long form interviews with France’s top tier climate researchers, and deconstructs his own culpability as part of the global capitalist prosperity religion of consumption without consequences. Squarzoni doesn’t do phony optimism, but neither does he rant and rave. Yes, he feels deep pessimism about the prospects of drawing down the system that will very likely limit the future prospects of the human species; but Squarzoni also describes substantial solutions in convincing detail. Climate Changed is a persuasive argument for a new kind of “globalism” that is authentically global in its concerns, and not just a techno-capitalist sophistry justifying the domination of the poor by the wealthy.


There’s also some self-deprecating humor and wit. Squarzoni weaves in his cinephilia, particularly for the films of Coppola, Sidney Lumet, and Akira Kurosawa. Squarzoni seems to draw inspiration from The Godfather’s indictment of capitalism; Frank Serpico’s crusade for rule of law; and Ran’s warning against the dangers of foolish gerontocratic despots having their way. At one point, Squarzoni indulges in a superhero fantasy of him and his wife using lightsabers, a katana, and an AR-15 to symbolically massacre a hulking Voltronic consumption monster, a carbon polluting SUV, and a gang of Santa Clauses. Squarzoni knows very well that these passages play like corny-ass The Matrix fan fiction, but after hundreds of pages of sober analysis of climate policy paralysis, well, even a stoic film bro has to cut loose.


Climate Changed is over a decade out from its original French language publication. Some of the milestones it describes in terms of lethal heatwaves and storms have been long surpassed. The situation has only gotten worse. And yet its depiction of the core malfunctions of carbon pollution, inadequate governance,  and capitalist avarice have become more valid than ever. It is also a weirdly enjoyable read. To be clear, Climate Changed is not a giddy celebration of doom-that’s the book I would’ve written. In fact, the book is engaging because it is so meticulously reasoned and thought through. Squarzoni isn’t trying to bamboozle himself or the readership with false hope or non-productive hysterics. He acknowledges his frustrations and his fantasies while also pushing beyond them to deal with reality itself. And all of this is accomplished with black and white line art that ranges across abstract visualizations of intricate climate processes, lyrical evocations of childhood nostalgia, and incisive satirical caricatures. Climate Changed is an impressive panorama of nostalgic memory, fantasy, science, and irrevocably harsh physical reality.


There’s nothing comics can’t do.


Except, perhaps, convince politicians and business leaders to do what must be done to avoid climate catastrophe.


Alas . . .

Friday, September 8, 2023

COMICS REVIEW: TRINITY: A GRAPHIC HISTORY OF THE FIRST ATOMIC BOMB (2012, 2013)


by Jonathan Fetter-Vorm and Michael Gallagher 


Published by Hill and Wang, a division of Farrar, Straus, and Giroux.

Hardback publication in 2012.

Paperback publication in 2013.


. . .


"It will outlast our dreams."


. . .


Review by William D. Tucker.


Trinity is a nonfiction comic that attempts to tell the story of the birth of nuclear weapons in about one-hundred fifty pages of black and white sequential art. It offers an ensemble cast of fascinating historical figures-J. Robert Oppenheimer, Leslie Groves, President Truman, Stalin, Hirohito-in addition to an expertly illustrated course in Nuclear Weapons 101. Trinity functions like a documentary in comic book form, where you can linger over the pictures and text as long as you need to absorb the narrative. The style is concrete, with intriguing visual flourishes and abstractions here and there to depict the intricacies of nuclear physics. 


Writer-artist Jonathan Fetter-Vorm acknowledges in the bibliography that one-hundred fifty is perhaps an insufficient number of pages to do it justice, and does not offer Trinity as the final word on the subject. But I do think Trinity is a good enough primer, a place to start for sure. It offers a detailed systematic overview of how the interplay of science, politics, warfare, militarism, genocide, and empire contributed to the invention of nuclear weapons. Yes, J. Robert Oppenheimer and his iconic eyes play their part, but he is not necessarily the protagonist in this telling. Oppenheimer is portrayed as a visionary, but also as a scientist building upon discoveries of earlier generations. Oppenheimer is but one component-a crucial one, to be sure-but just one component in the vast machine that led to the history changing detonation at Alamogordo.


Other components include:


Hitler's anti-semitic Holocaust, which drove Jewish scientists to flee Europe as a matter of survival. Oppenheimer was a patriotic Jewish-American who, along with other scientists, feared the development of a Nazi Bomb. Therefore, the Americans needed to achieve a nuclear arsenal first in order to launch a decapitation strike against Germany's leadership, or so the thinking was at the time. 


