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Narrative Timbre: Interview with Film Composer, Tyler Kitchens

Chris conducts a remote interview with Tyler Kitchens, composer for the film, “By Night’s End.”

To hear more from Tyler Kitchens go to his website, look for him on Spotify and follow him on Instagram.

Narrative Timbre: Interview with Amanda Bocchi

For the premiere episode for his blog extension, Chris has a remote discussion with composer/musician Amanda Bocchi featuring a live performance.

To hear more from Amanda Bocchi visit her on her website as well as Soundcloud & YouTube
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The World According to Bobb

by Joe Soria 

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As a wise person never said: “a great actor is like porn, you know it when you see it.”

But there has always been a level of actor that usually has a long glass ceiling for stardom. They spend their careers in interesting smaller roles or “that guy” in memorable movies and TV shows. Even now you may not know a lot of their names, going back to the early days of Peter Lorre, Eli Wallach, & Elisha Cook Jr. to Christopher Lee, Michael Gambon.

In the pre and nascent internet times, those people remained as studies in consistency and to be enjoyed without much bother by the viewer. I used to call them the Underappreciated Actor’s Guild, some call them “character actors.” More recently you could look at Harold Perrineau, Stephen Root, Wood Harris, Amy Ryan, Joe Morgan, David Morse, Stephen Toblowsky, Lance Reddick, Jennifer Coolidge and Frankie Faison.

Then they match up, get noticed, get awards and become draws. Not huge draws but sweetener. They may top the marquee from time to time but usually they make a film lived in and a worthy watch. A lead needs something interesting to play off, to ratchet it up.

But more and more, these “character actors” have seen their stock rise to the top unlike their forebears from Tilda Swinton to Idris Elba, Micheal Shannon to Taraji P. Henson. They stew in the background like James Cromwell and then they become Supervillains.  

I mean who else could cross over between the Mandalorian and Breaking Bad/Better Call Saul other than Giancarlo Esposito (well maybe his adversary – Pedro Pascal the masked Madalorian himself and Drug cop in Narcos S1 and S2?).

In my 90s/2000s era heyday, these types of actors were initially recognizable in the oeuvre and repertory companies of great directors, the usual suspects – The Coen Brothers, Paul Thomas Anderson & Quentin Tarantino. 

Coens always use people like M. Emmet Walsh, Jon Polito, Charles Durning, Peter Stormare and Tim Blake Nelson. PTA was more of a Luiz Guzman, John C. Reilly (before he was a step brother, focused on shaking and baking or walking hard). And without Tarantino (and Spike Lee) would there be the decades long everpresence of Samuel L. Jackson? But look really close and the gems cross over between these three.

Indulge me. Let’s play the crosspollination game for a minute. An easy one. William H Macy in the Coens’ Fargo (1996) then PTA’s Boogie Nights(1997) & Magnolia (1999). Philip Seymour Hoffman actually did a PTA/Coen sandwich – PTA’s Boogie Nights (1997) & Magnolia (1999) with his scene-stealing role as Brandt in the Coens’ The Big Lebowski (1998).

The champ here and gold standard will always be Steve Buscemi. He started with other contemporaries – a dash of Jarmusch’s Mystery Train (1989); a pinch of Abel Ferrara’s King of New York (1990) then the Coen/Taratino super run of Miller’s Crossing (1990), Barton Fink (1991), and Reservoir Dogs (1992.) 

In 1993, he took a break to play Willy “The Weasel” Wilhelm in Philip Kaufman’s Rising Sun and then went onto double duty in 1994 with Pulp Fiction and The Hudsucker Proxy. He co-starred in a highly memorable cold opening with Tarantino in Desperado (a character named Buscemi by the way) then appeared in Fargo (1996) and The Big Lebowski (1998). This launching pad leads to the Con Air/Armageddon combo being the king of Adam Sandler cameos somehow, but this is where it stops for our purposes.

Recognition used to come after prolonged work and crafting, some small time recognition and then a pop, an escalation as a result of that bubbling talent being mixed by the right hands.

Is it the chicken or the egg here? Does the great director use the tool properly or is the actor the one who takes the vision to the next level? Oftentimes it is the directors that get the focus, but today we will focus on those who breathe life into the work. 

So now may I present to you a cadre of current performers who seem to have the right nose for the right projects. You see them in a piece, and know it’s worth checking out. There is a reason “that guy (or gal) is in everything.” 

Jeremy Bobb

First noticed: The Knick

Best extended look: Russian Doll

The Casecracker: Under the Silver Lake

It seems almost impossible that any actor has been as busy yet quiet at filling holes and roles like Mr. Bobb has been these past 5+ years on various streaming shows and miniseries. 

To me there are two major assets he has. His look just emits creep or cop with the immediate vibe/pallor of Phillip Seymour Hoffman.

His slimeball credentials are on display with his skeevy 1900s NYC hospital manager in Steven Soderburgh’s The Knick and a sleazy partygoer in Groundhog Day via a hipster Brooklyn’s Russian Doll. He also features heavily in Netflix’s female-centric limited series western Godless as obsessed reporter A.T. Grigg.

Toss in a few cop/detective/guard roles in Manhunt: Unabomber, Escape in Dannemora (corrections officer) and this year’s Stephen King HBO adaptation The Outsider where he appears alongside a murderer’s row “that guy” ensemble that contains the likes of:  (Yul Vazquez, Paddy Considine, Marc Menchaca, Derek Cecil) and former “that guys” (Ben Mendehlson/Bill Camp.)

Even I can’t keep up as there are three more that I missed that I indeed intend to catch up on. I never returned after the first season but guess who plays the villian on the third season of Netflix’s Jessica Jones. There is another western genre show about oilmen starring Pierce Brosnan in The Son and then back with Soderburgh on HBO mystery Mosaic co-starring Sharon Stone, Pee Wee Herman (Paul Ruebens) and Garrett Hedlund among others.

But the pièce de résistance has to be his sudden, unrecognizable appearance as The Songwriter in Under the Silver Lake [which TLS reviewed here.] Performing a standout scene in a mixed bag of a film that features him decked out in old man makeup halfway between a Dick Tracy villain and Johnny Knoxville in Bad Grandpa, as he simultaneously serenades and horrifies the protagonist in Andrew Garfield.

I can’t say I recommend the whole film but if you want to get a sliver of the range that Bobb can offer I suggest you give this a watch. I’d preface this with a spoiler alert but I also can’t say this movie makes enough sense that it can be spoiled.

See Also: The extensive Outsider list above, Toby Huss (Halt and Catch Fire, GLOW)

Lakeith Stanfield 

First Noticed: Short Term 12

Best extended look: Atlanta

The Casecracker: Sorry To Bother You 

Lakeith is a star. He is going to shine. For a long time. This dude is 28 and has basically been on fire for five years. A chameleon whose expressive face could make his star in a silent film superb. 

Scene stealing since his debut in the underrated teen halfway home drama Short Term 12, his resume speaks for itself. On TV’s Atlanta, his stoned wallflower Darius is more of an integral second, third or even fourth fiddle to the powerhouse performances from Donald Glover, Bryan Tyree Henry, and Zazie Beetz. But when it comes to film, he pretty much can’t miss.

In 2018, he paired up a supporting role with another shooting star Daniel Kaluuya in Oscar nominee Get Out, with the overlooked should-have-been-a-contender of Boot Riley’s supreme mindfuck Sorry to Bother You

2019 features his pivotal role in the Safdies’s frenetic Uncut Gems alongside his straight man detective part in Oscar nominated Knives Out (which he did similarly in the successful attempted Girl Who reboot The Girl in the Spider’s Web also in 2018)

Add in a well-received heartthrob turn in 2020 Valentine’s release The Photograph and all that’s left is the proverbial Taken/Bourne vehicle or maybe a prime MCU villain slot.

Lakeith won’t be on this list for long.

See Also: Bryan Tyree Henry (If Beale Street Could Talk, Atlanta), Stephan James (If Beale Street Could Talk, Homecoming), Bokeem Woodbine (Queen & Slim, The Big Hit, Fargo (TV) )

Margaret Qualley

First Noticed: Fosse/Verndon 

Best extended look & Casecracker: Once Upon a Time in Hollywood

If you can be remembered while sharing most of your screen time with Brad Pitt, you’ve done something right. Qualley’s devilish hippie temptress is a rocketship caliber performance. 

The daughter of 90s romcom royalty Andie Macdowell, Qualley is part of a group of young actresses one performance away from being mentioned along with the likes of Saorise Ronan, Cynthia Erivo and Florence Pugh. In fact, Orivo then Pugh was going to be my choice here but I disqualified anyone who has been nominated for an Oscar or as a lead performer in the past 5 years. That more complete list is near the bottom.

One oversight that I will have to rectify is The Leftovers but if her performance in it is anything like the two above I can’t wait.

See Also: Anna Tyler Joy (Thoroughbreds, The Witch, Peaky Blinders), Jessie Buckley (Beast, Wild Rose), Thomasin McKenzie (Leave No Trace, Jojo Rabbit), Ruth Negga (Loving, Preacher, Ad Astra)

Kang-ho Song

First Noticed: Sympathy for Mr. Vengeance

Best extended look: The Host

The Casecracker: Parasite

Let’s rep the international world here with someone who has been the stand-in muse for Director Bong and his illustrious rise to the tip of tongues with his cross-cultural phenomenon Parasite. This feels like a cheat since he starred in the most recent best picture winner but since you don’t know his name I am going to allow it.

International choices in this category are tough since I can’t see many being widely seen enough to have any “that guys” in them within the US, but Kang-ho Song just feels like a classic actor with sadness and soul. That is something that permeates this list. They may dabble in comedy but even then it has a spot of somberness and maintains an edge.

See Also: Mathieu Amalric (The Diving Bell and The Butterfly, Mesrine: Public Enemy Number One, Quantum of Solace), Ken Wantanabe (Inception, Godzilla)

Patrick Fischler

First Noticed: Mad Men

Best extended look & The Casecracker: Happy!

