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	<description>Scott Morris&#039; Vanity Project</description>
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		<title>An Inexhaustive List Of Things That Infuriate Me In Mass Effect 2 Now That I’ve Thought About Them.</title>
		<link>http://scottmorris.info/blog/2012/04/an-inexhaustive-list-of-things-that-infuriate-me-in-mass-effect-2-now-that-ive-thought-about-them/</link>
		<comments>http://scottmorris.info/blog/2012/04/an-inexhaustive-list-of-things-that-infuriate-me-in-mass-effect-2-now-that-ive-thought-about-them/#comments</comments>
		<pubDate>Wed, 04 Apr 2012 19:01:02 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://scottmorris.info/blog/?p=396</guid>
		<description><![CDATA[In which we rant about Mass Effect 2 when we really should be out enjoying life.]]></description>
			<content:encoded><![CDATA[<p>I enjoyed this game well enough when playing it, but given a few days distance to let it percolate through my mind, I find myself nearly apoplectic with incandescent fury, or at least slightly peeved. Here are a few of the reasons why. Much of this was prompted by a similar rant over at <a href="http://www.arcadianrhythms.com/2012/03/why-im-not-interested-in-mass-effect-3-2/">Arcadian Rhythms</a>.</p>
<p>There was a tremendous amount of PR hay made at the outset of the series about your decisions in the first game effecting the rest of the trilogy, and you character having a consistency across all the games. Odd then, that the first thing you do on starting a new game is reset your character. Even if you decide to keep your original character appearance and character class, there’s no reason for your alignment (your paragon / renegade scores) to be reset.</p>
<p>I don’t mind, really, completely changing all of the combat mechanics. If you want to re-jigger the powers and weapons to make the hiding behind endless low walls and shooting over them a little better, knock yourselves out, although that’s always been the absolute least of the reasons I liked ME1. Just do it silently and we’ll all be polite and not draw attention to it. Don’t, however, then try and write a bafflingly stupid Codex entry trying to retcon these, because it’s insulting. Every gun in the entire universe was remodelled based on a Geth technology apparently uncovered in the first game, but never seen in the first game, in a mere two years? Do one.</p>
<p>While we’ve got our retconning shoes on, what in the hell is going on with Cerberus? The bulk of the interesting sidequests in ME1 were based around establishing Cerberus as an unalloyed, inexcusable evil. It’s at least one game too late to be making excuses for them, and forcing us to accept that they’re just a misunderstood gang of folks wanting to save mankind, jus’ like you, Shep!</p>
<p>Let’s run down what we learn from the first game. Cerberus killed an Alliance officer, tried to build an army of Thorian creepers and rachni, destroyed a settlement by turning the colonists into husks, and as I’m playing with the “Sole Survivor” background, was directly responsibly for the most traumatic event in my characters life (at least, prior to what unfurls during the events of the game), killing my entire squad through Thresher Maw proxy.</p>
<p>My Shephard would have put a bullet in the head of your erstwhile new buddies Miranda and Jacob, and probably also himself just to deny Cerberus the satisfaction. Not even being able to mention the Sole Survivor deal to any of the Cerberus apologists is a really glaring, frustrating plot hole, of the sort that really throws doubt on how much anything I do influences anything in the game that Bioware might deem narratively inconvenient.</p>
<p>This might seem like nit-picking, and it is. However the more you keep having to scratch these itches the more it pulls you out of the game, and reminds you that you’re sinking forty odd hours into pushing electrons around a screen rather than doing anything worthwhile with your life.</p>
<p>It hurts immersion, and that was what I found so spectacular about the first game. Not the combat mechanics, and to be honest not even the main narrative. It was the well detailed characterisation, and the feeling that there’s a massive, well thought out, cohesive galaxy to explore with all the attendant alien races and mysteries.</p>
<p>Mass Effect 2 is about crouching behind low walls and firing over the top of them. Occasionally <em>alien</em> low walls, to be sure, but it’s mainly interested in running between walls, crouching and firing over the top of them. Exploration is purely there to allow mining, and that is hardly a positive.</p>
<p>There were certainly things wrong with the planet exploration in the Mako of ME1. The solution was, apparently, to delete them entirely and replace them with an orbital mining ‘game’. I would have loved to have been present at the meeting where it was decided that the best way to increase the Mass Effect 2’s fun quotient would be to hold down a trigger while slowly moving a cursor around until the controller vibrates, then pulling another trigger. I would bring a hammer to this meeting.</p>
<p>All sense of scale has gone. The universe has shrunk in the wash. I understand that there’s constraints on these things, but look at what happened to the Citadel. Events at the end of ME1 notwithstanding, it still ought to be a massive galactic hub, complete with the unwieldy navigation and endless running between sectors of the first game. Now it’s, what, three shops, a few staircases and a bar?</p>
<p>Everywhere else is just as bad, with any exploration or poking around ‘streamlined’ and minimised in favour of getting you back out, hiding behind walls. There’s some rationale for it, I guess, but the capital of the Krogan homeworld really ought to consist of more than ten rhino-people standing around a fire in an old oil drum, like some intergalactic hobo convention.</p>
<p>Characterisation has broken completely in Mass Effect 2. The Shephard I controlled in the first game would not be working with Cerberus, but there’s no choice about that — which requires some breathtaking, unbelievable head-sand interfacing from the Intergalactic Parliament, or whatever they’re called, and a complete abdication of the only responsibility the Earth Fleet Dudes, or whatever they’re called, have.</p>
<p>Sheppy aside, what in the hell was the point of convincing Garrus to go back to C-Sec if it’s discarded in one line of dialogue? How does the first game’s socially awkward blue archaeologist turn into the galaxy’s number 2 intelligence agent in two years? Why would I want to buy that story separately?</p>
<p>I’m pretty sure all of this talk of decisions from the first game effecting the second is based entirely around the bit characters from side missions who can be spoken to, and I have to pretend to remember what petty dispute of theirs I solved a couple of years ago, which make no impact on me at all.</p>
<p>At points I was running low on credits to purchase the upgrades littered around, so figured I would sell off some of my mineral reserves, surely impractical to hold on a small starship. Except, of course, you can’t, because there is no functioning economy in Mass Effect 2 to allow selling of the most valuable commodities in the universe. Hmmph</p>
<p>Okay, the more I think about this game the less I like it, so I’m now going to stop thinking about it and crack open the Deus Ex: Human Revolution disk Lovefilm have sent me.</p>
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		<title>The Last Remnant …to the end(ish)</title>
		<link>http://scottmorris.info/blog/2012/03/the-last-remnant-to-the-endish/</link>
		<comments>http://scottmorris.info/blog/2012/03/the-last-remnant-to-the-endish/#comments</comments>
		<pubDate>Sun, 11 Mar 2012 10:52:27 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://scottmorris.info/blog/?p=392</guid>
		<description><![CDATA[In which we give up on one of  SquareEnix's minor releases.]]></description>
			<content:encoded><![CDATA[<p>Here’s an oddity, at least in the realms of my game-playing habits lately. I purchased a game, from a real-life bricks and mortar “shop”, as I believe they are known, and put that game inside of a game-playing device within 24 hours of the transaction, and played it for a length of time that could not be rounded down to zero in any statistically significant sense. That’s unusual, but should not necessarily be taken as an indication of quality. Regardless, my Mastermind-esque creed of “I’ve started, so I’ll finish” means that <em>The Last Remnant</em> becomes a prime candidate for my intermittent series of game review / journal things.</p>