Imperial Japan's massive military violence against Asia, particularly its invasion of China, and its attack on Pearl Harbor. It should also be noted that Japan's Imperial leaders did not operate according to democracy, and blithely expected every last man, woman, and child to be willing to die for their ambitions. After Germany's defeat, the ferocity of Japan's war machine made the Americans weigh the costs of invasion-which was calculated to cost many thousands of American lives- against dropping two nuclear bombs-which would cost no American lives.


The fanciful notion that a nuke could discourage all future wars by virtue of a terrifying demonstration effect that would quell militaristic ambition in the hearts of men. This sounds satirically idealistic, but some thought this could be the case. I guess you could make the argument that as of this writing in the year 2023 that since all out nuclear war has so far been avoided maybe this isn't such a crazy idea. But . . . when I put the words down like this . . . it still strikes me as completely fuckin' nuts. 


Another set of essential components are the natural physical laws that allow a nuclear explosion to exist in reality, not just in theory. Plutonium is often described as not existing in Nature, that it is "man-made." But where does "Man" or "Humankind" come from? Nature, by way of cosmic evolution, the ultimate process that created and continues to create our Universe, our Reality, Us, the human species on planet Earth. Therefore, one could argue that Humankind's production of plutonium does not magically break the chain of "natural" causes and effects. Trinity is, in some sense, about stripping away the Romanticisms of our ideas about what is natural and what is unnatural, particularly in its stark final pages which contemplate the ubiquity and invisibility of radiation, and the seeming impossibility of turning away from the dreadful knowledge of the Bomb, and all that it entails. We usually only fret about the morality of whether we should do something just because we can after we've uncorked Pandora's Jar. Sucks, but it's true.


Another disturbing component is the brutal acceptance of the mass slaughter of civilian populations during World War II as a normalizing force. Although Hiroshima was labeled a military target by war planners, the reality is that most of the people killed were civilians. Trinity also points out that Curtis LeMay's nonnuclear firebombing of Tokyo had an even higher civilian body count, but the psychological resonance of the nuclear bombings of Hiroshima and Nagasaki obscured this reality in the popular imagination. Note, also, a theme of desensitization to escalating scales of mass slaughter. During the Cold War, nuclear weapons proliferated among Capitalists and Communists to the point of offering a permanent risk of human extinction either by malice or incompetence or some mixture of the two-a reality we live with to this day. 


Trinity . . . it's a lot. Maybe it's even too much. Especially when you remember that the nukes are still out there and ready to go in numbers that would certainly be a near instantaneous Game Over for humans if launched. 


So, I dunno . . . write to your Congressperson or Senator?


Sure.


Activities. 


Good to do.


https://patreon.com/WilliamDTucker

Saturday, November 14, 2020

POETIC VIDEO GAME REVIEW #7: LIBERATION MAIDEN (2012)


100 years into the future

and in response to a foreign invasion aimed at sucking all the spiritual power out of the ley lines coursing through its islands

Japan ditches its parliamentary system of government

and establishes a kind of militarized Shintoist eco-nationalist ultra-presidency concentrated inside a triune structure: 


a flying battleship which contains the executive cabinet;

a flying super robot which finds its home within a hangar aboard the flying battleship;

and the President, who rides on the back of the flying super robot,

obvi,


and, from playing the game, this all seems to work out pretty great. 


You play as the President, who is actually the second president under this new system, and is also the elfin purple-haired teenage daughter of the first president, who was assassinated;


and when you go into battle against the spirit-vampire enemy machines,

you and your super robot can generate a form of super-combo energy

that neither of you, on your own, can create;

but it is only through the mystical union of teenage president and newly manufactured super robot

that you can wield a laser sword of supremacy,

that both obliterates

and purifies.


You see,

as you vanquish the enemy spirit-vampire machines

the decadent cities and industrial complexes of New Japan vanish

and are replaced by verdant forests full of giant trees

like from the poster that came with the original SNES cartridge release of Secret of Mana

and I start to wonder,

“Who is this Enemy? Is it a faction within New Japan itself? Is this a battle within the soul of Japan between Nature and Industry?”
Of course,

as you play the game, you unlock bits of lore-text that characterizes the Enemy as a foreign imperialist invader,

and I observed, “Combat unlocks history. Unlocks technical specs. Unlocks intel about the Enemy. You can only obtain knowledge by fighting.”

You see.


Is this what all those heady, theoretical game design/development blog posts from fifteen years ago were on about when “ludo-narrative dissonance” was all the rage? 


I like the idea of going to the library, and having to fight a hulking mecha-dragon boss in order to be able to check out Silent Spring,  An Inconvenient Truth, The Art of War, A People’s History of the United States, or The New Jim Crow. Gamification has been trendy this past decade-let’s kick it up a notch. You have to survive an actual anime-style battle to the death to unlock substantial knowledge of your world. Nobody could credibly claim the library was boring ever again, that’s for damn sure. 