This is the real Buscemi pick. You’ve seen him in something. He is either creepy or annoying or both in it. It seems like he will never get a starring role. Recently, he got a deliciously unnerving role on the zany, gory SyFy adaptation of Grant Morrison’s Happy! Here’s the synopsis so I don’t butcher it:

“Nick Sax is a corrupt, intoxicated, ex-cop turned hit man who is adrift in a twilight world of casual murder, soulless sex, and betrayal. After a hit goes wrong, Nick finds a bullet in his side, the cops and the mob on his tail, and a monstrous killer on the loose. But his world is about to be changed forever by a tiny, imaginary, blue-winged horse with a relentlessly positive attitude named Happy. On their journey, they must contend with a laundry list of enemies including angry mobsters, ex-mistresses, ex-wives, and one very bad Santa.”

But this list is about career quantity, variety and anonymity right? Check. 

Looking over his IMDB credits, his coverage in cop television is unmatchable starting with a recurring role on Nash Bridges. Then he has single appearances in: NYPD Blue, Law and Order SVU and Law & Order: LA, CSI, followed by CSI: NY and CSI: Miami as different characters in the same year. He fills in the CBS bingo card– NCIS, Cold Case, Hawaii Five-Order, The Mentalist, Lie to Me, Dark Blue, Criminal Minds. Castle, Burn Notice, Bones, and something called 18 Wheels of Justice. Now mind you I think I cut out other cop shows where he recurred like the NBC/TNT gritty show Southland. This doesn’t even cross over into the legal and medical shows profession but those are plentiful as well!

A few blindspots that I have heard good things about him include the Twin Peaks revival and Lost (yes I know I’m missing out, no need to tell me).

But he really ties the room together on this one. Start where you began. In a separate, equally weird small role, Fischler made his perfect presence felt as a comic book creator and conspiracy theory spreader in Under the Silver Lake.

See Also: Pablo Schreiber (The Wire, American Gods, upcoming Halo TV series), Ben Foster (Hell or High Water, Leave No Trace, Six Feet Under), Jimmi Simpson (It’s Always Sunny, Westword), Chris Messina (Damages, Sinner S3, Birds of Prey)

Data Dump: 2019 Games Lists At-a-Glance & Raw Thoughts/Impressions

Now that our games lists episode for 2019 is out, I thought for this year I’d provide an accompanying article. First is simply my own lists in order at a glance for easy reference. Following that, I keep a sort of stream-of-consciousness, lightly edited log of my impressions while playing each title or upon completion (including some I didn’t mention on air) which I’ve laid bare for perusal if any are so inclined. With that said, here we go:

2019 Lists (Common theme/thread this year=largescale worldbuilding for most)

Top 5

1 Outer Worlds

2 RE2

3 GreedFall (A24 of games)

4 Plague Tale (A24 of games)

5 Control

Honorable

1 Borderlands 3

2 Metro Exodus

3 DMC 5

4 Death Stranding- For a bit DS’s status was a little hard to pin down, but ended up giving it an honor mention for its attempts to try something risky and unique, from a dev who is known for out-there ideas/mechanics.

5 Sinking City- perhaps ironically threatened to sink under the weight of its ambitions, but that’s also what’s laudable in a sense, it attempted to do something cool with Lovecraft and the devs’ previous specialty with detective-centric mechanics. While it didn’t always get there and certainly room for improvement if they do another, it did contain some interesting enough ideas and setpieces throughout. Not as quality as GreedFall or Plague Tale, but does rest more or less in the same sphere as those. (Almost an A24 of games)

Mid-Tier. (Ala films, perhaps calls for new category henceforth. All were generally well done titles that lie between honor and weak, smaller and/or more niche at times, but generally worth it within their respective categories.)

1 Bloodstained: Ritual of the Night

2 Star Wars: Jedi Fallen Order/I might put Resistance here, or at least can make a case [call it best licensed property title] 

3 Outer Wilds

4 Shakedown Hawaii Great retro styled game for the year consumable in small chunks [best retro]

5 Layers of Fear 2/Observation- similar enough to tie. Observation slight edge, but LoF2 worthy sequel too. Give credit to smaller, tighter walk-sim horror indie titles even if not as genre advancing as could have been/was claimed. [call it indie horror/walk sim]

Shit’s Weak

1 Wolfenstein Youngblood -see New Dawn below, but nowhere near as egregious mtx stuff, just narratively shallow/not as impactful as the other modern gen WS. Most damning thing is it’s by far the weakest of the new gen WS, the most forgettable of this list and didn’t really need to be made in the first place.

2 FC New Dawn- should on principle be bc of slimy mtx in a 1-player game and it wasn’t as much of a fun spin off as Blood Dragon, although that’s almost impossible feat at this point, it was unto itself largely uninspired vs the rest of the field overall. Still mechanically fun but forgettable too and lacking any engaging furthering of the story on from 5.

3 Blair Witch- This is the studio’s weakest/least interesting game, way blander vs their other stuff in spite of attempts to introduce some new gameplay elements. LoF2 which was earlier in the year was easily better and tangentially was odd they released both in the span of a few months.

4 Blasphemous- On the surface a decent retro style 2D Souls-shadow (new term coined) the most appealing aspect is the admittedly striking pixel/cutscene and overall art design plus work put into its lore. Gameplay however it comes up a little short and shallow. A few of the ostensibly core mechanics don’t click right or mesh well (the magic spells, the items) or just generally not fleshed/thought out enough. Not all bad but there’s certainly better out there.

5 Days Gone- Had some nice moments of story that occasionally subverted expected tropes, but not enough overall to make it standout. Everything else: the world, combat, quest, travel etc was all mostly fine, but just…mostly fine. The Miller Lite of 2019 games.

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2019 Games: Raw Thoughts/Impressions/Ramblings  

RE2 Remaster- fucking good as hell! familiar yet fresh, it’s 20 years on so I didn’t recall every plot and/or layout detail but the overall atmosphere/mood + enemy design/combat all combine to recreate the nail biting feel that’s true to my memory’s in the best way, it’s still intense as a motherf’er. Balancing near perfect pacing of plot and puzzle solving with harrowing enemy encounters throughout, that always keeps player on their toes. There are certainly changeups/streamlined segments vs the original though so it’s not a 1:1 ratio, which is a good design decision. Updated interface, HUD/map etc bring quality of life improvements but also keeps core elements like inventory management which always lends itself as another layer of nerve wracking in a good way. The graphics/new gen style is very slick and visceral, both visually and in audio, the whole package sets a likely new bar for remake/remasters, and perhaps surpasses the original for just being a top notch horror game. All in all, between 7 and this, RE is on an upward trend and this release is a true service to both longtime fans and a great entry for anyone who didn’t play the original RE2. [wrote article about it] One of the best horror games ever made, period. This remaster proves and solidifies that, 100% holds up and as mentioned is better than ever with modern improvements/capability. Platinum’ed it. Free DLC Ghost Survivors released a few weeks after. Was overall fine, but more of the gauntlet rush/time challenge mini sections than actual expanded story. 100% this too, though was def a bitch and a half.  GOTY list easily early on, stayed strong through most of the year but was finally upstaged by Outer Worlds. Still a very fine entry though, #2 or 3 on top.  

Far Cry New Dawn: more FC never really a bad thing for me, still one of the most rock solid FPS series, and fun at the core. Introduces a few new mechanics and tweaks to the previous loops, more RPG-lite additions etc but no major shakeups. The take on post FC5 nuclear destruction with a lush regrown world is decent, and the reskins of the weapons to be more cobbled together looking kinda like Bioshock 2/Fallout a nice touch. The over the top action and humor ala old man Hurk and especially Nana etc is more fitting for the framework and actually laugh out loud worthy at times. It was quicker but enjoyable overall, a nice extra helping of FC, but I understand mileage may vary on that. It was also pushy in a slimy way about buying extra resources, but I did it fine without paying a dime. Low honorable if that.

Metro Exodus: credit on its quality overall, although sometimes needlessly difficult/frustrating the way you move quite slow and enemies can swarm/spawn en masse when just trying to explore coupled with longish loading times upon death. Briefly turned the diff level up/down before settling on normal. I understand it’s supposed to feel methodical, realistic and oppressive/slow paced but sometimes again that equals annoying slogs vs immersion and enjoyment. But other than that, a nice expansion/progression from where the series started and I think the best yet. Atmosphere remains appropriately post apoc-surv- horror in Russia, while levels/maps are a little more open, room to breathe and build the world a bit more than just the warrens and tunnels previously. Writing/characters/development and attention to detail deeper and better than average, if you take the time to absorb them (ala train hub interactions/banter between missions–similar in feel to the Wolfensteins.) Some light morality elements, like whether or not you kill/subdue, go stealth or combat etc changes some of the dialogue/NPC reactions and thus ending. Solidly honorable, in a less strong year would’ve made low GOTY list. Bought pass for 2 DLC eps on sale. 1st was a solid throwback to the first two games of more claustrophobic tunnels/linear levels. 2nd was more openish like Exodus itself in a new map with a very nicely done story and a few small but cool tweaks to the combat mechanics.

Telltale’s Walking Dead final season – 4 eps total all okish, but definitely not a resounding last hurrah from them. Has decent ep1 set up and new storyline but it’s been a while since I recalled every action etc I took as Clem and every char/situation. Still, prolly is the best they could’ve done given the circumstances of its creation, kinda nice in fact to just leisurely play a TT game, be it the swansong it is. Formula remains solidly same as it ever was, but that means no real innovation. Not sure how deeply to humorously vs seriously explore the fact that the last ep opens/is framed with a literal sinking ship to escape from and then immediately a horde of walkers beyond, while the story moments and themes seem to me to possibly mirror what may very well be the developers’ mindset at/around the time. Made an article of it, over thinking or not.

AC Odyssey DLC Fate of Atlantis – greek version of Origin’s afterlife setting. Cool enough overall, nice items/new abilities and enemy types that were pretty hardcore. Ep 2 Grecian underworld time, it’s almost compulsory for this, so given that, it does a decent enough job of depicting it in context of why/how it ties in overall. Looks cool at the very least. Good boss fights to open/close the chapter framed around a quintessentially Greek journey in a video game-y way that was kinda clever. Ep 3 finale also keeps up the solid quality, well done characters and writing. Plot ties more into the Isu lore and Templar/Assassin politics/conflict etc as set up throughout the entire series while mechanically still a nice constant feed of loot and new/altered abilities.