<p>Purchasing <em>The Last Remnant</em> was a decision taken with almost no consideration whatsoever, which may turn out to be a mistake. Still, as part of a two for ten pound promotion with a game I actually wanted, it also wasn’t a decision that necessarily required much consideration. Indeed, by providing two paragraphs worth of blog material already, it’s gone a long way towards being considered good value for money.</p>
<p>My knowledge of the game was limited, more or less, to the blurb on the back of the box, and a nagging feeling that as I’ve not heard of it, it’s probably not worth hearing about. However, given that I more or less bury my head in the sand concerning all game releases these days this is not an unfamiliar state of affairs. The one undeniable fact garnered from the marketing blurb is that it’s a Japanese RPG published by SquareEnix, the 400lb gorilla of the Japanese RPG world.</p>
<p>I have an ongoing fascination with SquareEnix, as they’re a company that is continuously massively successful, despite making RPGs that are, in my estimation, barely playable, let alone enjoyable. Of course, these days they’re a monolithic publisher doing everything up to and including the oft-lauded <em>Deus Ex</em> franchise, but my feeble brain pathways still struggle to move them out of their <em>Final Fantasy / Dragon Quest</em> box. Statistics and sales figures would suggest I’m an outlier in this regard, but rather than do anything sensible like “stop buying their games”, I persist with the notion of picking them up cheap and attempting to work out what’s so appealing about them, to some folks at least.</p>
<p>Hey, everyone needs a hobby.</p>
<p>Well, now that I’ve got my flimsy rationale for playing this over, say, the untouched copies of <em>Mass Effect 2</em> or <em>Dragon Age</em> out of the way, let’s dive in.</p>
<h2>Day One</h2>
<p>Egads! If there’s one thing that makes me run screaming from most Squeenix JRPGs I’ve tried, it’s the puzzling insistance on making the player controlled character a barely pubescent, screeching frat boy irritant. It’s afflicted most of the modern <em>Final Fantasy</em> games I’ve played, and in <em>The Last Remnant</em> the improbably named Rush is another such annoyance. If this doesn’t gets less annoying over time, I may have to rename this series …to the end of my patience.</p>
<p>At any rate, in our introductory cut scenes we’re introduced to Rush and his sister Irena on a remote, peaceful looking island, watching a holo-video-thing from their absent parents. They’re world-famous, respected researchers into mysterious, ancient artifacts called Remnants, massive constructions of great power that can be controlled and “bound” to individuals. The two kiddywinks barely have time to consider their situation before some wallopers fly in on a funny looking bird thingy, later revealed to be one of them there Remnants, and kidnap Irena.</p>
<p>There’s your motivation in a nutshell, chasing after your sister, trying to uncover who took her and why. One jump cut later and we’re with the youthful David, Marquis of Athlum, leading his army against a group of monsters. The battle is cut somewhat short when David unveils Operation Overwhelming Force, uncorking a Remnant under his control, effectively a tower-block sized instagib laser cannon. Rush stumbles into this mess, and over the course of a brief spot of tutorialising David and his generals agree to investigate this kidnapping scenario and get some answers.</p>
<p>Now, in terms of wandering around towns, talking to people in pubs for information, buying new kit and such this is barely any different from any other RPG you can imagine, so I’ll skip over that. Well, perhaps one exception, but I’ll get to that in due course. The battle mechanics, on the other hand, are so different from the norm that I’m not even going to attempt to describe them until I get a better handle on them. I hope this occurs soon.</p>
<h2>Day Two</h2>
<p>Scooting through a few of the missions, which largely involve tracking down a few ultimately dead-end leads while still attempting to teach you the byzantine gameplay mechanics, leads us to uncover a few more areas to travel to, including the neighbouring town Celapaleis.</p>
<p>Principle storyline concern so far is that those behind the kidnapping may be linked to the Academy, the powerful body responsible for researching remnant artifacts, and also the employers of Rush and Irina’s parents, giving the whole abduction thing a patina of legality. Suspecting political machinations afoot and bristling under the demands of Celapaleis’ envoys, David plays things safe and starts taking a more circumspect look at the situation. Cue annoying ranting from annoying lead character, who decides to strike out on his own before, gratifyingly, realising he’s being a dick and besides, would have no chance on his own before he’s even left the city. Maybe this guy’s not irredeemable after all.</p>
<p>Speaking of leaving town, here’s the difference between this and a lot of other RPGs. There’s no real “overworld”, in the sense of traipsing around a world map to get between towns and ‘dungeons’. For the sake of brevity, let’s define a dungeon as any location you have to wander around hitting enemies with sticks until you find something/someone to advance the main story, regardless of whether it’s actually a dungeon or a ruined castle or a woodland glen or a marshmallow factory or anything else.</p>
<p>To move between locations, you simply tap the little used ‘back’ button on your Xbox 360 joypad (or alternative system equivalent) a couple of times to bring up a world map, and move a whacking great arrow over where you want to go. Easy enough, I suppose, and cuts out some of the busywork. After certain conversations or events, more areas become available to travel to. More unusually, tapping back once while in a town brings up a location map that’s used to travel, effectively, between town streets.</p>
<p>This is particularly weird in comparison to behemoths like <em>Fallout 3</em> and <em>Oblivion</em>, where you will wander around the world and into town often with nary a loading screen to be had. Perhaps this is a limitation of the Unreal Engine used in the game, as it hasn’t helped with are the loading times which aren’t exactly snappy even after installing the game to hard drive and verging on intolerable from disk. Perhaps it’s another convenience aimed at removing time taken wandering through the backstreets to reach the shop or tavern you want to visit. </p>
<p>I suspect the latter, given some of the other oddities. For example, early on you meet a character in a tavern asking to deliver a letter to someone who’s wandered off into a monster filled area. Ever the helpful chap, you agree to deliver this. Without even a chance to prepare yourself, the screen fades to black and you’re deposited in the dungeon, directly in front of the intended recipient. You talk to him. He takes the letter. Everything fades to black again and you’re back in the tavern talking to the quest giver and claiming the cash reward.</p>
<p>While this has removed a lot of ultimately pointless button presses for me, it’s a pretty weird experience. It’s essentially removing the gaming elements from the game, to the point that it might as well just have given me the money without bothering about the whole letter idea. Admittedly at that point I might as well be entering numbers in a spreadsheet, and Excel ain’t no game. It’s striking a peculiar balance between convenience and gaming, and I’m not altogether sure if I like it or not.</p>
<h2>Day Three</h2>
<p>I suppose I’ve dodged this for long enough. The battle mechanics in <em>The Last Remnant</em> are unique, to my knowledge, so I have to applaud the spirit even if I remain unconvinced about the execution. On engaging an enemy wandering around the dungeons, you are presented with something that’s halfway between the usual fight/spell/item/run selections from RPGs since the dawn of time, and something more akin to a tactical RPG, or perhaps even a variant of the <em>Total War</em> franchise.</p>
<p>You, and whatever lackeys you have hired in the Guildhalls of the world, are lumped into something called a union, although really “squad” or “battalion” would be a less confusing term. The composition of these unions is subject to various limits, for example at the moment I am limited to nine fighters in total, with a maximum of five in one union. I can form up to three separate unions. There are two types of hirelings, leaders and soldiers. As you’d expect, each union must have at least one leader, who typically have better statistics and abilities than soldiers, and currently I’m limited to a maximum of four leaders.</p>