I’m probably overthinking things as per usual. 

And I wouldn’t have me any other way. 

Especially if overthinking requires that I first put my foot up some multistage combiner mech’s ass. 


Oh, shit.

What if every thought requires victory against some gleaming threshold guardian bristling with ordnance?

Well . . . let the battle be joined. 

-November 2020

Monday, July 8, 2013

VIDEO GAME REVIEW: THE CAT LADY (2012)


A Game by Harvester Games
Written and programmed by Remigiusz Michalski
Music composed by MICAMIC (Michal Michalski)
Additional music composed by Richard Henley and Pal Hjornevik
Interface programmed by James Spanos
Voice casting by Mark Lovegrove

Starring:
Lynsey Frost as Susan Ashworth
Brittany Williams as Mitzi
Margaret Cowen as the Queen of Maggots

Review by William D. Tucker. 


Susan Ashworth lives in a grim apartment. She's all alone in this world. The apartment isn't huge, but it's more than enough for just one person.

 Except it wasn't meant to be a home for just one person. There was supposed to be a husband and a child there, too, but that's all gone now. It's just Susan and a bunch of cats. Her little feline army comes whenever she plays the piano. Susan loves these graceful beasts, but the neighbors hate them. The neighbors hate the cats, hate Susan, and hate her stupid, depressing noodling on the piano keys. Susan isn't too concerned about all that, though, because she's leaving the planet sooner rather than later.

 Susan wants to die. But she can't. She swallows a bunch of pills and ends up in an afterlife she never asked for. It's a bizarre otherworld filled with gruesome mutilated animal symbolism, beautiful fields of wheat blowing in the wind, and bombed out traffic tunnels filled with wrecked vehicles. This afterlife is ruled over by a sinister old woman known as the Queen of Maggots, who may be Death itself, some sort of dark god ruling over another dimension, or maybe the Queen is one of the fates of ancient mythology. Or she could  be God Herself in a classic mode of bloody, hell-fire and brimstone vengeance.

Susan wanders this afterlife with its nonsensical, ever-shifting geography until she encounters the Queen and is then charged with a mission: eliminate the Five Parasites. These Parasites are predatory human beings who the Queen predicts will soon be coming after Susan in mundane reality. Susan must fight them to the death if she is to survive. The Queen of Maggots also endows Susan with immortality. She can no longer die, so what's there to be afraid of? Of course, this "immortality" could just be Dumbo's magic feather.

How about that? A wanna-be suicide is told by some supernatural crone that now she has to fight to stay alive, but she's immortal, so no big deal.  And here she was all this time struggling to end it all. When it rains it pours.

And who is this Queen of the Maggots? Just another Grim Reaper? Is this a mission from God? From Satan? Or maybe this is just a hallucination. It feels real enough . . .

Susan awakes in a hospital bed. She failed to suicide properly, now she's been charged with a mission of murder. Ain't that some shit?

The Cat Lady is a dark tale of murder, rebirth, depression, and, possibly, hope that could have been made as a movie, written as a novel, or even composed in the form of a comic book, but its creators chose to realize it as a point-and-click adventure game. You know the drill. Move through various rooms. Click on items, furniture, the environment, and engage in conversations with the other people you encounter. Find the damn clues. Figure out how to get the story to advance. Wonder if you've made all the right choices. Maybe this is one of  those games with multiple endings where every choice is significant and results in a different ending sequence. What's the best ending? What's the worst? Which one do I really want to see? The point and click adventure game approach is used here primarily as a vehicle for the delivery of narrative. So if you're looking for a first person twitch shooter, a 100 hundred hour JRPG quest, or an open world sandbox style RPG this isn't the game you're looking for.

Visually, The Cat Lady offers some variation on its style of play. Most point and click adventure games have relatively small character sprites in larger environmental settings, but here we have a larger than usual view on the action. Many "shots," if you will, depict the characters in wide shots in context of the various locations, mostly indoors, that they inhabit. These wide shots are interspersed with occasional long shots, cuts to close-ups, and the whole frame is displaced at times by bizarre montages and collages of significant imagery. I got a strong sense of  the embodiment of the people in this game. They're rather tall for point and click characters, and more realistically proportioned than the sorts of people you expect to find in video games. Susan Ashworth is designed to look like a plausibly proportioned woman in her 40s, not a sexualized BDSM queen with an AK-47 in one hand and a katana in the other.

 No, I'm not saying this out of prudery. It's simply what this game is going for: plausible human characters presented in ways meant to evoke empathy and identification-rather than masturbatory fantasy-in the context of a story of supernatural intrigue. I stress the strength of these elements not out of some mindless puritanical morality or a fundamentalist disapproval of sex appeal in video games, but rather to point out the proper tone of seriousness-leavened with witty dialogue and pitch black humor-that the game creators have chosen to deploy in telling their tale. The effect is that one takes the story and the people in it quite seriously. Despite the limited interface I became engrossed in Susan Ashworth's journey. Her emotions, her struggles, her failings, and her strengths became my own as I played, much as I would enter into the heart and mind of the protagonist of an involving novel or movie, I was enraptured by this game.