Days Gone-  the descrip of it being AAA videogame: the game is somewhat apt, in the vein of Horizon ZD, it’s a take on a familiar formula in a fresher setting (pacific NW) and does some very decent things with it, solid and smooth gameplay, quite high production value, animation/voice acting all top notch. Along with better than average character depth, story takes some both predictably cliché turns but also some I didn’t 100% see coming so credit there. Surfacely resembles an Ubi map, although many activities actually connect back to overarching storylines in a circuitous kind of way. Playtime-value is rather high, with a lengthy campaign but see below re: fatigue a bit. Alt logline: Red Dead ReZombies mostly due to the motorcycle mechanic. Overall a commendable but not jaw dropping job. On the flip side, ran into a few odd hiccups here and there, nothing egregious but still annoying. Finally because it’s so familiar and open-world game fatigue kinda set in for another cycle, didn’t quite adhere to the same meticulous doing every side activity etc. due to fact that a few other, more interesting games released around same time. Verdict is a solid effort in the field, but maybe arrived too little too late to make a truly impactful mark.

A Plague Tale: Innocence – a damn sweet sleeper hit. Great art design and well-acted for a AA mid-tier production. Stealth-sneaking-ambush + crafting gameplay is fine although not changing much on the base template for the genre, however the introduction of the rat hordes in addition to some other basic puzzle elements adds a bit, plus the art/atmosphere and baroque soundtrack go a long way to adding tension. Biased on the setting of course, which allows it to veer into some darker territory almost from the opening onward. Relationship dynamic between the two main characters, as well as the supporting cast, as it unfolds is somewhat reminiscent of GoW which is obv a good thing, peppered with excellent little moments and interactions that add a lot to depth. Some reviewer described it as something like the Goonies in medieval Europe which is funny and mostly accurate. Earned the praise it has and pretty fuckin cool overall, good to see solid single player experiences are still being made at this level. Played through select sections of chapters again to Platinum for collectibles etc. Convenient touch to be able to without replaying them entirely. Def GOTY list material, deserves to be recognized for what it achieved in the game space it inhabits, and hitting 90% of the sights it shoots for. Garnered enough sales/attention that a sequel was announced late 2019, good signs and fuckin a.

Darkwood- bought on small sale, started briefly. It seems cool on paper as a top down retro graphic surv crafting game with a surreal setting and possible story, but this may be the last time I try one of these since it is so fucking unforgiving in terms of diff, almost roguelike with a DS death loss of item/recovery mechanic and less helpful in general about how/what to do as well as having a bit of a mess of an interface. Kinda like The Forest which was almost the exact same case in general. Perhaps at this point I realize I don’t quite enjoy games like this, although they seem appealing on the surface, in my interaction with their execution something is lost in translation. So, not completed at all, but it just didn’t grab me very well. Was going to do a little more to give it a bit more of a chance, but switched to Observation and LoF2 which are more in line with what I’m looking for in terms of horror/creepy atmospheric flavored titles at this point, so I did them instead.

Observation- Channels the 2001 vibe in a positive way. Neat to play as the AI with the human char as supporting NPC in such a scenario. Voice acting standout, combined w/ sharp and crisp aesthetics, solid droning/suspenseful sound design. Pretty enjoyable, slower burn, no cheap jumpscares, but underlined with a sense of mystery and dread at various plot beats, though some pathfinding and puzzle progression can be a bit obtuse. Not the most jaw dropping sci fi “trapped in space” plot ever, but it has a lot of personality otherwise to make it notable. Short and thus tight running time is a positive too at this point personally. Double feature-back to back w LoF2. Mid honorable, split with LOF2, but would prolly put this slightly above it if forced to pick just one.

Layers of Fear 2- mixed to somewhat positive reviews, some claiming it reaches a height of horror, majority of others that it’s decent enough with good moments but as a sum not all that impressive. Still checked it out based on the first and that it was said to be at least as good or better in most areas. Double feature with Observation. Has a rock solid aesthetic/atmosphere as expected and appropriately sinisterly vague actor-losing-themselves setup. Voice acting for the nameless and faceless director is notable, Tony Todd. Up to the usual tricks with shifting layouts and geometry, but nothing mind blowing or particularly standout so the latter desc above mostly holds, although some cool nods to both classic and modern films as again per the framework. Gave it a few goes to plat and similar to Observation, was short enough. A funny ZP-like logline might be: Peter Seller’s Psychedelic Nightmare directed by Werner Herzog. Not that it was ‘forgettable’ but instead undersold its potential while being overshadowed by better all-around titles. Sneaks into mid tier/decent.

Borderlands 2 Commander Lilith DLC tie in to BL3- Classic BL, with a good balance of their trademark humor and in universe seriousness with the characters and situation to bridge the gap between 2 and 3. Quite fun to get back into the world, shooting and looting with a nice touch on them for letting players roll up a level appropriate character to start and jump straight to the new area/ questline.

The Sinking City- Got okish to middle reviews. Personally think it’s fairly solid really, noticed a bit of minor jankiness/graphical infidelity, lack of enemy variety on top of which combat can certainly be cheap both ways, but nothing too major in the end. Devs being clear fans of the source material leads to a decent connection to an assumed bit of pre knowledge on the player’s part of overall Lovecraft lore. Mind palace/research investigation mechanic pretty good too. Pins the atmosphere nicely and respectable writing/acting. Better than Call of Cthulu easily, of the recent Lovecraft inspired games. Enjoyed it more as it went on, unlocking specific costumes was oddly compelling and the cases became more nebulous with some cool set pieces and appropriate odd characters as well. Bought the DLC for extra 3 cases which were mildly cool. Sneaked into the honorable cutoff for its ambition vs practical execution.   

Ghost of a Tale- wanted to check it for a while, got ported to PS in March 2019, snagged on sale in summer. A shorter indie with lauded art and decent writing. It’s neat enough, definitely unique style and has a sense of itself, cutesy for sure but without being too overbearing and some clever characters/interactions. Quest design is a little rudimentary and eventually became repetitive. Some annoying obfuscation of directions coupled with extensive backtracking made it lose some of its charm later on and didn’t quite finish it, but still a nicely designed original piece that is impressive for a single-dev game.

Wolfenstein Young Blood- not all that highly reviewed, mediocre at best was the thread. Although I thought it was decent enough overall, but I see the issues with it, they just didn’t bother me as much. Shorter than a full game but price reflects that so about even on that front. Core mechanics still work fine, addition of leveling system and upgrades etc also kinda there. Perhaps biggest issue is narratively it wasn’t nearly as strong as both modern Wolfensteins and the level/mission design could’ve been better given the pedigree of devs. Did all the missions but it did start to feel lazy/repetitive at the end. So while not terrible the whole way, it does fit in the weak list purely because of its lesser quality vs the other two previous games as well as how it measures against the current field. Not 100% shit per se, was fun enough while it lasted but then The Just Cause 4 Effect applies- coin a new term.

DMC5- received praise for being quite cool and a good return to form for the series that newcomers can also jump into ala RE2, which I agree is largely accurate. Bought deluxe edition on sale late summer 2019. It’s solidly done DMC for the most part, with Capcom knowing exactly what they’re making (A self-aware latter day B horror movie with demons) and making it work in the established style of the series. It’s like Evil Dead: it’s not going to be the best shit ever, but it’s never taking itself too seriously and definitely has a sense of anarchic glee in reveling in its silliness which elevates it somewhat above parody. Capcom has generally been pretty excellent in 2019 so wanted to support them anyway and have some fun with the new DMC along the way. Switching between characters for various chapters was a cool new idea, mostly works, and get to play as Dante exactly when you’re itching to do so, solid pacing. Good boss design/fights (GoW or FromSoftware-like, but it could be argued DMC was there along with them back in the day. But the enemies still feel unique/true to its core identity) Somewhat less impressive if not level design, then choice of art/setting for the levels themselves. Not the cool, huge gothic (and more open metroidvania feel if I recall) church/castles that 1 and 2 used well, but instead fairly bog standard urban city/buildings and demonic caverns that tend to blend blandly into the many kinds of it seen before. Wish the initial difficulty options were more than two, felt that it was sometimes a bit easier than it should’ve been, however time-saving it may be. In the end, a real enjoyable romp in its genre and series, well worth the price of admission.

Control- Some very fine work. Where Alan Wake was Twin peaks, this is more X-files/Warehouse 13. Even had in-universe lore connecting the two, nice touch. Has a lot of the hallmarks of Remedy/Sam Lake’s signature writing and art style which usually is up my alley. As well as always some collectibles being worldbuilding creepy and/or funny and/or both TV and Radio shows to find. Good sense of place/setting with some offbeat humor thrown in to match the suspense/supernatural tale. Mechanics solid as hell, good idea with one weapon easily morphing into the usual assortment and ties into its own lore. Almost like playing as Jean Grey- flying and TK throwing shit with the desctruco-physics looks cool and feels satisfying. Negatives: map is fairly unhelpful, especially telling what levels of each area you’re on vertically in a metroidvania situation. Weapon etc mods aren’t all that interesting, standard stuff done better elsewhere, and wish were able to carry or unlock more forms of the gun vs only two types at a time. Some combat scenarios can also seem overwhelming and the last bonus boss is an absolute bitch but still mostly doable with decent skill and use of abilities. Great use of a slowroll fakeout ending to cap the story off and set up followups, see ala DLC. Intriguing premise from a studio known for specializing in this kind of game/genre, largely well pulled off and I wanted to play more each time, eventually platinumed easily enough. Earned buying the DLC, on sale= 3 missions/levels total. First one was really the pre order deluxe bonus, two more to come. Control was neat and creatively unique/mechanically sound enough to sneak 5 spot on GOTY.

Greedfall- an old school bioware style RPG, from a dev wishing to fill the void left by the current BW, with lower fantasy 16th century colonial setting. Flew a bit under the radar but got quite excited for it near release. As a package overall it’s well done on many fronts, given the smaller studio’s nature/pedigree. Some visual and low grade jankiness makes it seem like a later PS3 game, but it has a lot of ambition and clear vision in its attempt to tackle the specific RPG style in a nonstandard, fairly unique setting. Combat plus range of items/skills/armor etc invokes a blend of DA:I, W3, Skyrim without being overbearing, fun and diverse set of tools. Writing and voice acting subtly downplayed which lends a bit of an air of gravitas to the interactions and factions and distinguishes it somewhat apart from the standard fare. It is utilizing a tested framework to explore a lesser done setting/atmosphere/historical era, with a touch of fantasy thrown in. Attempts more intricate/interesting quest chains and while not reinventing the wheel, it does a lot to flesh out the world and characters without feeling like old fetch/kill quests even if they can sometimes (but not always) boil down to it. You play a diplomat, so many of them are strings of convos, negotiations and investigations, all w/ nice lore building and at times surprising and well pulled off plot twists, some even tied into optional side ones that round out the layers of intrigue and politics at play at large. Even the romance options require paying more attention and choosing the right response in context, and not just blindly clicking the dialogue tree with heart icon every time. Pretty impressively done again given its natural limitations combined with the unmistakable care that went into it. Definitely scratches the niche itch that it clearly and proudly designs to reside in. Give much credit to the AA devs putting out titles like this, along w/ Plague Tale, unsung hero work being done and deserves highlighting. Would’ve liked to see DLC/more in this world, perhaps sequel.