<p>More oddities abound. Members of your unions share a pool of hitpoints, and you can only give them relatively vague instructions on how to attack. While the bog standards ‘Attack’ will have them all run at your enemies in an attempt to bash them over the head, the usual other options of ‘Attack with Combat Arts’ and ‘Attack with Mystic Arts’ will result in your chaps, depending on their abilities and seemingly the phase of the moon, performing a selection of either special melee strikes or magic attacks.</p>
<p>This is decidedly odd. It’s like giving a general idea of how your character and those nominally under his command should behave and watching how it pans out. It would be like <em>Sonic the Hedgehog</em> presenting an option at the outset saying “Run right, jump as required” then watching a demo of the game until completion.</p>
<p>Now, if this does wind up as the greyed out option on the screens imply see you controlling at least five squads of sixteen soldiers, micromanaging each individual’s actions each round would be about as dull an experience as I can imagine, so I can sorta see why it’s built this way.</p>
<p>However, we’re coming straight back to the issue of convenience versus gaming. <em>Final Fantasy 12</em> was criticised in some circles for having an option to take essentially all decisions in battle away from you, and leave it up to the AI. The game was basically playing itself, which led people to question what the point of that was. That was, however, an option that you did not have to avail yourself of. There’s no such option here, and I do wonder how this will play out over the coming days.</p>
<h2>Day Four</h2>
<p>Hey! Where do you think you’re going? We’re certainly not finished with explaining the game mechanics. Well, I say explain. Parts of it remain fairly opaque to me, but we’ll do what we can.</p>
<p>Let’s give a worked example. Say we’ve got two combat unions under our control, and we decide to take on, let’s say, five groups of oversized cockroaches. The groups start off scattered around a minimap that looks on first instance to have more tactical significance than it really does. We set our two groups to attack the nearest cockroach cluster to them, and they charge off towards them.</p>
<p>Our first group run headlong into their target and start bashing them up. Both parties enter a slightly mis-named state called a Deadlock, meaning that they’re engaged with fighting each other. For the sake of argument, both groups survive and remain Deadlocked.</p>
<p>Our other group was heading towards their target, but another closer, faster bunch of enemies engaged them first — an Interruption. They Deadlock and start hitting each other for the turn. After that, another group of enemies attack, and as you’re still engaged with fighting something else, they get to “Flank Attack” you, a state requiring less explanation than Deadlock. They get a damage bonus against you.</p>
<p>Of course, you have another flank to be engaged on, and if yet another group attacks it’s from behind, oo-er missus. This “Rear Attack” will hurt even more, again, oo-er missus. If another group attacks, it’s termed a Massive Strike, presumably to avoid copyright infringement with a Bristol based trip-hop outfit. So that’s all reasonably understandable. It’s often frustrating, as you intend on unleashing a series of devastating attacks on a dangerous group of enemies only to be Interrupted by a low value target, “wasting” your attack turn and potentially leaving you open to Flanks from those more dangerous opponents.</p>
<p>I say frustrating, because there seems to be no way to combat this. There’s no obvious way to control your position on the battleground, so it doesn’t seem like there’s any skill to this mechanic. And if there’s little or no control you can exert over this, you have to question why they make so big a point of it. There’s massive text overlays coming up on screen every time these Deadlocks or Flanks et al happen, and given that there’s very little that you can do about these situations other than the default RPG Plan One of “kill everything”, it’s just giving the trappings of a tactics system without having any actual tactics system.</p>
<p>Oh, yes, and the remaining major state, Raidlock, makes no sense whatsoever. The text describing it does, admittedly. A union that’s not physically close to another union can enter a special Deadlock state called a Raidlock, nominally by hitting them with some ranged magical attack, getting a damage bonus. So essentially, covering fire. Makes sense, except every single time this happens to me, seemingly at random, at most one of my team has been using a ranged attack, and the rest run up and bash them with swords. So, to be clear, a Raidlock is a state of Deadlock for units that aren’t physically close to each other but that are nonetheless physically close to each other.</p>
<p>People have claimed that the battle system in <em>The Last Remnant</em> is too complicated. Actually, the problem is far worse. It’s a battle system with all the obfuscated seeming of complication, without actually having any at all. It promises tactics and delivers helplessness, and that’s plainly not satisfying.</p>
<h2>Day Fuck This Noise</h2>
<p>We’re probably up to about Day Ten or so, in reality, with the intention being to backfill in more information on the combat mechanics and a few other things I’ll get to, but I’m calling a halt to this game on account of it being more of an exercise in perseverance rather than anything I’m getting any enjoyment out of.</p>
<p>The last word I’ll have on the combat system will be kept relatively brief, mainly because it’s a horrible idea that you can turn off. As your squads go through the motions of attacking and defending (for the twelve millionth time), there’s an opportunity to get an enhanced result by, joy of joys, a quicktime event. There is, as we all know, no game that features a quicktime event that could not be significantly improved by removing the quicktime event, so it’s heartening to see that this can be turned off in the options. Or rather, falling back on your character’s base stats to automagically see whether you hit or miss.</p>
<p>The point, I suppose, was a last ditch attempt to inject some feeling of control or involvement in the battles, which never stop feeling like a spectator sport rather than something you’re nominally directing. If your solution to a lack of action is to dump endless, excruciating gauntlets of quicktime events, you know you’re getting into “nuke from orbit” territory.</p>
<p>So, combat-wise, it’s a brave experiment and I’m glad I’ve played it enough to form an opinion on it, but it’s a failed experiment. I’ve lost count of the number of times that I’ve would up having my parties wiped out because while it’s obviously necessary to heal up this round, my only options are to carry on a doomed frontal assault or some such nonsense. I wouldn’t mind giving up control quite so much if I didn’t feel I was giving up that control to a bumbling poltroon.</p>
<p>Given that any RPG is likely to be heavy on the combat, and given the usual Squeenix focus on grinding this is particularly so in <em>The Last Remnant</em>, it’s not going to work out very well for the game if the combat is, at its best, a total drag. So we’ve already worked out the primary reason to punt the game into the long grass and find something else to play. There are many others.</p>
<p>Marginally annoying, rather than outright frustrating is the resource gathering. Components, ores, herbs and the like are found either in shops, from vanquished enemies or from points around the maps, which brings us onto Mr. Diggs. With no explanation whatsoever this puzzling little steampunk mole thing attaches himself to your group to enable you to gather more resources, which means watching his canned ten second animation another four and a half billion times over the course of the game. It’s not particularly impressive first time around, and grows rapidly more grating each subsequent time. The same can be said of all the attack animations, really. </p>
<p>The voice acting, for the English version at least, is reassuringly dreadful. The main character is outright annoying, with the supporting characters swinging between ‘bland’ and ‘somehow worse than the lead character, baffling as that may be’. Of particular note is the bloke lumbered with David, Marquis of Athlum, who sounds like a cross between a bad David Bowie impersonation and every accent in every Guy Ritchie film thrown in an accent blender.</p>