And the interface is quite limited: arrow keys to move, click enter when you walk into hotspots, navigate options to manipulate objects, and choose dialogue paths. No asinine pixel-hunting, no added value arcade shooter sections, just you, the player, and Susan Ashworth navigating a compellingly gruesome narrative teetering between the worlds of the living and the dead. The Cat Lady is explicitly using a stripped down point-and-click adventure game interface to deliver narrative. It's a smart choice.

 A movie, with all the proper special effects and set design, would've been prohibitively expensive, even if the filmmakers cast cheap, but effective, unknowns in all the lead and supporting roles. The interactivity of a game like this brings the player a little bit closer to the action, and the very conventions of the point-and-click adventure game create a structure which encourages dramatic confrontations, inner monologues, self-doubt-it's not all that different from going to see theatre. Just think of your computer screen (or mobile device screen) as analogous to the proscenium arch which frames a live play.

You can also think of The Cat Lady as being in the genre of point-and-click video adventures that function very much like interactive graphic novels like Snatcher, Policenauts, and Rise of the Dragon. A comic book would probably be the only other economically viable form to do justice to The Cat Lady. It's much too provocative for horror cinema as it is currently practiced by Hollywood and other major film industries. What we are dealing with here is not a slasher story, a cheekily self-aware grindhouse parody, or Saw-style torture porn, but a series of confrontations where Susan must grapple with her own rage, anguish, and moral confusion.

Susan's main confrontations are with each of the Five Parasites. Each one is truly a sick fuck of one kind or another, all heartless predators who definitely deserve to die. But who is to do the killing? That's where moral conflict comes into play. Susan is no jaded executioner. She isn't a vicious psychopath.  Nor has she been conditioned by military training, political indoctrination, and/or religious brainwashing to mindlessly follow orders, dehumanize the enemy within her own mind, and practice increased aggression up to and including murder of her chosen target. Her only asset when confronting each of the Five Parasites is her immortality-which isn't quite what it seems to be . . . How does a depressed forty-something with no specialized training/indoctrination become a  killer?

Or maybe it's not as difficult as I make it out to be to go around the bend. Maybe we all have a murderer inside us. I have only to reflect on the anger I've felt anytime I've almost been run down in a walk lane by some mindless motherfucker violating my right-of-way while safely enclosed within an SUV, jacked-up pick-up truck, or a Prius to know something of Tetsuo levels of perfectly rational rage.

In any case, Susan's grotesque transformation into a dark avenger is fascinating and disturbing. Although the game doesn't come right out and say so, I think The Cat Lady is, to some degree, a bit of a riff on comic book vigilantes. The title itself, as well as Susan's bond with her army of cats, evokes Selina Kyle from DC Comics and specifically the version of Kyle depicted in the wonderfully demented 1992 movie Batman Returns. But Susan's supernatural qualities put her more in line with another DC Comics vigilante: The Spectre.

Remember the Spectre? He used to be Jim Corrigan, an iron-testacled New York City cop brutally murdered by cowardly gangsters whose raw will to avenge himself brought him howling out of the grave. Look him up, he's an intriguing character.

The Cat Lady's Susan Ashworth is definitely more of a supernatural avenger like The Spectre, more so than the costumed martial arts masters like Catwoman, Batman, Rorschach, or The Question. Susan isn't a traumatized wealthy person obsessed with justice, like Bruce Wayne, and she isn't a psychopathic thief looking out for her own end, like Selina Kyle. Nor is she a philosophical striver like the Question, or a violent lunatic with a rigid view of the world like Watchmen's Rorschach. And unlike Jim Corrigan she doesn't have any godlike powers to warp the very fabric of reality.  Susan is basically a nobody, average in every way. Except that if you kill her she doesn't stay dead . . .

 Susan's average feelings and desires come to assume cosmic proportions as she re-examines her mundane past in light of her newly gained immortality. Her mind seems to expand into that other realm where she is given a chance to confront terrifying memories that have ballooned into macabre pocket dimensions reflecting the most traumatized aspects of her soul.  Unlike the DC Comics characters-which she resembles somewhat-her battles with the Parasites have a profound impact on her newly immortalized soul. She questions her motivations and the morality of killing. She also wants to figure out the true nature of the Queen of Maggots, and whether or not she's just the pawn of some dark god of death. Whenever she is killed, she seems to go back to that sinister, jumbled-up dimension of death. Susan's "real" world and the world of the dead begin to overlap in terrifying, brain-bursting fashion. What's real? What's a delusion? How is she to make sense of her existence as a human now that she has to straddle conflicting realities? And are there any other immortals like herself out there? If so, are they friend or foe?