Borderlands 3- it’s more BL, for better or worse. The core loop remains engaging and the world is a fun playground, even if it sometimes tries too hard on humor/thinks it’s cleverer than actuality, but did get some decent and unexpected chuckles throughout. The design still works after all this time, art style is slicker and more polished than ever while moment to moment gunplay is tight and satisfying, with the promised staggering amount of weapons to mess around with. Solid enemies make all the firefights entertaining if not challenging at the very least. Solo’ing using Beastmaster and ala the PSQL, a fun class to play as and can elicit some amusing emergent gameplay. A few cool but minor changeups to the tried formula, but it inexplicably and almost stubbornly keeps some of the annoying archaic ones. Still, for doing the template it pretty much codified, and for having some decent narrative beats that both expands and ties into the established lore, definitely worth it for one more time at least. It might be more over the top Michael Bay mindless violence (or a B movie version of GOTG) compared to say, GreedFall, but it knows that, embraces it in fact, and wraps everything around fine story and high production value (hate to have to mention this, but it was not scummy about mtx et al. so good on it there, but shouldn’t be a standout thing, yet sadly is) and is generally a blast to….blast through. A few nitpicks mostly due to the aforementioned outdated mechanics and in an effort to bolster endgame content, what could be considered padding for a few missions, as well as extra/hidden dungeons and survival challenge missions that are just for the sake of it usually. Post launch had various free bonus events i.e. Bloody Harvest Halloween special, was cool, with more planned throughout, a nice service to fans and not exploitative, credit there too. Bought paid pass on sale $40. 1 of 4 Handsome Jackpot was fun play in a Jack-themed overrun casino, same tight gameplay wrapped around a clever enough story framework.

Shakedown: Hawaii: Finally caught on sale for $15. Played as a breather after BL3 and before Outer Worlds which worked out really well in terms of a relaxing smaller game from the devs of Retro City Rampage, though I didn’t play that. For the most part quite fun complimented by a great outrun-style synth soundtrack, vibrant pixel art, and simple but pleasant gameplay that can be done in short bursts. A sendup of both late 80s and current conventions of capitalism through a GTA-lite-and-like framework married to a kind of simplified sim city acquisition and management mechanic. The end goal is to literally shakedown all of the properties in order to buy/own the entire island, which is pretty amusing and satisfying to do, broken up by decent story beats containing occasionally funny exchanges. 70% through though, my playstyle meant I was vastly ahead of the money curve/investment which meant I had no trouble buying whatever was required, and then some, removed a bit of the challenge, but a minor complaint. Every now and again some jokey and even mean spirited mini games are tossed in, ostensibly as commentary, and not that I dislike the nasty nature of them, but they can be kind of left curve vs the general more parodic playful tone otherwise. In summary, SH nicely scratches the retro arcade-y style itch with panache in a year that didn’t seem to offer much else like it. “Plat” it, technically wasn’t one, but did do all trophies and got about 15 hrs out of it.

Outer Worlds- rightly praised as return to form, with Obsidian filling in and continuing great work in the area where Bethesda, Bioware and others dropped the ball for old school single player story focused RPG/FPS. Logline: New Vegas in space! with a Firefly meets The Expanse commentary on corporatocracy run amok in the frontier of the stars western setting, but filtered with trademark charm, dark humor and oddball characters with a unique enough touch that it’s all very enjoyable and while wearing influences clearly on its sleeve, avoids being too derivative of any one particular property. Mechanically has all the hallmarks of what would be expected for the genre/format and doesn’t disappoint; robust assortment of skills, perks, and items all of which feed into the system at large, and have a use in some form, nothing wasted or included only as an afterthought. Solid gunplay, enemy array and design work all around. Zero bugs/glitches…it was Bethesda all along! Familiar in form maybe, but optimized to a high degree with a modern satirical pulpy sci-fi capitalism gone awry aesthetic tale. Takes high class writing sprinkled with myriad excellent small touches/careful details to explore and utilize all the above in. Basically the game I was waiting for all year, I threw myself into it, and it rewarded by hitting all my personal marks for its type. RE2 came out strong to start the year, and although OW doesn’t really revolutionize anything, it does both recapture and revitalize the essence of what made New Vegas et al. so good, for this gen, streamlining many elements all while putting an amusing but thoughtful spin on issues of modern corporate culture and even resource management in a retro zeerust styled alt future adventure. Even the length and pacing was near-perfect, with a significant but not overbearing ~ 30-35 hours. Maybe not as huge as others, but densely packed combined with the new IP, shows Obsidian nailing it with what they can do with true creative freedom (almost meta-ly ala the theme of the game itself) away from big pub influence/meddling.

Death Stranding: Definitely a not for everyone title, depending on player’s willingness to go along with Kojima’s vision of gameplay and his distinctive storytelling style. Did find it an intriguing premise/set up if again not ridic in the way of his previous joints. Clearly by design, it’s supposed to feel like a trudging haul early on before more convenient/better methods and gear upgrades are unlocked, but all throughout mechanics heavily lean toward the overdone realism ala RDR2, i.e. excessively finicky and meticulous sometimes seemingly for indulgence’s sake. The casting and general production value/quality is sky high, quality (and obviously numerous) cutscenes. Most interesting aspect is the semi interactive online component, where structures built/items left by myself can be used by other players and vice versa combined with the obvious social commentary/like system. Was genuinely relieving at points that I could use a bridge etc that wasn’t previously there once enough regions were ‘connected’ via the story missions and even eventually an entire paved roadway. A neat idea that adds onto the themes etc that the story focuses on (if at times comically/heavy handed) while also feeding into gameplay and does somewhat bring a sense of comradery and gratitude for others (even if some light trolling ala Gwent specifically via the signs is possible, and impossible to avoid in most situations like this) to the otherwise desolate and empty, though pretty, game world. I felt incentivized to do some of my share, contributing supplies and access routes while thumbs-uping everyone’s shit, almost no matter what it was since it was easy enough to do so. However the core loop doesn’t really evolve or involve enough to do the same for the in game side deliveries, and even hours in missions could still feel like boring slogs. If nothing else I can respect Kojima’s auteur vision, even if as a traditional “game” it may flounder in some areas. Overall I liked but didn’t love it, and by the end was ready to move onto something less demanding ala SW. Not sure where to place it, honor roll maybe, or some kind of special mention, but not GOTY at all. Maybe a special mention that isn’t quite honor but is similar. Artistic achievement or something pretentious like that.

Star Wars: Jedi Fall Order- Picked up to check out based on decent to pos reviews, gave it a run through then to Louie for his bday. It’s mostly decent, noble effort to mix the clear influences of Dark Souls-lite combat, Uncharted/Tomb Radier, even some GoW setpiece/navigation and M-V/Zelda-like exploration in the SW universe with a new story/char, even if it’s basically a bog standard SW adventure with obligatory nods and cameos etc and a foregone conclusion given its placement in the timeline.  Even so, dug it especially as a follow up to Death Stranding, more light hearted action/spectacle, but knows that, embraces it all for exactly what it is. Could surely use a little more polish though, graphically/visually it’s a little last gen, at least on my setup and had some weird, sometimes favorable, sometimes not, glitches and hiccups. Voice acting and casting is quality though, so it’s mostly the graphical fidelity questionable. Also, perhaps it’s my lack of as much expertise in Souls-likes, but sometimes the combat doesn’t feel responsive enough given the tactical dueling mechanics it’s aping. As a continued theme/common element it seems this year, the worldbuilding is finely attended to given the source material of having to use the most recognized and often polarizing pop culture IP on the planet. Apparently it sold like hotcakes, so that prolly reflects the state of the industry in relation to this property as a whole. All in all Respawn delivers a quality enough product given the various pedigrees involved and is basically a fun, if a safely by the book, ride. Mid tier, could also just barely slip into weak for the technical reasons.

Blasphemous –touted as a well done “Souls-vania” with a cool grotesquely morbid pixel art style of religious iconography and story. Grabbed it $20 on sale to at least check out if not finish. It is indeed very slick and well directed visuals, some of the crispest/sharpest, filtered through a heavy dose of unrelentingly but gorgeously realized macabre Spanish inquisitional atmosphere and setting, with a perfectly matched auditory ambiance and decent writing to support its fairly deep lore. Reminiscent of Hyper Light Drifter in the sense of how it utilizes a core of retro style mentality and gameplay alongside a modern take on FromSoftware precision in combat and platforming/level exploration mechanics to create a cool unique feeling world. However as always with games of this nature, the flip side is that same precision required to repeatedly go through grueling gauntlets and trying tough battles multiple times to advance can be annoyingly grating and/or finding the proper progress path time consuming. Wanted to support more indies though and this one is a well done title overall with what it set out to do. But it ended up on lower weak list for limitations beyond the above, expanded upon there.  

Bloodstained: Ritual of the Night- A return to form/modern version of Symphony era Castlevania with excellent updated art style. $25 on sale, back to back M-Vs with Blasphemous. Support the auteurs as well. It’s 100% what it says on the tin, certainly delivered on its promise of being the spiritual successor to the beloved titles in the series. Completely classic Castlevania action with modern gen graphics, rendered in a sort of 2.5 D cartoon-anime aesthetic with smooth fluid combat system all of which is quite lovely to play/see, especially vs the brutalist (yet beautiful in its own right) pixel art and punishing precision of Blasphemous. The mechanic of stealing enemy special attacks to use as spells and buffs is from some other earlier CV too, but one I never really played so pretty neat to have that thrown in as well. Enjoyed it for the most part, it’s slightly more forgiving than Blasphemous. Went through it leisurely, ended up doing the best/most complex ending via the usual extra super specific shit. Afterwards beat most but not all of the bonus bosses, eventually felt I had seen/played enough and wanted to move on. It is quite worth it for fans of the genre, all very solidly produced, just with same annoying issues as in any M-V of being stuck/wasting time on a particular boss/section etc.