<p>Perhaps the most obtuse gameplay mechanic of <em>The Last Remnant</em> is that it’s very often not remotely clear what you’re supposed to be doing to further the plot, and there’s also no indication that you’re well prepared enough to progress further. I came very close to knocking this on the head after, ooh, four days or so, after growing tired of the side-quests that were taking up a great deal of time while presenting no significant challenge. I wandered up to the plotline mandated fight with a Mr. “The Conqueror”, who smeared me into a fine paste in short order. Aah, I realised, this game mandates grinding. Which was a massive red flag.</p>
<p>Sure, I was happy doing the side-quests in <em>Fallout 3</em> and <em>Oblivion</em>, but not because I wanted to farm experience points to get past a boss. It was because they were, for the most part, interesting stories on their own terms, and enhanced the feeling of being in a living, breathing world. There’s nothing like this depth shown in <em>The Last Remnant</em>, and nothing like motivation for doing them.</p>
<p>Even putting the wider game world to one side, the main storyline doesn’t have the attraction required to put up with the grind required to progress it. What starts off as a simple, relatable tale of a missing family member rapidly devolves into world-spanning political powergrabs featuring characters we have barely seen, let alone know anything about. The supposed Machiavelli behind all of this is so obviously guilty from the first time we clap eyes on him I suppose there’s no point building up any subtle, deceptive plots, but that doesn’t mean I’m not going to miss it.</p>
<p>Without liking either the story or the game’s mechanics, there’s clearly no point going any further, or longer. And I could well have gone longer — despite pumping something like forty hours into it, the point I gave up was the seemingly wide-accepted arsehole of a boss battle at the end of the first disk, which seemed very much like I’d have to firstly go back to a save from hours ago and level up more, and even then face a battle based more on luck than wits. I’m sure this timesink would have doubled from the second disk, but I don’t think I’d have enjoyed any of it.</p>
<p>The battles are repetitive, drawn-out and tedious, and the lengthy loading times add to the feeling that this is more a game you are invited to watch, rather than play. It still looks pretty good, I must admit, which is to its credit, but hardly its salvation.</p>
<p>There’s very little of interest in this game, for most folks. It may appeal somewhat to the more obsessive-compulsive crowd, or those who take interest an in studying and breaking games systems on a more cerebral level. Basically people who can understand the term “min/max character build” without requiring a flowchart.</p>
<p>I certainly got my money’s worth out of <em><em>The Last Remnant</em></em>, going by the time taken, but I’m not altogether sure I got too much enjoyment from it. I had far more fun subsequently going through <em>Arkham Asylum</em>, in far less time. If longevity is your only rationale for judging a game, I suppose <em><em>The Last Remnant</em></em> scores highly. By any other criteria, it ought to be avoided.</p>
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		<title>Merry Christmas</title>
		<link>http://scottmorris.info/blog/2011/12/merry-christmas/</link>
		<comments>http://scottmorris.info/blog/2011/12/merry-christmas/#comments</comments>
		<pubDate>Sun, 25 Dec 2011 20:31:19 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Christmas]]></category>

		<guid isPermaLink="false">http://scottmorris.info/blog/?p=384</guid>
		<description><![CDATA[Feliz Navidad, folks.]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/12/20111225-142919.jpg"><img src="http://scottmorris.info/blog/wp-content/uploads/2011/12/20111225-142919.jpg" alt="20111225-142919.jpg" class="alignnone size-full" /></a></p>
<p>Feliz Navidad, folks.</p>
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		<title>Culpability</title>
		<link>http://scottmorris.info/blog/2011/12/culpability/</link>
		<comments>http://scottmorris.info/blog/2011/12/culpability/#comments</comments>
		<pubDate>Thu, 01 Dec 2011 20:54:03 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://scottmorris.info/blog/?p=381</guid>
		<description><![CDATA[In which we own up to our errors.]]></description>
			<content:encoded><![CDATA[<p>I guess you have to own up when things aren’t going quite to plan. I had every intention of upping the level of productivity going into the various web properties that I’ve got kicking around, and that’s happened. Not exactly to the extent I’d hoped, but I’ll keep trying.</p>
<p>One thing that was a hasty, poorly considered decision with the benefit of hindsight was attempting to marry up posting an image with posting a screed of text, with nary a connection between them. Baffling decision, and completely confusing to everyone.</p>
<p>Also, splitting out the old stuff and leaving it in an old WordPress install, with the new stuff in a new WordPress setup was a very dumb idea. Not necessarily in the philosophical terms of a clean break, but in pure technical sense of maintaining updates to prevent security holes, which is pure drudgery — less so these days, admittedly, but not exactly fun.</p>
<p>So, I’d better remedy this. From now on, words go here, the bulk of my photos go on <a href="http://www.flickr.com/photos/scott_morris/">my Flickr</a>, and I’ve put together what is, I guess, a portfolio of my ‘best’ photos over <a href="http://scottmorris.info/photo">here</a> — best being, of course, a relative term.</p>
<p>The posts from the old blog are back on here, and I’ve futzed around with the theme, and created a <a href="http://www.scottmorris.info">massively egotistical front page</a>. Booyah.</p>
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		<title>Alan Wake …to the end</title>
		<link>http://scottmorris.info/blog/2011/08/alan-wake-to-the-end/</link>
		<comments>http://scottmorris.info/blog/2011/08/alan-wake-to-the-end/#comments</comments>
		<pubDate>Wed, 10 Aug 2011 19:58:49 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=246</guid>
		<description><![CDATA[In which we discuss Alan Wake, and the shining of flashlights.]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/08/The-Small-Matter-of-Paris1.jpg"><img title="The Small Matter of Paris" src="http://scottmorris.info/blog/wp-content/uploads/2011/08/The-Small-Matter-of-Paris1.jpg" alt="" /></a></p>
<p>I have acquired a hell of a lot of games over the past few years that I haven’t really given much attention to. Before buying anything else, it’s time to play them …to the end.</p>
<p>The following is a rambling log of thoughts, experiences and opinions that might, if you squint a bit, loosely be termed a review.</p>
<p>As an aside, I wrote the bulk of this some time ago and promptly forgot about it. My memory’s not so good these days. As a consequence this tidied up version may be a little light on details, but I think it gets the spirit of the game across quite well.</p>
<p>It wasn’t long after the completion of <em>Max Payne 2</em> that rumours surfaced of a new game from Remedy, and if nothing else <em>Alan Wake</em> cut a mean trailer, back when you could call the Xbox 360 and PS3 ‘next-generation’ machines with a straight face. After it’s lengthy gestation period it was unleashed upon a world that seemed largely to have forgotten about it. Now an Xbox 360 exclusive, it received almost universal acclaim in the press, although these days sadly this is more an indication of the quantity of advertising placed with the press than of quality of the game.</p>
<p>Regardless, it’s the only game that willingly describes itself as, at least in part, a survival horror that I had the slightest interest in playing over the last decade, so let’s plunge into the world of thriller writer Alan Wake as he investigates the disappearance of his wife during their holiday in the remote town of Bright Falls.</p>
<h2>Day One</h2>
<p>So, a few hours in and I’ve completed the first, half tutorial episode and most of Episode Two before my interest waned. My initial thoughts are that someone’s been spending a hell of a lot longer on the concept of the game rather than the mechanics.</p>
<p>While the concept of nightmares within nightmares seems interesting enough, the sections of trudging through forest occasionally stopping to shine a light on some lumberjacks before shooting them isn’t exactly setting my world on fire.</p>