Susan also has to confront the guilt of becoming a killer. She may be immortal, but what about her conscience? What's it like to live forever with death and vengeance on your mind? Hopefully, the cliche that time heals all wounds is true for immortals, also. Assuming it was ever true for mortal people, of course.

Actually, I think you would have to be immortal to have time heal your wounds. In real life, time wears us down to nothing. Time erodes our memories of pain and suffering. We don't heal so much as forget. We lose our capacity for memory. In severe cases, we become senile, and are afflicted with degenerative conditions that destroy our capacity to remember. At the end, we can barely understand our lives in the here and now, as the faces of people who've been with us over the years become strangers. But maybe a true immortal could heal with the passing of years. They would have to, since suicide would no longer be an option. I find it amusing to toy with the logic of immortality.

At the end of this game, I wondered what Susan Ashworth would do next. Game designer R. Michalski has crafted a deeply satisfying saga of supernatural trauma, vengeance, and moral doubt centered in an intriguing, formidable protagonist. I think it would be interesting to see The Cat Lady take up some new challenge with her powers. Perhaps to explore or create other realities. Of course, it's not for me to decide, but I cannot help but idly fantasize some new era in the immortal life of Susan Ashworth.

Thursday, May 2, 2013

VIDEO GAME REVIEW: RETRO CITY RAMPAGE (2012)

Developed and published by Vblank Entertainment

Designed by Brian Provinciano
Music composed by Leonard J. Paul, Jake Kaufman, and Matthew Creamer

...

"Just like in real life, food and drinks heal bullet wounds."
-from the Retro City Rampage instruction manual

"Law is sublimated violence."
-Alvin Toffler, Power Shift

...

Review by William D. Tucker. 

A man with a lot of guns stalks the city. He steals cars. He takes life at will. He is burning to transform himself into a Hi-Score Street Warrior. Time travel is on the table. Stuffed suits in corporate boardrooms think they're masters of the universe, but our hero knows that violence, not globally scaled economic flim-flammery, is the true engine of power. He'll blast his way through the fabric of space and time, if necessary, rising through the criminal ranks, zooming up the underworld leader board-

Oh, but now he's had a setback. Our man had a hot streak of paradigm-shattering novelty slaughters racking up bodies civilian, police, military, ninja, cyborg, but he got cocky. He got killed. He had to start back at the heart of the city, with less cash in his pocket, and a reduced armory. Ain't that a bitch? Now he's got to do that fetch quest all over again. Time for a break. Time to hop over into the free-roaming dimension to work out some aggression, come back to that onerous fetch quest later. Or maybe he'll just hijack a bus, drive on the sidewalks, see how many kills he can chain together to unlock another achievement, maybe a new hairstyle, or a butterfly tattoo for his left pectoral, or a Yugo with mounted machine guns, or a mullet hair-do that doubles as a sapient AI street warfare consultant . . .

What new horror is this? A sub-par attempt at dystopian sci-fi perhaps hoping to pass itself off as a lost story by J.G. Ballard?

Is it the new Grand Theft Auto game? Close. It's a description of the game that has finally made good on the premise and the promise of GTA . . . Retro City Rampage. 

(Well, it's mostly a description of Retro City Rampage. I couldn't help but throw some of my cracked-out fan fiction daydreams, fantasies, and idle musings into the mix . . .)

Here's a video game with ambition. It wants to function as both a kind of imaginary artifact of a time that never quite existed, and, at the same time and in equal measure, it wants to out-GTA GTA.

Retro City Rampage is a work of alternate history speculative fiction in the guise of a Grand Theft Auto-style open world shoot-em-up action game. It takes the distinctive elements of GTA-ultraviolence; narco-business; driving way above the posted speed limit; mass murder of cops, bystanders, and criminal competitors; and, yes, stealing automobiles-and poses this science fictional scenario: what if someone had made GTA for the 8-bit Nintendo Entertainment System?

Think about it. The elements were all there. The NES had violent shoot-em-up games like Contra, Super C, Ikari Warriors, The Punisher, and NARC. The NES had open world RPGs with battery backup game saving function like The Legend of ZeldaDragon Warrior, Final Fantasy, and Ultima IV: Quest of the Avatar. And the NES had oddball games like Dick Tracy and Who Framed Roger Rabbit? both of which mixed driving and exploration with shoot-em-up missions and fetch quests.