Blair Witch- thought it was MS exclusive, but seems was merely a ‘timed’ one. Grabbed it on sale. Bloober usually does decent enough horror style walking sims (did Layers 2 this year.) Wasn’t as impressive as some reviewers I respect made it out to be, but it’s serviceable enough fare from them. While cool they got to work with this IP, I don’t have that much affinity for it, so can’t say if it did it justice. It is however the 1000th haunted creepy forest I’ve seen in a game which yes is usually good atmosphere and not that it isn’t so for this, it’s just that it’s such a worn out locale at this point and I’ve certainly seen it done better elsewhere. Having it be so dark at times, literally difficult to see, was also annoying when trying to navigate confusing areas/solve puzzles. Usually I’ll do multiple playthroughs on their stuff for trophies as they’re generally short enough, but passed on this. Blair does expand a bit beyond their standard mechanics and contains some fine ideas, yet I actually deem it their weakest work and prefer Observer and/or Layers, as both had a more unique/realized setting and use of their trademark space warping.

Where the Water Tastes like Wine-  ported this quietly under the radar it seems. PC from 2018, was really interested in it upon release. Bought w/ Obra Dinn as holiday gift for myself and again support indie cult devs on principle. It’s definitely a niche game being based on collecting and trading Gothic-Americana folk tales, a mix of both known and original material, that all in some way reflect/reference America’s turbulent history and social issues. Then growing and spreading those stories as you encounter more instances and chances to retell/hear embellished versions. To match, has great art style and visual design, a fantastically fitting soundtrack, and crucially– high quality writing/narration, since that’s basically the core of the experience that it lives/dies on, along with a few minor/token game mechanics attached. Simple but sleek controls, since there isn’t that much in true gameplay regard, but there is something genuinely compelling and relaxing about wandering through the stylized map of Dust Bowl/Depression era USA gathering new stories. It is satisfying when finding/picking the right ones via hints for the matching tone or ‘genre’ requested by the 16 specific, unique and well-realized characters that each sort of embody an aspect or historical period of America itself. As you do so, they also move across the map, with the goal of unlocking their complete stories by telling them enough of the kind they request. It’s along the lines of something like a cross between Valiant Hearts and a type of evolution of a Telltale-like that shows narrative-driven titles in the vein are still alive. The writing truly goes a long way, consistently capturing various moods and deep, meaningful themes, with the aforementioned embellishments actively adding to/altering previous stories in surprising and clever ways, essentially leveling them up, making them ‘worth more’ when choosing to tell at new junctures. At its heart is a great premise, though it certainly won’t appeal to everyone, it is my kind of title that I will happily support, as it can be thankless, based on sales reactions from the devs. I deem it an important title that would’ve made honorable easily in 2018 with a retroactively strong case for inclusion on GOTY even.

Return of the Obra-Dinn ported to ps4 Oct 19, bought with some Christmas money double indie bill w/ Water Wine. Support the auteurs, wanted to check out anyway as it was an indie favorite from 2018. Ian would probably love this one, for me it’s cool enough but I can see I might eventually get tired of it. It is a solid setup, solving the mystery of an 1800s ship with 60 specific crew dead via flashbacks from a magical pocketwatch of course, looking for vignettes and little environmental hints pieced together throughout, than you can revisit and learn new/more details as you explore/unlock more parts of the ship. Style is minimalist but effective, black and white almost graph paper-like art, although the fuzziness of some of it means occasionally particulars can be hard to pick out depending on angle and lighting etc. It achieves this feeling of playing through a Sherlock style pulp detective adventure novel or story without directly referencing or aping any of that material outright. That said, there’s a fairly strong possibility I won’t actually finish it, since I’m not as good as perhaps I think I might be at abstract-ish level logic/puzzle solving in this vein, but it is quite cool and fine again with supporting this kind of work.

Plague Road- bought on deep sale, $4. Mixed to low reviews heh, but it looks like a painterly cool art style, steampunk renaissance flavored in 2.5 world, so maybe even if it’s bad it might be worth seeing exactly how/why. Rogue-like levels with turn based strategy on a grid/board combat, which is a solid mix. It’s a bit underexplained as to what exactly the goal is and some of the mechanics, an early session with it doesn’t leave any particular bad impressions or noticeable suck. Jim Sterling is the narrator so that’s pretty neat. However further sessions shows it does get kinda repetitive and novelty wears thin. Visually appealing but mechanically shallow. Deleted it after few goes. Not enough to convince me to invest further.

Outer Wilds- not to be confused with Worlds of course. Picked up on winter sale $20. Gathered solid positive attention earlier in the year. Pub’ed by Annapurna’s division of ‘interactive entertainment.’  I dig the premise- Majora’s Mask-like groundhog day loop/mystery in space! with cartoony art/aesthetics. Clever set up and style, it’s a relaxing but intelligent title so far, great little soundtrack too. Gameplay consists of flying around space/exploring distinct and well-designed locations in FP, gathering more info each cycle, following clues and hints to and from the various planets/stellar bodies etc to uncover further pieces of the puzzle (very vaguely similar to Obra Dinn or a much less hardcore Witness, but I think I enjoy OW better vs both) before the Sun explodes and the loop restarts, but ostensibly each time a bit more closer to having all the facts/history of the story what’s happening and why. As a softer sci fi they can throw in QM and black holes here and there and when it all works together it can truly impart a feeling of discovery. Can see why it was praised. Downsides: it can be unclear what to do/what info is missing after a while, and the finicky controls/getting stuck via half clipping especially flying can make it aggravating unnecessarily. Played through a bunch but didn’t quite finish/do everything needed to end/see the final loop. Even so, it was engaging enough to make Solid list.

Trover Saves the Universe- bought for Steevo’s bday, lent to me to check out. Justin Roiland/Squanch Games, with the dialogue and style of meta-trope-y humor that implies matched to his cartoony aesthetics with solid chill out music. Sneaked it in mid Feb ‘20 ~6-8 hours. Gameplay is fine but mostly formulaic action/platformer, though the jokes do keep coming even if they can be hit or miss, it largely holds up. Does have a vague R+M vibe, but never reaches its highs. Gave out a free DLC level, which I did part of, but really was ready to move on by then.

Pillars of Eternity 2: Deadfire- PS4 port finally released in Jan 2020 w/ all extra content. Started up to do char gen and opening set up before blowing through Zombie Army 4. Allotted ~month to see and do as much as possible while at least completing main arc and most sides if not every piece of add-on. The third DLC added a possible choice that affected the ending in cool way. Noticeable graphical improvement and some scattered but welcome UI/quality of life tweaks. Loading times weren’t as egregious, although by the time I got going there were a few patches adding up to an extra ~10 gigs even with which still had some scattered glitches and crashes. Still, it is crisper and more refined. Expanded incorporation of elements like subclasses and the assorted skills/traits/reputations for convos/interactions, new ship exploration/battle/management mechanics, lots more quality voice acting (featuring the Crit Role cast.) While technically a direct sequel, it’s not strictly necessary to have played 1 and there’s a solid summary at the onset. Cool to see some returning characters, as well as expansion of the world-building on top of an already solid foundation. The setting shifts to a Greefall-like Age of Exploration angle (though in fairness Deadfire was first) of island nations occupied by a consortium of pirates, natives, and trading companies along with the obvious political intrigue to compliment the ‘hunt down a god’ main arc. Writing and overall presentation topnotch as Obsidian usually is, one of the best in the industry, will always support them. Has more to offer with extra polish vs. the first PoE and I recommend Deadfire over it + in general.

Terminator: Resistance- Released to little fanfare Dec. 2019. By March 2020 had big discount for $15, grabbed as bday present for myself with leftover PSN credit. Described as “surprisingly decent” if largely ignored. Is on par generally with the sense of good quick fun ala Zombie Army. ~15 hours, played on hard. Not the highest production value for sure, but a solid slice of AA FPS that happened (somehow) to work a big ticket license. Has the musical motif even and all the required references but knowingly so. Mechanically functions as a perfectly grounded shooter with light RPG, crafting and dialogue elements on mid-sized open-ish maps/levels. Nothing that hasn’t been seen or done before, but because the mechanics are in fact so reliable/applicable and nicely utilized, Resistance thus still mostly works and holds together pretty well for what it is. Games like this should also be respected when able to be done in a solid manner and that’s the case for this. 

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Whew, so there you are. A bit of an insight to my gaming madness with hopefully some helpful and/or amusing thoughts about most if not all titles I played during the course of 2019 and early 2020 leading up to the episode.

-Scott Thurlow

Game Developers Choice Awards 2020: Nominees/Predictions

A new year (and decade) has blown in, which means it’s time for some more ‘best of’ discussions, specifically from the Game Developer’s Choice Awards, whose 2020 nominees were recently unveiled. I also covered The Game Awards back in December, but for better or worse, I always put a bit more stock in the GDCs, and is why I do both predictions and a recap for them. As ever, the caveats still apply regarding which games I was able to play and which I’m familiar with but did not as of yet check out firsthand alongside the cherry-picked categories of particular interest to me. With that then, let’s go into my predictions, justifications, and cynical takes.

First up is Best Audio. Sayonara Wild Hearts as I understand is a rhythm based game centered on J-Pop characters and related story, so assuming the audio is set to match that particular tone/feel, although I wouldn’t know. What I do know is that Control has an appropriately mysterious/menacing soundscape to match the weird and shifting ‘Oldest House’ serving as its setting and would be my top pick here. Death Stranding also contains some lovely and melancholic tracks to accompany the player’s journey through the beautiful highs of picturesque vistas and lonely lows of shattered plains, but can at times get lost in the background and just isn’t as memorable in my mind.

Moving next to Best Debut, I will attempt to avoid further repetition here, but Disco Elysium has been firmly established as a must-play game. It took TGA and the general audience by storm, and at this point every time it comes up, I only want to play it more. Purportedly a refreshing mix of CRPG mechanics and the highest caliber writing, I am now merely anxiously awaiting the console port, thus giving it the spot here if only by default. Outer Wilds would be second choice for its quirky take on a Groundhound Day-like time loop in a whimsical sci-fi setting.