<p>Given the way the narrative’s going, I suppose there’s no point picking up on any of the plot holes that occur fairly frequently, given that the “J.R. stepping out of the shower” scene towards the end is pretty clearly signposted.</p>
<p>What sticks out like a sore thumb is the character models, specifically the granite-like fizzogs on display when characters try desperately to emote. For a game that’s been in development since, I believe, the beginning of recorded time, you’d think they’d have come up with something better looking than a launch title. The ‘actors’ seem to be walking around with a stick up their collective ass, but on closer inspection they’ve really got more in common with the sticks.</p>
<p>Why am I trying to collect a hundred coffee pots, by the way?</p>
<h2>Day Two</h2>
<p>I find myself concluding Episode 2, and trudging my way through Episode 3. So far, still an awful lot of traipsing through woods, shining flashlights at lumberjacks. For a game that took five years to create, I had figured that there would be a touch more variety shown in the mechanics. I suppose there’s not a vehicle to drive between the locations for the bouts of flashlight wielding, and some poltergeist thrown objects to shine a torch on, but this is hardly redefining the boundaries of video gaming.</p>
<p>I suppose I shall play on for the sake of continuing the story, but so far it’s doign very little to draw me in to the narrative. I think I’m being put off by the continued references and namechecking of Steven King, a writer up with which I shall not put.</p>
<p>While we’re at it, if this game is supposed to be narrative based, would it not have been a sterling idea to get a few decent writers in? The dismal writing is showcased not only in some dreadful, grating voiceovers, but also in the hamfisted, clunky manuscript pages I have no interest in reading, let alone scouring the levels trying to find. I’m afraid the Cheevo points alone are not that strong of a draw for me to engage in arbitrary gameplay extension.</p>
<h2>Day Three</h2>
<p>A radical departure for the game in Episode 4, as we find ourselves traipsing through a garden and a farmyard, shining flashlights on lumberjacks.</p>
<p>I sure hope this game has something unexpected and special for its ending, as if it goes the way it’s been threatening to go for the first half of the game then the storyline as developed in this chapter would completely undercut any building of tension.</p>
<p>That said, I still struggle to work up any interest at all in the plot and find most of these daylight cutscenes to be an excellent opportunity to play <em>Slingo</em> on my iPhone. I’m multi-tasking.</p>
<p>I’m growing more than a little bored by the recurring contrivance of stripping your weapons and flashlight at every available opportunity. Once might have been fun, but this grows tiresome quickly</p>
<p>I had wondered why I was finding your occasional in-game companion Barry so irritating, given that his characterisation is far less annoying and pretentious than our nominal hero. Eventually I placed it as residual hatred for <em>Max Payne 2</em>’s Vinnie Gognitti, sharing as they do the same voice actor. You will remember Vinnie, of course, as the ‘star’ of the stupendously annoying Captain Baseball Batboy suit section that was so obnoxious I’m half-convinced it was a parody of all computer game escort missions.</p>
<h2>Day Four</h2>
<p>The fifth chapter of the games sees a radical departure from the previous formula, consisting of a few arbitrary equipment strippings followed by running through woods shining flashlights on lumberjacks. Oh, hang on, that’s not actually a radical departure at all.</p>
<p>Perhaps I’m not being fair to Alan Wake. After all, there’s is a short section set in town where we have to take a needlessly circuitous route through buildings because the quick way is ‘blocked’ by a three foot fence that has become unscalable, somehow. That’s not at all annoying, nor is Barry’s accessorising of his puffy jacket with Christmas lights.</p>
<p>I have to give this game some credit. For being composed entirely of lazy writing, filler action sections, pointless platforming puzzles, unlikable characters and sub-standard acting I’m really only finding it a trifle dull rather than teeth-grindingly dreadful.</p>
<p>One oddity that occurs to me, seeing as it shows up in this chapter more, perhaps, than any other. There’s what amounts to this games’ equivalent of landmines scattered throughout, that are dealt with by — what else — shining a torch on them. As I’ve yet to encounter them at the same time as being attacked by the Taken, they’ve reduced to the role of another very minor roadblocks on the narrative path.</p>
<p>The most questionable aspect of their inclusion is really there visual design, as they look for all the world like piles of haunted horse manure. Terror incarnate, I’m sure you’ll agree.</p>
<h2>Day Five</h2>
<p>I take it all back. The thrilling final chapter radically ups the ante of game mechanics with a exhilarating ‘push a cart out of the way by tapping the “A” button’ segment that really ties the game together. It’s repeated a few times, but that’s okay. It remains just as brain-meltingly non-awesome as it does on the first time.</p>
<p>Actually I have been doing a grand dis-service to the variety on display in Alan Wake. There’s also the frequent stops to start up diesel powered generators by tapping the “A” button a few times. Finally, video games have delivered on the promise of the old ‘interactive movies’ of the 1st gen CD-ROM games. It’s just like being in a movie!</p>
<p>Other than these, the bulk of the level consists of dodging poltergeist-inhabited oil drums and running through woods shining flashlights on lumberjacks. The final boss, such as it is, at least presented an interesting visually break from the norm, but mechanically isn’t much more than another object dodging session.</p>
<p>I suppose I was a little disappointed, if not overly surprised, to see that the game did not end with a satisfying, neat conclusion. I suppose at best I can credit it for not overtly flashing up a billboard telling me that “THE NOT-AT-ALL DREARY TALE OF ALAN WAKE WILL CONTINUE THROUGH AN INTERMINABLE SERIES OF DLC FLEECINGS”. Hey, at least the first one’s free, right kids? Well, free to folks that bought the game, but seeing as I’ve only borrowed Alan Wake from my good friend <a href="http://craigeastman.tumblr.com/">Baron Sir Lord Craig of Eastman</a> I’d better not redeem that token, so it’s really all over bar the finger pointing.</p>
<h2>Finger Pointing</h2>
<p>I think by this point I’ve made myself clear that I didn’t enjoy this game. It’s very far from being the worst thing I’ve played on the Xbox, and if I’m being fair there’s not really any one aspect of the game that falls below competent.</p>
<p>However, basic competency is the bare minimum that we’re demanding of a game, and Alan Wake doesn’t go a hell of a lot past this. The gameplay mechanics, and for the most part the entire gameplay engine might well have been lifted wholesale from <em>Max Payne 2</em>. Or perhaps <em>Max Payne 1</em>. Amongst its peers it feels clunky and stodgy, and I’m not buying the excuse that you wouldn’t expect a writer to dive around like an action hero either.</p>
<p>Perhaps I would, had this been more immersive. It’s trying to be, I’ll grant it, but if your lead character (and by extension, you) are represented by a whiny, spoiled brat of a character suffering inordinately from first world dilemmas then it’s not going to be remotely effective.</p>
<p>If you don’t care about the character, you’re unlike to get into the narrative, so its shortcomings become all the more obvious. I suppose spoilers are less of a concern this far from the game’s release, but nonetheless I’ll leave it at saying the story, like all of the Steven King works it charmlessly apes, is as stupid, annoying and obnoxious as the game’s lead character.</p>
<p>The best I can say about this game is that I played it all the way to completion, and it didn’t feel too much like I was only doing it for the sake of this article. Without the dangling carrot of another few thousand easily ignored words of content for my corner of the internet, I’d still have finished this game having started it — which is rare for someone with limited time for gaming.</p>