Ultraviolence perpetrated with high-end full auto assault weapons . . . open worlds with complex quests(and in the case of Ultima IV statistically tracked moral complexities) . . . exploration . . . fetch quests . . . driving around looking for stuff . . . God's eye top-down perspective action much like the very first Grand Theft Auto  and also like in Ikari Warriors, Who Framed Roger Rabbit?, Dick Tracy, many others . . .  NARC and The Punisher were specifically concerned with organized criminal narco-business gangs, and both were surprisingly violent games to make it past then-puritanical Nintendo of America's censorship standards . . . you can't have any sex or politics in video games, but you can have authoritarian men with guns shoot street dealers in the face with high-explosive ammunition-nothing political about that . . . the basics, more or less, of a GTA-style game were all there, but spread out among disparate titles created by various companies.

If only someone with a synergistic vision, and an anti-authoritarian philosophy, had strode over the horizon--the advent of the Era of Open World Socially Irresponsible Action Console Gaming would've come much sooner. If this had been the case, what would be the vogue now, in 2013? The mind-it does boggle.

Retro City Rampage is the game that might have been made for the NES if that person of vision had manifested within the depths of the bygone 8-bit era of console gaming. I'm not so much talking about the actual story content you experience as you play the game. The game itself is presented as though it were such a creation from such an era. The graphics-character sprites, dialogue portraits, world/level design, vehicles-are studiously 8-bit. The music is glorious 8-bit chiptune, as are the sound effects. The dialogue and text within cut-scenes are intentionally written in a clunky, grammatically erroneous style suggesting a rushed,  in-house localization into English from a Japanese language original. Difficulty level is moderate spiked with a few truly frustrating missions, but you're given infinite lives and a "battery backup" to save your game. The controls work, but they are often a source of frustration when the action gets fast and frantic. You will die many times. You will come back, again and again, like some mythic hero across many lives. But will you win? Are you a bad enough dude to defeat Dr. Buttnick and rescue the flux combobulator from the Evil Good Guys?

That's what the overall impression of this video game is when viewed as a kind of imaginary artifact from an alternate dimension of reality. And, no, the good ol' NES probably wouldn't have had the power to actually handle Retro City Rampage. Remember, I'm talking about a piece of speculative-alternate-history-fiction-embodied-as-video-gaming-artifact here. RCR fudges the actual hardware capabilities in favor of a working gaming experience, but the 8-bit atmosphere-the set design, music, overall tone if you will-are spot-on. It's an enticing illusion of an 8-bit game that never was, never could've been, but we all wish could have been.

The actual gameplay and story content are more nakedly absurd. Retro City Rampage's story is a mish-mash of spoofs of Sonic the Hedgehog, Ghostbusters, The Dark Knight, Teenage Mutant Ninja Turtles, Back to the Future, Robocop, Bionic Commando, Double Dragon, Metal Gear, Mega Man II, Smash TV, and many others. It's a Wendy's salad bar of goofs on video games, fast food, music, and movies from numerous eras woven into a frantic orgy of action that would work just as well as an Adult Swim cartoon (get those guys who made the Superjail cartoon to do it!) There are also satirical jabs at corporate malfeasance, death by fast food, pathological consumerism, the hypocrisy of moral guardians who want to blame video games for societal decay and violent crime, and good old fashioned All American worship of power and force. It all moves at a whipcrack pace, stringing together different parodies and homages and conflicting pop culture realities into a jittery, propulsive, sometimes frustrating, but often engrossing action gaming experience.

Game play is top-down, God's eye view POV action and larceny after the manner of the very first Grand Theft Auto game. You have to complete quests which are often timed and revolve around specific victory conditions. In-between quests you are more or less free to explore at your leisure. Legion achievements, many of them humorously useless, are unlockable in the course of finishing missions and achieving exotic styles of mass slaughter and destruction. It is this unapologetic emphasis on monstrous behavior which makes RCR more fun than the more serious minded GTA.

Did I mention that Retro City Rampage out-GTAs GTA? It does. Here's how: the free roaming mode. Basically, you can just run wild with unlimited money and ammunition and see how many tanks you can get chasing you once you've trounced the conventional police forces. Playing in this arena is totally at the player's discretion. It gives you a true feeling of out of control lawlessness and maniacal mayhem with zero pretensions to relevance, social commentary, or attempts at superficial insights into crime and criminals. Retro City Rampage unmasks the secret fantasy at the heart of those Grand Theft Auto games: to play an ultraviolent video game where you can use unlimited force, backed by unlimited resources, all to no good end. Even in the regular game where you have to complete missions and manage money and ammo the plot and story are totally amoral to such a cartoonish and satirical degree that I began to think back to that one time I tried to actually play through GTAIV seriously and found myself laughing at the faux-grittiness and inauthentic "hard-boiled" dialogue. I even had an acquaintance of mine try to convince me that the GTA games were "basically, like, The Wire of video games." Uh-huh. Retro City Rampage is as much a jab at  lazily written, over-hyped games striving for relevance as much as it is a chance to go totally berserk.