Best Design can often be a tricky one to parse out. Untitled Goose Game became an instant hilarious meme generator and is honestly enjoyable to play, but I don’t quite think that means it deserves to be called the best in design. Instead it’s Sekiro that stands out here, as FromSoftware always put a ton of care into the core design tenets of their works, both in terms of the world/levels and the intricacies of the combat mechanics. Sekiro is no exception and certainly hits all those bases, which makes it enough for me to award it here.

On the Innovation Award front, there’s solid work here all around, but if we take the spirit of the term innovation and run with it, in that case I may sway towards Death Stranding. The idea of unseen online players all contributing in a positive manner to each other and even future players via creating infrastructures and leaving behind supplies to ‘rebuild’ the game world really does feel unique in its implementation. It takes the backdrop of a splintered American landscape that the story sets up and effortlessly ties it into the core loop to create a truly ‘asymmetrical cooperative’ experience that hasn’t quite been attempted previously and can be incredibly satisfying when encountered within the game. With no disrespect meant to the other titles, aside from Disco, they mostly run on more particular (but well-realized) gimmicks than a fully-fledged and integrated system that Death Stranding does, and that is why I’ll argue for it deserving the win for this.

Best Narrative is usually the category I’m most invested in and possibly the one that is toughest overall to judge. One might assume I’d automatically again point to Disco, but the competition is stiff, and this is the only place where Outer Worlds appears, and Obsidian did a bang-up job on it, which tempts me to just hand narrative there and call it a day. Death Stranding as referenced in my Game Awards article certainly smacks of Hideo Kojima’s energetic vision and approach to storytelling, which mean it can also be a little too in love with its own convoluted lore. From among the nominees here though, Control is to me the most complete package; a tightly constructed and self-contained tale that also rewarded players who went in search of uncovering further details about the strange goings-on within it.

I’m adding Best Visual Art this year (and onwards) as I feel it is important to recognize the pure aesthetic/artistry side of games as well as the writing and other aspects I regularly focus more heavily on. The games here all have some great visual designs going on. From Sekiro with its sweeping feudal Japanese world peppered with mythological/fantastical enemies and beasts to Control’s brutalist but beautiful architecture and hidden/shifting office mazes. As mentioned above in audio, Death Stranding’s world is also wonderfully realized and presented. Still, I think Disco Elysium’s dreamlike, surrealist watercolor style depicting an anachronistic city and its citizens fading from glory and falling into decay and squalor is the standout.

And that brings us on home to Game of the Year. My choice everywhere else—spoiler—The Outer Worlds wasn’t even nominated here by the GDC, so I’m a little bummed about that. From what did make the cut then, Control again would be my personal pick. Remedy delivers on their trademark “new weird” style of storytelling, sprinkling in oddball characters and interesting enemies for player avatar Jesse Faden to interact with, all with exciting abilities/powers acquired throughout to utilize in combat and exploration of the excellently design levels. However, the seasoned curmudgeonly critic in me says it’ll be a slug fest between Sekiro and Death Stranding given the current gaming climate. Sekiro already grabbed the top spot at TGA, but with the nature of the GDC, they may elect to instead honor Kojima and his creation for the coveted top spot, which if so would be fine, I just maintain that it isn’t quite on par overall with the above mentioned titles.

Well, there you are my friends, thanks for joining me as always, and I’ll be back here in March to compare my picks with the winners. Around that time our official TLS episode where we discuss and highlight our own games of 2019 will also release. Until then, I’ll catch you in the Oceanview Motel.  

– Scott Thurlow

The Game Awards 2019

The annual, and let’s be honest—rather blandly named, The Game Awards were recently held, and winners handed their trophies. Which in turn means it is time to compare and contrast my thoughts and picks for the year against the actual recipients after the dust has settled. As is my tradition, I focus on a few select categories of particular interest with the sub proviso of having been able to play what I could up to this point. So let’s dive in, shall we, starting with as always the main event and working down:

Game of The Year

My pick: The Outer Worlds

Winner: Sekiro: Shadows Die Twice

2019 in my opinion was a better year overall vs. 2018, which in theory made this choice for the best a difficult one. The Resident Evil 2 Remake was my top contender for most of the year, until…The Outer Worlds dropped and Obsidian delighted me in revitalizing the genre, showcasing what a great studio can do in their area of expertise without outside meddling/influence. RE2 remains a very strong second, and at this point is probably the best remake/remaster of beloved classic game. Control would be a solid third, as Remedy delivered a really well done story in an intriguing world with fun gameplay to boot, and I’ve recognized it for such numerous times below. Death Stranding for its pedigree coming from an industry veteran and true auteur was indeed an interesting experiment from an academic standpoint, nevertheless I claim it doesn’t have quite enough going for it to warrant the number one spot, and instead stands as more of an honorable mention. The Outer Worlds just had everything I enjoy about a game from a trusted stalwart developer and so while perhaps biased, is still my choice. Sekiro actually taking it is a little of a surprise, even it seems within the other industry punditry, but I’m not hugely against it, so congrats to FromSoftware for taking the top prize.

Best Game Direction

My pick: Control

Winner: Death Stranding

To me this one was a three-way standoff between Sekiro, Control and RE2. Death Stranding, as divisive as it also might’ve been, was per above unmistakably Kojima’s vision from start to finish, but again that doesn’t equate an auto-win here (at least for me.) RE2 as mentioned is indeed a brilliant remake, but via the fact that it is such somewhat disqualifies it for me, as the original template was mostly already in place. Sekiro advanced the formula codified by FromSoftware and retains their core identity while branching out a bit from the more familiar areas. Control though had excellent world-building married with strong thematic elements that translated very well into the overall direction, and is my choice for this one. TGA disagreed though and did give it to Death Stranding, which as I said is fair, as the game was certainly the creator’s vision realized and Kojima being allowed to make his game his way is something to be celebrated in the current climate.   

Best Narrative

My pick: A Plague Tale: Innocence

Winner: Disco Elysium

Strong contenders here, and as always I look most closely at the narrative component of games more than anything else. Given that, and my glaring caveat regarding having been unable to play Disco Elysium, (although I very much wanted to and am anxiously awaiting the console port next year) I would thus hand this one to Plague Tale, largely due to it being a relatively under the radar title from the AA sphere and wanting to recognize the work being done there in the face of AAAssholery. I think it is the closest in recent memory to creating the gripping melding of story and gameplay that God of War achieved last year, making one actually care about the characters involved and wanting to see their journey through. It is a tale most worth experiencing. The others are no slouches though, and I would (obviously) give an easy second place to Outer Worlds. Death Stranding is strange and distinct in the way only Hideo Kojima can be, but again that doesn’t necessarily translate into the best (or most coherent) narrative. In an alternate universe Disco may have won out had I gotten to it, but Plague Tale is where I stand. In this world, Disco did take it, which only really makes me to play it all the more.

Best Art Direction

My pick: The Legend of Zelda: Link’s Awakening

Winner: Control

This was also an excellent year for visually appealing games, with top-notch world-building being a noticeable thread throughout. With that, the redesign of Link’s Awakening is so striking that I think it’s almost a no contest. I may have brushed it off in other categories for its remake status, but here is where it shines and I will give it all due credit. Runner up would be Sekiro for its light-fantasy feudal Japanese stylings, followed by Control, although I think Control’s merits were as mentioned more noticeable elsewhere in other areas. TGA kindly disagrees again though, but in this case I’m more than happy to see it given to Control, since I do want it to be recognized more for its creativity.

Best Score/Music

My pick: Devil May Cry 5

Winner: Death Stranding

I only “heard” a few of the titles in this particular category, so I can’t speak to many. Death Stranding’s subdued and ethereal country-esque soundtrack did technically accompany the desolate and picturesque landscapes fairly well, but was also sort of forgettable after the fact. Cadence of Hyrule, being essentially a rhythm game, ostensibly has a cool soundtrack, but again didn’t actually play it. From what I did, I would’ve given this to DMC5, with its over the top rock-gothic bombast matching perfectly to the frantic and (ahem) devil may care style of action that was always a joy to hear blaring while slicing up demons and hellhounds with panache and flair. Death Stranding sweeps in again up though, and despite some small cries of favoritism, (as it is well-known TGA producer Geoff Keighley is good friends with Kojima) I’ll reluctantly say it’s acceptable enough here.  

Best Performance

My pick: Matthew Porretta as Dr. Casper Darling, Control

Winner: Mads Mikkelsen as Cliff, Death Stranding

I adored pretty much every performance on the list, with all of the nominees turning in some great roles. Death Stranding double killed with two nods from high profile actors not normally known for game acting, and portraying two very different characters in the same game. Meanwhile Courtney Hope and Ashly Burch were wonderfully charming playing their respective characters, some of their best work yet and it’s tough to pass them over. Even so, I think Matthew Porretta absolutely owned the role of the unsettlingly enthusiastic and enigmatic paranormal scientist Dr. Darling in Control, and as I’m always a fan of the unsung underdog, his performance takes the crown in my eyes here. That leaves me feeling ok-ish about Mads for Death Stranding winning again. I will say that I do believe his performance was more impactful than Norman Reedus’ in the game, so it’s still fine I suppose, but I stand by Mathew deserving a piece of the limelight for an underrated role.

Best Independent Game

My pick: Disco Elysium

Winner: Disco Elysium

Kind of had to take a total mulligan on this one, as I technically didn’t play of the titles, although am familiar with all. I saw a friend’s daughter play Goose at a party, and while amusing, I don’t think anything beyond its fundamental novelty/meme generating factor is enough to say it’s the best indie game. Katana ZERO is the kind of retro-style title I’m usually into, but exclusivity reared its annoying visage again and it was only on PC and Switch. What I will say is from among these, Disco Elysium is the title that is most in line with my tastes, and having read a bit about its development and the team involved prior, is on paper (and by default in practice) snagging the win. So due to that, if only by de facto, TGA and I are on the same page and I’m glad to see an indie game that’s up my alley taking the third of its four total awards (the fourth was relatedly Fresh Indie which I haven’t covered.)

Best Action Game

My pick: Metro Exodus

Winner: Devil May Cry 5

ApexLeg and COD are automatically disqualified in my book for this, so sorry if you’re a fan of either, but they don’t count for me. Gears 5 was good, but not great. That then basically leaves a battle between DMC5 and Metro Exodus, but I think Metro wins out for having a bit more substance to it. DMC5 has a fantastic style and is a great amusement park ride (more traditionally “action-y”) but Exodus has more going for it in terms of overall presentation and depth, and is the best in the series to date, so for those reasons gets the win from me. DMC5 being declared the winner is perfectly kosher, as I said it was a close second, and I think it does deserve attention for being perhaps the best title in its own series, even if I felt Metro was slightly better suited.