<p>That’s hardly the best recommendation for the game, and it does rather make me wonder if I’ve played a different version to the game so glowing reviewed in the glossy magazines and major websites. It was hailed as a leap forward in storytelling for games, and for it’s pacing. This is straight-up mental. It’s a games that screeches to a halt and throws cut scenes at you, with the barest of attempts at linking or enhancing any narrative revelations in the gameplay sections.</p>
<p>There’s very little atmosphere built, and the attempts at scares fall very flat. Had this game appeared a year or two after <em>Max Payne 2</em>, it would have been a revelation. As it stands, it’s a very real disappointment and barely worth playing, and certainly not something I’m going to recommend.</p>
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		<title>Requiem for a Lenscap</title>
		<link>http://scottmorris.info/blog/2011/08/requiem-for-a-lenscap/</link>
		<comments>http://scottmorris.info/blog/2011/08/requiem-for-a-lenscap/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 21:11:57 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=241</guid>
		<description><![CDATA[In which a dear departed lenscap is eulogised.]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/08/Requiem-for-a-Lenscap1.jpg"><img class="alignnone size-full wp-image-242" title="Requiem for a Lenscap" src="http://scottmorris.info/blog/wp-content/uploads/2011/08/Requiem-for-a-Lenscap1.jpg" alt="" width="990" height="743" /></a>Farewell, then, Lens Cap for a 12-60mm Olympus lens. You leave behind a quality lens shorn of your protection, falling in the line of duty somewhere on the Paris metro system.</p>
<p>It is unkind to speak ill of the departed, but in this time of despair we must be honest with ourselves and each other. The only surprising thing about this tragedy is that it took so long to occur, given your predilection for leaping from the lens at the slightest brush.</p>
<p>We must reflect upon your creator, the good Lord Olympus, and ask him why He cannot create a lens cap across His entire range of otherwise brilliant lenses that does not suck wholeheartedly.</p>
<p>Lo then, for the great circle of life must continue, and we can only hope that your generic 99p replacement that, I note, comes with a lanyard which recent experience suggests will be useful, will be at least as good as you were.</p>
<p>Which isn’t saying much. Until then, I’m patenting my temporary protection method as the revolutionary LenSock™ — It’s Better Than Nothing. Purchase your LenSock at any reputable photographic or underwear stockist.</p>
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		<title>Octopussy</title>
		<link>http://scottmorris.info/blog/2011/05/octopussy/</link>
		<comments>http://scottmorris.info/blog/2011/05/octopussy/#comments</comments>
		<pubDate>Wed, 18 May 2011 00:02:48 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Bond]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[Octopussy]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=237</guid>
		<description><![CDATA[In which my grip on reality finally succumbs to the inevitable.]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/05/Alai-Minar1.jpg"><img class="alignnone size-full wp-image-238" title="Alai Minar" src="http://scottmorris.info/blog/wp-content/uploads/2011/05/Alai-Minar1.jpg" alt="" width="990" height="1320" /></a></p>
<p>The Alai Minar, from my increasingly distant trip to Delhi.</p>
<p>So, <em>Octopussy.</em></p>
<p><em>Octopussy.</em></p>
<p><em>Octo. Pussy.</em></p>
<p><em>Octopussy</em>.</p>
<p>The name says enough about it that there seems to be little point elaborating on it. But, I knew this day would come when I started on the project, so better to take my punishment and live with it. On the plus side, things can only get better from here on in.</p>
<p>The thirteenth Bond film, then.<a href="http://ww.daringfireball.net"> John Gruber</a> of the <a href="http://5by5.tv/talkshow">Talk Show</a> podcast reminds me of a salient point that, if not excuses<em> Octopussy</em>, goes some way to explain it. The thirteenth Bond film. Consider that for a moment. The thirteenth entry in a series. How many franchises have we seen that run out of ideas and quality halfway through the second entry? The answer, of course, being “most of them”. Thirteenth. Thirteen films.</p>
<p>It’s unprecedented and impressive. I suppose after having to make twelve Bond adventures, it’s natural to get a little sick of him, which I can only assume to be the reason to put the man known for his suave sophistication and put him in a clown outfit.</p>
<p>I suppose after finding twelve at worst competent actors to play Bond villains, you’d have to get to Steven Berkoff eventually. I’m sure no-one was looking forward to it, or wanted it, or thought he’d be anything better than the dreadful screeching annoyance that he is. There just wasn’t anywhere else to go.</p>
<p>After twelve plots, even by the variable standards to which Bond films are judged, you’d have to cobble together some loosely connected bullshit with jewellery smuggling and a corrupt Soviet general attempting to arrange a nuclear ‘accident’ at a U.S. Air Force base using a Trojan circus. I’m sure no-one thought it was a good idea. There just wasn’t anything else for Bond to do.</p>
<p>I’m sure after filming a scene where Bond swings from vine to vine, no-one wanted to overdub Tarzan yelling on to it. Nobody would want that. There just wasn’t any other option.</p>
<p>I sure after twelve films, there just wasn’t any other option than to replace the series’ trademarked car chases with a motorised rickshaw chase.</p>
<p>I’m sure there wasn’t any other way to make this thirteenth Bond film without the god-awful, more stop than start stop-start pacing, and ham-fisted action scenes, and structuring it to go on for another half hour after the obvious dramatic conclusion, and to bafflingly turn Q into a field operative.</p>
<p>There just couldn’t have been another way to do this film. Surely. The alternative is patently ridiculous. The alternative is that someone thought that all of the above was fine, and that <em>Octopussy</em> would make for a good Bond film.</p>
<p>I’m not prepared to believe so unbelievable a scenario. I’d find it more believable to find out that this had been planted by David Icke’s reptile people to prepare us for their unveiling, as told in the holy text<em> V</em>. I’d find it more believable that the script had been sabotaged by the makers of<em> Never Say Never Again</em> to give them an advantage in the War of the Bonds.</p>
<p>In fact, I think I shall reject this reality where <em>Octopussy</em> exists, because logically something like it cannot exist, so I must be delusional.</p>
<p>Yes, that’s it.</p>
<p>This isn’t a worse film than <em><a title="On Her Majesty’s Secret Service" href="http://scottmorris.info/2011/03/on-her-majestys-secret-service/">On Her Majesties’ Secret Service</a></em>, because this film doesn’t exist.</p>
<p>Yes, that’s it.</p>
<p>Yes.</p>
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		<title>For Your Eyes Only</title>
		<link>http://scottmorris.info/blog/2011/05/for-your-eyes-only/</link>
		<comments>http://scottmorris.info/blog/2011/05/for-your-eyes-only/#comments</comments>
		<pubDate>Tue, 17 May 2011 00:11:05 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Bond]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[For Your Eyes Only]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=232</guid>
		<description><![CDATA[What's he going to look like with a chimney on him?]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/05/Smaug1.jpg"><img class="alignnone size-full wp-image-233" title="Smaug" src="http://scottmorris.info/blog/wp-content/uploads/2011/05/Smaug1.jpg" alt="" width="990" height="1320" /></a></p>
<p>I have been caught slacking on the Bond front for a couple of weeks. I shall try to rectify this as best as possible before the looming duelling responsibilities of a holiday and covering the Edinburgh International Film Festival get the better of me.</p>
<p>However, I’m going to be put at an immediate disadvantage by <em>For Your Eyes Only</em>, the twelfth Bond outing, having apparently been so forgettable it has already faded in my memories. Over the course of this ill-advised experiment I’ve made reference to all of the Moore era Bonds merging together in my mind. I’d assumed this was just a function of the time since I’d last seen them, but it appears that the root cause is simply that few of them are memorable.</p>