Even the story mode, which is, as already noted, an Adult Swim-ready mish-mash of lunacies, engaged me more than any of the story I've sampled from occasional and, frankly, half-hearted engagements with any of the GTA titles. Bottom line: GTA bored and frustrated me with high difficulty, cliched characters and plots, whereas RCR addicted me from the title screen and made me laugh out loud.

RCR also has some intriguing surprises up its sleeve. I don't want to give anything away, but I'll share this wad of thoughts I had as I played through one of the final missions: This is kind of pissing me off. It's also kind of great. All along, I thought I was free to do what I wanted. But I was just on a track. Like every other game, really. Even the most sophisticated sandbox-style games . . . you're still ensnared in the logic of the game. You're still bound to choose from the range of options the game designers have built into the game. I mean, I can't just go up to a shopkeeper in Fallout 3 and ask to buy his right eyeball. Or walk up to Liquid Snake and say, "Hey, bro, I forgive you. There's no need for us to punch each other out on top of this flying battleship or whatever the hell this thing is. Why don't we just hang it up for today, scoot on over to the nearest Starbucks, get a couple of mocha frappes, and I'll show you some rad footage of rottweilers mating in the noonday sun on my codec."  Freedom in video games is just an illusion. Well, fuck me. 

By the way, I would love to see the Retro City Rampage movie if, if it were directed by Paul Verhoeven.

Just throwing that out there into the ether. Not unlike a prayer, really.

Tuesday, September 4, 2012

GAME REVIEW: RESONANCE (2012)

A Game by Vince Twelve

Producers: Dave Gilbert and Vince Twelve
Executive Producer: Irina Pinjaeva

Programmers: Janet Gilbert and Vince Twelve
Lead Artist: Shane Stevens
Background Artist: Nauris Krauze
Music by Nikolas Sideris, North by Sound
Dialogue by Dave Gilbert, Janet Gilbert, Vince Twelve, and Deirdra Kiai

Cast
Edward Bauer as Ed
Sarah Elmaleh as Anna
Daryl Lathan as Raymond
Logan Cunningham as Winston


Review by William D. Tucker.


A homicide detective, a physicist, a doctor, and a muckraking blogger are all caught up in a search for the secrets behind a highly destructive technology that may or may not be the cause of a massive lab explosion and a citywide blackout. The destructive technology has supposedly been designed as a potential source of unlimited clean energy, but it could also be exploited as a superweapon. There's also a computer database compiling the DNA signature of every man, woman, and child in the United States. Both of these things have been created within the same American city. Coincidence or conspiracy?

There's also some doubts about whether the four investigators can trust one another:

 A conspiracy seems to be afoot with roots in both the federal and city government--is the homicide detective, Winston Bennet, in on it?

 Raymond, the blogger, is looking for a scoop--is he working on behalf of an anti-government faction? Or is he just another stooge of an authoritarian government run amuck?

The doctor, Anna, seems to have some troubled memories in her head--is she sane? Can she be depended upon?

 And Tolstoy "Ed" Eddings is the physicist-and that guy just seems like a bumbling, neurotic loser. If the conspiracy starts hiring bulky men in trenchcoats with automatic weapons this is the guy you'd want to trip to distract the attack dogs.

All four of these characters are placed at the player's command in a point-and-click adventure/mystery that had me hooked from the opening screen. It is fully voiced by a strong cast, has clever writing, and appealing, well-crafted visuals with massive retro-charm. The original score by Nikolas Sideris is pefectly matched to the material, and I listen to the soundtrack quite frequently just to stimulate thinking in everyday life. (I have it cued up in a playlist with music from the Kemco/Seika adaptations of Shadowgate, Dejavu, and Uninvited for the NES. That's a playlist you listen to while gettin' to the bottom of things . . .) The dialogue is clever, humorous, philosophical, deadly serious when necessary, and strongly performed by a lively voice cast, especially the four leads. The story is soaked in the paranoia of the New American Surveillance State, and the plot is as twisty, darkly comedic, and cruel as a gonzo South Korean cinematic thriller. Resonance plays like a lost masterpiece of the 1990s PC point-and-click adventure game boom.