Best Action/Adventure Game

My pick: Control

Winner: Sekiro: Shadows Die Twice

It still grates on me and I continue to harp on that the fact that there are distinct categories for this one and the above, but that’s the world we live in I suppose. Therefore I gave myself some tunnel vision glasses and attempted to judge this one by what I consider a pure “action/adventure” title, although for sure every game in contention here could have easily had a shot. In that light and for sheer entertainment/fun value, Borderlands 3 delivered a bounty, and was a blast to play from start to finish without diminishing what put the series on the map and made it enjoyable in the first place. RE2 absolutely raised the bar for remakes and was simply a great game unto itself, one that I have a long and cherished history with. The same is true of Link’s Awakening, and if I had a Switch I would’ve 100% checked that out too. But with both being technically remakes, I like to award originality, so that said, in the end I went with Control. Remedy reliably creates another unique and eerily quirky world to discover and journey through with empowering character abilities. Sekiro taking it here from TGA is perhaps a signal for it also winning GOTY in retrospect, yet I’ll more staunchly stand by Control being what should have won.   

Best RPG

My pick: The Outer Worlds

Winner: Disco Elysium

Ran into a bit of a speedbump here, insofar as I mentioned that while I heard amazing things about Disco Elysium, and it popped up and ending winning other categories, I didn’t get a chance to experience it firsthand, so unfortunately was unable to comment on it personally. Monster Hunter: World won last year, however it’s just not my thing. The same goes double for FFXIV and KHIII, I’m sure fans enjoy them, but I was always going to pass on them. I would also add that I think GreedFall was snubbed, as it’s a fantastic new/original IP in the genre, and one which I’ll gladly tout given a chance. From the list though, and on the crest of my my overall enthusiasm for Outer Worlds combined with already handing it GOTY, I’ll have to cop-out just a little and award it the spot here too. Disco grabs it in actuality here, yet another reason for my enthusiasm in awaiting the port next year to get my hands on it and see whether I may retroactively change my opinion.

There you have it, The Game Awards vs. my personal picks from the select categories above for 2019. Overall I disagreed more on average than other years and my biggest takeaway is that The Outer Worlds and RE2 got big time snubs by not winning a single category. That’s why I suppose I’m writing this here and not on the board of judges. In any case, stay tuned to the channel as the GDC awards will follow, and of course we’ll be doing our own lists on the show after the new year. Until then, thanks for choosing Spacer’s Choice, it’s not the best choice, but TLS is. Cheers!  

Telltale’s The Walking Dead: The Final Season: Upon a Sinking Ship

Warning: Major spoilers ahead for The Walking Dead: The Final Season

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As some may be familiar with by now, and as covered on our industry wrap up a bit earlier, Telltale games spectacularly and unexpectedly imploded last year, shuttering the studio and leaving the fate of The Walking Dead series that put them on the map originally in question. It took many by surprise, not the least of which were the developers themselves. In the initial fallout, it was unclear if the series would be finished at all. Two episodes had released prior to the closure, but the future after that was unclear. After a period of uncertainty, Skybound Games (who were creative directors on previous seasons) stepped in to assist and provide an outlet for the core team to finish the latter two episodes.

While we may never quite know the details and what the exact situation was at the studio during its dying days, in its wake there were various accounts floating around from those who did have a front row seat to provide some insight. Based on what emerged from some of that, I argue the final parts of their flagship title can be said to contain some interesting possible parallels to the real-life conditions surrounding its creation.

So, what follows is perhaps emblematic of my patented brand of over-thinking/analyzing (which is my job anyway) but I did notice some striking similarities in many of the interactions and situations in the swansong season to what might very well have actually been happening behind the scenes during and after Telltale’s downfall. Obviously it’s helpful if you’ve played the final season to its conclusion or are least familiar with the main characters and overall story, but even if not, I shall attempt to lay out a broad overview and then make my case. Spoilers ahoy:

The setup for the final season is: Clementine (the original child protagonist, now teenager) and her adopted-by-default (i.e. zombies ate his parents) sidekick/son AJ (age 6 or 7) are trying to find a home and some semblance of safety in the walker-infested world, all while simply struggling to survive day-to-day. Clem is attempting to impart some semblance of a moral code to AJ on top of this via player decisions and discussions with him. During an early bog standard escape sequence in episode 1, the two of them end up stumbling upon a secluded former ‘school for troubled youth’ which is now being operated as a sort of bastion in the wastes by said youth.  

After some perfunctory introductions and the obligatory friendly/mistrustful dichotomy, there is the meandering ‘relationship building’ that inevitably comes along with encountering a new group throughout episode 2. Following that, Chandler’s Law is invoked: raiders show up, kill a character or two, and kidnap some others (one being a possible love interest character.) The remainder of the episode more or less entails the kids squabbling among themselves about how best to go about the rescue mission, with the player as Clem offering her expertise and advice on the details. Eventually a plan is hatched and the stage is set for the daring attempt in the next episode.

Now we arrive at the elements that sparked this think piece. Because of the timing of when episodes 3 and 4 were produced, I argue they encapsulate the possible mindset and mood of the handful of developers, programmers, artists and writers who were thrown the lifeline by Skybound after Telltale’s demise to complete them, which are reflected in the action and setpieces of the story. Clem and co.’s plan is to lead a large herd of walkers to use as cover, sneak onto the raider base (which so happens to be a battered but functional ship sitting in the nearby harbor) and rig it with homemade explosives to cause a big enough ruckus to free their friends.

During the course of the assault however, the team is found, captured, and threatened with conscription into the raider forces. All seems lost and their dreams of a successful reunion are crushed. Clem of course manages a breakout just as the bombs go off, everything goes to hell, and episode 3 culminates with the sabotaged ship exploding and capsizing in the waters, while everyone scatters in the chaos. This moment is the closest mirror in my estimation to the team’s experience. The major characters are left desperately trying to escape a burning, sinking ship, wondering about the fate of their compatriots as well as their own immediate survival. All of this to me is clearly a not-so-subtle metaphor for the studio as it collapsed, and the sense of upheaval its abrupt closure surely must have imparted.   

Episode 4 opens directly in the aftermath, as on the shoreline beyond the ship, the horde of walkers waits to devour Clem and AJ and anyone else caught in its path. This could reasonably be said to represent the mass of fans who clamored for the finish they felt they (mostly) deserved, and/or the scary prospect of having to now find work in an industry notorious for mistreating its employees for the developers. Trapped between a rock and hard place, the duo narrowly manage to evade both perils, only to be confronted with a surviving bandit who proceeds to almost chop off Clem’s leg, slowing their escape down significantly and causing her to (finally) get bitten as she hoists AJ to safety while fleeing.

Battered and in double mortal danger, it looks as if Clem is about to finally succumb to the harsh world she strived so hard and sacrificed so much for to endure to this point. She tells AJ to leave her behind (or optionally shoot her) and to continue to live and survive for her. We then cut to the school, see the surviving kids prospering, and are now controlling AJ as the PC. We wander around the yard, check in with some of them, and are just about ready to accept the fact that Clem’s gone and AJ must continue without her guidance.

Until moments later, when Clem appears alive and well, sporting crutches and an amputated limb. AJ and her sit down together and share a moment of relief about the newfound stability and ostensible permanent home they’ve found. The series ends on a cautious note of hope, with the slow roll reveal of Clem having survived the ordeal and settling into her new position as de factor leader of the school, while AJ embraces his budding maturity, adding a touch of sweet to the bitterness that preceded it. Much like how Skybound swooped in at the eleventh hour and enabled at least some of the Telltale survivors to finish the project, saving it from the fate of going quietly (and undignified) into the night.

As I stated earlier, whether any of the above aspects were intentional, and to what degree, is certainly up for debate and interpretation. But I maintain that if art is indeed in some manner a reflection of the circumstances of its creation, then the examples above serve to provide a sort of conduit, in my perception, to the attitude and experience of the artists who produced it during a time of unease in their lives. In any case, I found it fascinating upon ruminating on it after finishing the final episode, and felt compelled to convey the observation. But for anyone out there who has also played and completed the final season, what do you think? Drop some thoughts and comments if you are so moved. In the meantime, I will remain on the lookout for instances to apply my eager over-analysis to in the coming games on the horizon.        

-Scott Thurlow

Game Developers Choice Awards 2019: Winners

The GDC winners for this year were announced about a week back, and so it’s back to me to check in with my predictions and see how I fared. Let’s just press start and go into it then:

Best Audio:

My pick: Red Dead Redemption 2

GDC: Celeste

Wrong on all fronts to begin with it seems. I had RDR2 or God of War taking this one, although in my brief defense as mentioned in my predictions, I was fairly unfamiliar with a few games on the list, Celeste being one of them. So I can’t say whether it was truly deserved or not, but I will congratulate it, while still saying one last time RDR2’s soundscape is sublime.

Best Debut:

My pick: Florence

GDC: Florence

A sort of default win for me, since I didn’t actually play any of the titles on the debut list this year, but had heard significant buzz/praise for Florence at the time of the nominees announcement, and so gave it the best odds to win purely based on that. Hopefully this coming year I’ll be able to check out more new/fresh releases and have more insight when 2020’s GDC rolls around.

Best Design

My pick: Into the Breach*

GDC: Into the Breach

Another backdoor-ish victory. Though I had assessed it might be a struggle between the three big AAA heavyweights; Spider-Man, God of War and RDR2, I did also state that Intro the Breach has a chance based on the high praise it received regarding design in the turn-based strategy sector, so I’ll count one for me, and give it the credit it seems it earned.