<p>So, Wikipedia assures me that the main through line of this piece is the need for the British government to recover a missile command system from an accidentally destroyed spy vessel. This is also exactly the sort of thing the Russians would like to get their hands on, so the race is on to retrieve the dohickey. This leads, after what’s close enough to an investigation, to Bond being placed in the middle of duelling Greek crime bosses, one still sympathetic to British interests from wartime resistance efforts, the other having made a career of betraying his compatriots.</p>
<p>I guess the first thing you’ll note from the above potted recap is that no portion of it requires Space Marines, or a plot to kill everyone in the world, or suchlike. Why, if you squint a little, it’s almost plausible! It’s said that ex-Bond editor John “not an astronaut” Glen’s directorial stint for this and the next four “official” Bond films was part of a move back to reality from the fanciful plots and pitched battles of prior films. It’s partially successful, with a relatively sensible plot and characters that, from some angles, approach at least 2.5D rather than the cardboard cut out characterisation we’ve been treated to over the past few films. Some of these guys even seem to have motive for their actions! Wild concept for a Bond film, I know.</p>
<p><em>For Your Eyes Only</em>’s problem in this regard is that for every step forward it takes, it walks into a lamp-post, staggers back, falls over, hits it head and soils itself. It’s not starting from a position of strength either, with hands-down the dumbest and least explicable pre-credits mission yet, as Bond foils another attempt by a wheelchair bound Blofeld to kill him in a remote control helicopter, turning the tables and dropping him down a chimney (!) while Blofeld bargains for his life by offering to buy Bond a delicatessen in stainless steel (!!).</p>
<p>If you were looking for your take on the series to have a patina of believability, why on earth go to the bother of resurrecting a happily dead villain to kill him in such a daffy way? Perhaps it’s an attempt to symbolically bury the excesses of the SPECTRE-esque grand designs on the world, but if so it’s undercut by the both the rest of the film and the means of dispatching Blofeld. Walking up to him and shooting him, point blank, would send a message that there’s a new Sheriff in Bondsville. Picking up his wheelchair from a helicopter and dropping him down a chimney — that’s sort of business as usual, but much worse than usual.</p>
<p>Of course, we can’t be sure he’s Blofeld and not just some other cat-stroking psychopath with a grudge, thanks to the ongoing legal wranglings over film rights that resulted in <em>Never Say Never Again</em>, but we’ll deal with that when we get to it.</p>
<p>The rest of the film is a curious mix that’s not altogether unpleasant to watch, although all of the memorable elements in the film are memorable for entirely the wrong reasons. Why is this massively annoying, largely superfluous teenage skater given any screentime? Why are there ice-hockey playing assassins? Why must we have the a supposed KGB spy/assassin break cover by leaving during a cross-country skiing race to take a shot at Bond? Did we really need that bobbins bobsleigh bit, especially considering the human cost? Why film cliff climbing scenes with an actor who’s afraid of heights, and have to fake “underwater” scenes because the actress can’t go in the water? Assassins in beach buggies?</p>
<p>Now, while perhaps it’s damning it with faint praise, this is my second favourite Moore era Bond thus far, after <em><a title="The Spy Who Loved Me" href="http://scottmorris.info/2011/04/the-spy-who-loved-me/">The Spy Who Loved Me</a></em>. Despite the uneven mix of striving for sensibility at the same time as embracing the ridiculous, <em>For Your Eyes Only</em> is an enjoyable watch. Just don’t expect to remember any of the reasons you found it enjoyable a few weeks down the line.</p>
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		<title>Moonraker</title>
		<link>http://scottmorris.info/blog/2011/05/moonraker/</link>
		<comments>http://scottmorris.info/blog/2011/05/moonraker/#comments</comments>
		<pubDate>Mon, 02 May 2011 17:45:34 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Bond]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[Moonraker]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=219</guid>
		<description><![CDATA[The One Where A Pigeon Does A Double Take.]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/04/Dried-Rose1.jpg"><img class="alignnone size-full wp-image-221" title="Dried Rose" src="http://scottmorris.info/blog/wp-content/uploads/2011/04/Dried-Rose1.jpg" alt="" width="990" height="743" /></a></p>
<p>When our civilisation is called to account for itself by some deity or other, or perhaps a sufficiently advanced alien civilisation, somewhere on the list we will eventually get around to <em>Moonraker, </em>the fourth outing for Roger Moore’s iteration of Bond. It will, of course, be fairly low on the list of crimes Humankind has committed, but there’s at least one definite chargeable offence committed here. Sure, <em><a title="Diamonds Are Forever" href="http://scottmorris.info/2011/03/diamonds-are-forever/">Diamonds Are Forever</a> </em>had its excesses, but at least it could say that it stopped short of having a HoverGondola.</p>
<p>Bafflingly, that’s not even the silliest element of this film. It’s the reactions to the HoverGondola. I’ll accept the bemused denizens of Venice taking a double take at this breathtakingly stupid mode of transport. I have a somewhat lower tolerance for the very obvious looping a short section of film to suggest that a pigeon is also giving a double take.</p>
<p>It’s a minor thing to get hung up on, I suppose, although it does seem to be the point at which any hope of returning to anything approaching an espionage drama was extinguished forever. How, exactly, am I going to taking anything that happens to this ludicrous clown of a spy seriously in any future endeavour? Is this now a comedy franchise?</p>
<p>So, we’ve mentioned before the tendency of Bond to unashamedly lift any elements of popular culture that are kicking around at the time, such as <em><a title="Live and Let Die" href="http://scottmorris.info/2011/04/live-and-let-die/">Live and Let Die</a></em>’s Blaxploitationisms. There wasn’t much more popular a slice of culture at the time of <em>Moonraker’</em>s creation than <em>Star Wars</em>, which unexpectedly took the world by storm and prompted a slew of me-too cash-ins, and it seems that Bond wasn’t above attempting to hitch a ride on the gravy train. Eagle eyed viewers of the credits of <a title="The Spy Who Loved Me" href="http://scottmorris.info/2011/04/the-spy-who-loved-me/"><em>The Spy Who Loved Me</em></a> will have perhaps been expecting the scheduled <em>For Your Eyes Only,</em> which was swiftly sidelined in favour of this… thing.</p>
<p>I claim no insider knowledge of the genesis of <em>Moonraker</em>, but if this wasn’t hastily assembled from the scripting equivalent of scraps and leftovers I’ll eat my hat. Essentially, this lifts the plot almost wholesale from <em>The Spy Who Loved Me, </em>itself an expedition in mining Bond films past, and swaps out Stromberg’s undersea utopia for Hugo Drax’s spacestation utopia. So much so, I’m not altogether sure what to say about this film, other than it manages to avoid lifting any of the worthwhile elements from its predecessor, and mixes it with copious buckets o’stupid.</p>
<p>Called in to investigate a hijacked space shuttle, Bond quickly tracks it back to the multi-billionaire Hugo Drax, builder of said shuttle under sub-contract to NASA. He’s also secretly built a few for himself, along with a space station, and a toxin designed to wipe out humanity. You might have thought some of these activities, like, say, shuttle launches or constructing an orbital death platform would have come to the attention of someone before now, but apparently not. Jimmy’s poking around is the first anyone’s heard of it. I think the CIA and MI6 ought to hire a few forensic accountants.</p>
<p>Also returning from <em>The Spy Who Loved Me</em> is Jaws, for whatever reason, which I suppose is understandable from a certain point of view. Returning, recurrent villains, even if they are henchmen rather than the Big Bad, aren’t a bad idea. In a film that wasn’t so identically structured, this would be a plus point, but here it feels even more like someone reprinted the previous script, scratching out “Stromberg” and “ocean” for “Drax” and “space”.</p>