 Not only must you deal with the usual sorts of inventory, logic, and dialogue puzzles, but you must also deploy your foursome strategically in different situations to succeed. This element of team endeavor allows Resonance to play with ideas of perception, professionalism, and ambition. Each character has a different set of priorities, skills, tools, and access to different areas of the game world. It got me thinking, "In a crisis situation, it's almost never the lone individual who prevails." Resonance doesn't quite fully exploit this dynamic, but it makes a noble attempt. One of the dilemmas facing designers of games like this is just how complex do they want to make the various puzzles, and how many different solutions will they build into a given puzzle. Such considerations are measured against the desire to have a smooth flowing narrative, since games like this are much more story-based than a sandbox, open world 3-D type of game. A sandbox game is more about simulating the complexities of a virtual life as one damn thing after another, enlisting the player in crafting the kind of narrative they desire from a range of choices and complex decision trees woven into persistent virtual arenas. A 2-D point-and-click game is more like a movie or a stage play. In fact, I would say Resonance has a lot in common with a stage play, since it emphasizes dialogue, character, and a three act structure with reversals, irony, and revelations of both the plot and the people caught up in it.  It will be interesting to see if future point-and-click adventure games extend the scope and detail of implementing a kind of  "group protagonist" as a player character.

One of the interesting ideas driving the game is how it uses something it calls "Short Term Memory." In order to ask an NPC about something that does not come up as an automatic dialogue option, you must point at the thing in question and drag it into one of your STM boxes. Other items and events become seared into your player character's "Long Term Memory" by various circumstances. Memory itself is a theme in the game, and it is clever how the designers have woven it into the gameplay mechanics. I think that perhaps a bit more could've been done with both the theme and and the gameplay mechanic, but I only came to this conclusion after my fourth or fifth playthrough. It's a meaty, satisfying experience in terms of both gameplay and narrative.

Resonance is the product of a collaboration between the company Wadjet Eye Games, headed by the husband and wife team of Dave and Janet Gilbert, and game designer Vince Twelve. I am pretty familiar with the Wadjet Eye catalogue, but have yet to play any of Vince Twelve's previous games. According to the commentary track that you can switch on during the game (don't do it until you've played through the game once or twice) Vince Twelve had been working on the game by himself for four or five years and then hooked up with Wadjet Eye to bring the game to completion and to market. It will be interesting to see if and when these two entities collaborate again, and what comes of it. Wadjet Eye Game's previous efforts include the one-of-a-kind The Shivah, perhaps the only video game with a two-fisted rabbi as the detective hero. The Shivah is like a one-act or maybe a two-act off-off-Broadway play with strong dialogue and characters tormented by inner conflict. Wadjet Eye has also put out the Blackwell series of paranormal mysteries, which are kind of like a series of clever fantasy novels mixing ghosts and murder plots with a freelance journalist protagonist and her ghostly detective sidekick partner. Vince Twelve seems to bring more of a hard science fiction flavor to the mix. As a science fiction literature fan I think it will be interesting to see Wadjet Eye and/or Vince Twelve come up with more games in the sci-fi mode.


Resonance is a pont-and-click adventure game that demands that the player think through some pretty tough puzzles. Well, they were tough for me. I've never been much of a math and quantitative skills kind of guy. I'm into literature, narrative, words, and there were times when playing Resonance where I became frustrated with this or that puzzle or problem. My frustration had nothing to do with the quality of the game or the design of the puzzles. I was frustrated with myself for not being up to the challenges at hand, and impatient to know where the story was going. But the game is worth the frustration. Of course, if you find yourself pulling your hair out, you can always hit up the various walkthroughs on the Internet. No shame in that. Only you and the NSA will ever know . . .

Which brings me to another set of musings: my enjoyment of Resonance, and point-and-click games in general, is largely a narrative one--in other words I come to these games for many of the same reasons I pick up a novel, or watch a movie. Although I try to tough out the most difficult puzzles, I must confess I often will consult walkthroughts because of my desire to know what happens next. With the exception of Chrono Trigger, Final Fantasy VII, and Earth Bound, I've never really been an obsessive, hardcore gamer. So I don't feel shame when I come up against something I can't figure out and decide to "cheat." I also find that "cheating" in this fashion usually does not lessen my enjoyment of the games as narrative . . . but something bugs me. What if these games are really puzzles meant to test my will to prevail? What if the more that I cheat every now and again, the more my will to prevail declines, and I find myself, some day in the future, facing a real life locked room puzzle, and with no FAQs, no walkthroughs, no nothing to save me?! What then?! Let's hope it doesn't come to that. But I still can't shake the eerie feeling that each one of these games is a little test, a mini-trial, and I'm not doing so great . . .

I've read in other places that nowadays no one really plays video games alone anymore, at least in the sense that the Internet is now the repository of human knowledge of all kinds, including all the trivia about video games and their solutions. So, maybe, the true test is learning to use the internet, use that collective repository of knowledge, to get through the tough problems. After all, in crisis situations, it is rarely the lone individual that prevails. Such a notion also ties in with Resonance's themes of collective action and collaboration amongst a group of determined people. So, maybe, I'm not a cheater at all.

How about that?