<p>Hugo Drax himself is rather too understated and forgettable, especially for a supposed megalomaniac trying to reshape humanity in his own image. He seems more like David Brent from <em>The Office</em> rather than a proper nutter. If I’m going to have someone attempt to wipe out mankind, there ought to be a little more emotion and snarling, otherwise I feel like I’m getting my annual performance review rather than watching a drama-laden Bond film. In common with Stromberg, I’d have appreciated even the vaguest, handwaving-laden explanation as to why Drax has embarked on this course of planetary genocide, but none is given. This might matter more, were it in a film that had any hope whatsoever of being enjoyable.</p>
<p>In theory, this ought to be a reasonable enough film, if massively familiar. After all, I did rather enjoy <em>The Spy Who Loved Me. </em>Sadly, <em>Moonraker</em> has dated abominably. The effects, even for the time, are massively shonky and look embarrassing in hindsight, in a way that’s not afflicted the other Moore Bonds. The story, admittedly rarely the strong suite of any Bond film, is a thinly veiled rehash of the last film which feels at best lazy, and at worst downright insulting.</p>
<p>I’m going to give this a pass on the science or lack thereof, as it’s pretty much the least of this film’s problems, but suffice to say that accuracy is not a friend to this script. There’s no chemistry between any of the characters, with performances that are perfunctory even by the franchise’s occasionally lax standards. There’s very little in here that would pass muster back in ’79, and nothing that does in Space Year 2011. Skipping this entry in the series is recommended for all but the most masochistic of fans.</p>
<p>That pigeon. Christ.</p>
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		<title>The Spy Who Loved Me</title>
		<link>http://scottmorris.info/blog/2011/04/the-spy-who-loved-me/</link>
		<comments>http://scottmorris.info/blog/2011/04/the-spy-who-loved-me/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 17:59:17 +0000</pubDate>
		<dc:creator>scott</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Bond]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[The Spy Who Loved Me]]></category>

		<guid isPermaLink="false">http://scottmorris.info/?p=211</guid>
		<description><![CDATA[A Roger Moore Bond film I like? Hogan's Ghost!]]></description>
			<content:encoded><![CDATA[<p><a href="http://scottmorris.info/blog/wp-content/uploads/2011/04/Cup-O-Candles1.jpg"><img class="alignnone size-full wp-image-212" title="Cup O' Candles" src="http://scottmorris.info/blog/wp-content/uploads/2011/04/Cup-O-Candles1.jpg" alt="" width="990" height="743" /></a></p>
<p>It’s a goblet of fire! Sort of. Okay, it’s more of a tumbler with a candle, but it’s very nearly a <em>Harry Potter </em>prop.</p>
<p>I am perhaps going to do <em>The Spy Who Loved Me</em> a disservice, especially because it is one of the rarest of beasts, one which I perhaps thought was mythical — a Roger Moore Bond film that I like, without any caveats. However, I am quite ruinously exhausted for a variety of reasons not sufficiently interesting to examine, so this may perhaps sound a little more perfunctory and less enthusiastic than it deserves. My apologies.</p>
<p>The British and Russian secret services must swing into action when each country has a nuclear submarine go missing, no doubt related to the sudden black market auction of a system that tracks the movement of said subs. Bond (Moore) is initially in a mildly antagonistic relationship with his opposite number Major Anya Amasova (Barbara Bach), codenamed Triple X long before the ill-advised Vin Diesel attempt at establishing a modernised Bond franchise, but before long they’re on the same page trying to figure out who’s behind this plot. Perhaps someone who has seen You Only Live Twice, from which the plot borrows heavily.</p>
<p>The main force working against our AngloSov Alliance come in the hulking, brutish shape of Jaws (Richard Kiel), the metallically-beteethed monster who can rip cars apart with his bare hands, and for whom the movie of the same name was more of a serving suggestion than a tense, terrifying thriller. He certainly provides a memorable and iconic wall of muscle for Bond to bounce off of, although he’s not going to be stunning you with his rapier wit. He’s more of the very strong, very silent type.</p>
<p>Throwing in an essentially invulnerable, at least as far as this film presents him, villain to square off against the essentially invulnerable Bond is an interesting idea, although in practise it just means that in the situations that would have dispatched lesser henchmen for good merely causes Jaws some slight inconvenience, and requiring the dusting off of his horrendous power blue sports jacket.</p>
<p>This, to my mind, is the first of the Mooreian Bonds that has its own character, rather than desperately trying to co-opt others. The franchise has never been above borrowing elements from contemporary popular culture, but the prior blaxploitation and kung-fu fever influences of<a title="Live and Let Die" href="http://scottmorris.info/2011/04/live-and-let-die/"> </a><em><a title="Live and Let Die" href="http://scottmorris.info/2011/04/live-and-let-die/">Live and Let Die</a> </em>and <em><a title="The Man With The Golden Gun" href="http://scottmorris.info/2011/04/the-man-with-the-golden-gun/">The Man With The Golden Gun</a></em> felt like desperate, needy attempts at relevance. By focussing on something more akin to the Great Game of <em><a title="From Russia With Love" href="http://scottmorris.info/2011/01/from-russia-with-love/">From Russia With Love</a></em>, combined with the more bombastic supervillain schemes, we get something close to the best of both worlds in <em>The Spy Who Loved Me</em>.</p>
<p>There’s not much I like about <em><a title="On Her Majesty’s Secret Service" href="http://scottmorris.info/2011/03/on-her-majestys-secret-service/">On Her Majesty’s Secret Service</a></em>, but <em>The Spy Who Loved Me</em> at least pinches the most remarkable element by introducing a Bond Girl that’s portrayed as being as competent as Jimmy himself, although it can’t resist falling back to last act damsel-in-distress-isms which tarnishes its feminist credibility somewhat.</p>
<p>My only problem with <em>The Spy Who Loved Me</em> is the ultimate villain of the piece, Curd Jürgens’s Stromberg. Certainly, he’s thinking big. Destroying civilisation and restarting under the sea is a fittingly over-the-top scheme, although I would perhaps have had more invested in the character if I was given any inkling as to why ol’ Stromberg’s so peeved with the world that he wants to blow it up. Blofeld might have only been looking for money, but as <em>The Way Of The Gun</em> teaches us, at least money represents motive with a universal adapter. Regardless of genre, it’s always less satisfying when we know whodunnit without knowing whytheydunnit.</p>
<p>I shouldn’t dwell on the only real negative, as there’s a number of nice touches and details throughout the film, to the extent of even caring about some of the disposable redshirts assaulting Stromberg’s control rooms. The (very) junior officer of the British sub, having just been informed of the death of his captain, volunteers to take on a head-on assault that looks exactly like the suicide mission it turns out to be, but for perhaps the first time in the franchise I felt sorry for the cannon fodder pseudo-sidekicks rather than finding some amusement in the act.</p>
<p>The scripting appears to finally have got to grips with Moore’s take on Bond, and plays to the strengths of his incarnation. The locations used are suitably exotic, and give a globe-trotting feel that’s been a little lacking over the previous few flicks. While by today’s standards the compositing effects are a shade shonky, I’m probably seeing some worse effects work in cinemas today. What this may lack in execution it at least makes up for in scope, and in that sense at least compares favourably with more recent, shinier, completely soulless exercises in pixel-pushing. I refer you to, well, any of the godawful retrofitted 3D brigade we’ve seen of late.</p>
<p>Perhaps the odd thing about <em>The Spy Who Loves</em> me is that when coldly analysing the constituent elements of the film, it reads like a wholly derivative mix of elements of prior art. That’s not the way the film comes across at all, and would do it a grand disservice. It’s a wholly enjoyable movie, and while it’s not close to reaching the giddy heights of ‘Best Bond Ever’, it’s certainly in the uppermost basecamp. Well worth a look.</p>
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