Innovation Award

My pick: Return of the Obra Dinn

GDC: Nintendo Labo

Not too sure how to feel about this. Obviously I missed the mark, but I’ve always had reservations about Nintendo’s Labo initiative. Not that I’m vehemently against it, it’s just that attaching a bunch of cardboard gewgaws to a controller etc. seemed odd to me as an idea for a “game.” But apparently it was fun/interesting enough to the community to win here. Although my pick Obra Dinn did take down…

Best Narrative

My pick: Spider-Man

GDC: Return of the Obra Dinn

This was a tough one, as I wanted Obra Dinn to be recognized for sure, just perhaps in a slightly different spot. Still, I’m not upset by any means it nabbed the nod here. Spider-Man might have been my personal choice, but Obra Dinn is a worthy pick and I still recommend checking it out. That only leaves us with…

Game of the Year

My pick: God of War

GDC: God of War 

At least my winning streak continues when calling GOTY, and really I don’t see any other choice but to put the masterful new iteration of the journey of Kratos (and his boy) in the top spot of the year. The GDC correctly agreed and of all the titles in this year’s running, this one was the most deserving of the recognition and heaps of praise it garnered. It is truly a milestone in modern games, and if there is any small sliver of positivity in the industry, it’s that more games will take notes from God of War and push themselves to the heights that it did. 

That about wraps-up the GDC 2019 winners. You can check out our own picks and thoughts on best (and not best) games of 2018 here. See you in 2020 for the next round of awards. 

 

The 2019 Errant Indication Awards

Hello one and all, and welcome to the inaugural Errant Indication…ies where, along with your help, we pick the best movies of the year because the Academy has no idea what they’re doing. If you’re interested on our thoughts on that, we did just put out a couple of episodes — The Morganaissance: A Conversation with Morgan Goldin and The MOTScars: Our Annual pre-Oscars Roundup

And now, without further adieu, here are your 2019 Errant Indication winners:

Best Narrative Structure:

The Nominees:

One of our two bigger categories, there were some real heavy weights in the Narrative Structure category this year, but only one reigned supreme. And the winner is:

BlacKkKlansman


Strongest Themes:

The Nominees:

In a year of some incredibly poignant films, there were many and varied powerful themes. However, according to our poll, one film (that the Academy didn’t even deign to nominate for a single award, ahem) went above and beyond. And the winner is:

Sorry to Bother You

Most Antagonizing Element or Character

The Nominees:

I wouldn’t want to go up against any of these formidable foes, but you voted that the only intangible nominee in this list was the worst. And the votes went to:

Institutionalized Racism (“If Beale Street Could Talk”)

Best Protagonist

The Nominees:

The ladies cleaned up this year in our poll, and for good reason. So many incredible performances, and you couldn’t decide on just one. With our first tie of the night are:

Cleo played by Yalitza Aparicio (“Roma”) || Queen Anne played by Olivia Coleman (“The Favourite”)

Favorite Supporting Character

The Nominees:

This category started as a landslide and ended with the ultimate winner just edging out the runner up. And the winner is:

Shuri played by Letitia Wright (“Black Panther”)

Best Dialogue

The Nominees:


In an incredibly strong category this year, people could not decide which film’s dialogue was the best. We ended up with a four-way tie! And the FOUR winners are:

The Favourite (screenplay by Deborah Davis and Tony McNamara) ||
If Beale Street Could Talk (based on the book by James Baldwin, adapted for the screen by Barry Jenkins) ||
Eighth Grade (screenplay by Bo Burnham) ||
Sorry to Bother You (screenplay by Boots Riley)

Most Impressive Style

The Nominees:

There were some truly beautiful films this year, even ones that were left off this list, but as for what the people voted on, it was one more tie, and it goes to:

“Black Panther” dir. by Ryan Coogler ||
“Spider-Man: Into the Spider-Verse” dir. by Bob Persichetti and Peter Ramsey (no TLS review yet)

Highest Recommendation

The Nominees:

We always like to leave off with our recommendation. What was your favorite film of the year? For the majority of voters in our poll, it was:

BlacKkKlansman!

A few final thoughts:
– Looking back on these choices, this list was bad in terms of female directed films and we could have included some great ones such as Can You Ever Forgive Me, Leave No Trace, and You Were Never Really Here, among others. Something I absolutely need to keep in mind next year.
– How the hell did the Oscars snub If Beale Street Could Talk? It was pretty easily one of the best movies of 2018 and I’m glad it took a couple of categories here.
– I think Spike Lee would’ve been alright with this one.


We’d like to thank you, the fan(s), for playing. It’s been a rush. We’ll see you next year!

Resident Evil 2 Remake: That RE You Like Has Come Back in Style

Already in this new year I find myself having a bout of déjà vu, in a good way. Back in early February of 2017, I wrote a piece on Resident Evil 7 and how it had, in my opinion, achieved a much-needed revitalization of the long-standing survival horror franchise. It sold quite well and was acclaimed by both reviewers and the fanbase. Following on the heels of that success, now almost exactly two years later, the 2019 remake of Resident Evil 2 has already shipped 3 million copies in its first week (and counting) and is garnering equal if not higher praise than RE7. I thus am in turn compelled to add onto the laurels lavished upon Capcom, and how they resurrected and reimagined such a well-known and beloved title.

I had been enthusiastically looking forward to the RE2 remake since it was announced. You see, the 1998 original is one of my all-time favorite titles, my first foray into the series and real exposure to the genre during my tender teenage years. RE2 was the game that showed me that the medium could be scary, gory, nerve-wracking and intense while containing at least a solid story framework, if not the most well-written. Indeed, the campiness of some of its elements was always part of its charm, especially with the more limited and rudimentary cutscenes/acting for the era, but it contained real horror as well; mainly due to the mechanics of managing resources against increasingly bizarre and difficult enemies (and more of them as you progressed) combined with the iconic fixed camera angle style, trying to solve oddly themed puzzles while knowing danger and death were always lurking around every new corner, and even some old ones.

RE2 kept you on your toes every step of the way, so that the moment you let your guard down for a second could mean the end. It also had the novelty of having multiple characters and storylines that intersected and overlapped, creating a much bigger tale than what it seemed on the surface. And the music, the goddamned incredible music my friends, added such a haunting layer to the already nail-biting atmosphere. The point is, I fell in love with and played the shit out of that game, even though I was never quite able to finish all the scenarios back then. Noob, I know, but it didn’t stop me from trying and retrying Leon A/Claire B and vise versa.

Fast forward to today, and although it’s been over 20 years at this point since I touched the original, the underlying feeling it imparted to my gaming sensibilities is hard to overstate. RE2 literally changed the way I viewed games and introduced me to a whole new side of them. It was the genesis for my predilection for horror games in general. I have to give RE2 all the credit it deserves for its impact both personally to me and to video gaming as a whole. So it was with more than a little excitement that I knew the remake would be the first game I played in 2019. And holy hell, is it just as good if not better than ever.

Before I go into specifics, I must state that this is what a ‘remake’ should be. A new bar has been set which all other remakes/remasters/what-have-you should and will likely be measured against. RE2 takes everything at the core that worked in the original, and updates/reinvents them to play and feel like a polished and slick as fresh blood modern horror title. It is the opposite of a lazy and cheap reskin, slapped together for some quick cash, and truly does the original justice. RE2 is a game that can equally be enjoyed by newcomers and longtime fans alike, as it feels both familiar and fresh in all the best ways. With that, allow me to touch some of the things it does to achieve this, but be aware, that may entail possible spoilers…

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Firstly, as mentioned above, what often made the original so unsettling was the fact that the camera angles served to heighten the fight-or-flight response provoked when encountering enemies upon initially entering an area. For the remake, the style was switched to a more RE4/standard third-person over the shoulder view. This works wonderfully since the cramped, tight corridors, hallways, stairwells etc. are perhaps more claustrophobic than previously because of it. RE2 manages to recreate the classic dreadful uncertainty without sacrificing playability/visibility. The mix of lighting/shadows alongside the superb sound design (which of course is a hallmark of any great horror) is an absolute masterpiece. Creeping cautiously around barely-lit corners, shining the small cone of your flashlight to catch a glimpse of a licker (the skinned-alive-looking exposed-brain-for-a-head-and-no-eyes-creatures) or hearing the menacing click-clack of its claws as it crawls along the walls is just as heart-pounding as it was in 1998. With the benefit of modern gen graphics/animation, it’s all the more unnatural and terrifying.

In fact, even the ‘bog standard’ zombies are a credible threat, again due to their design. They have a stilted, unpredictable movement pattern which in turn creates fantastically harrowing moments when trying to either combat or flee from them. Headshots don’t instantly drop them either, they’ll take a few bullets to the dome to even stagger and usually more on top of that to put down for good. Or you could always try some targeted dismemberment to incapacitate them, though this has risks of its own…and even if you think you have permanently dealt with them, creating a safe passage or clearing out a room, that still isn’t a guarantee. It’s again incredibly effective for preventing a sense of safety or complacency in the player. While it can sometimes seem unduly punishing, I assure you it isn’t actually unfair. If you stay alert and careful, it is completely doable, and they can reasonably be dealt with throughout. Just don’t get cocky, kid, as they can easily overwhelm a heedless player.  

Another aspect that’s been kept but modernized to a degree is the extent of puzzle solving/item-acquiring to advance through the main landscape of the police department and areas beyond. One of the more famous features is that in universe, the setting of the Raccoon Police Dept. was converted from an old museum, thus explaining why there is such a preponderance of ancient art/relic related baubles to collect, combine, and shove into various receptacles to open up the next section. It may seem to be a bit of an artifact of older game design, but it still works well in the remake, and since they are now parsed down a bit/made less obtuse, it doesn’t feel as much of an annoying slog and backtracking fest as it once could’ve. Integrated into that is a new map system that shows clearly what areas have been looted fully and what items are left to collect in each and every room.  

Those are a few of the major highlights regarding the positive changes in direction and design contained in the remake. In general, the main beats of the original Leon/Claire storylines are kept in, (locations, character encounters, boss fights etc.) however the remake does slightly shift exactly when they occur as well as streamlining them into two full campaigns vs. four, in addition to throwing in a few completely new inclusions/surprises. Though there are only slight changeups in the interactions and timing once you’ve seen the entire story from the intial A/B perspectives, it’s still possible to play the reverse order. Finally on top of that, the classic challenges like obtaining high grade rankings and other unlockables/mini modes all here intact, which adds to the replay factor. (Personal note: I’m attempting to platinum trophy this one, and nowadays any game that entices me to do that has earned high marks indeed.)

If there are nitpicks to be had, I would say perhaps a few instances of the boss fights in particular can have an archaic feel, specifically in terms of the size of the arena/enemy versus the player, but again once you get a handle on it, it’s not all that egregious. My other complaint is mostly due to the extra content that could’ve been included in the base game but instead is being sold separately as microtransactions (or is packaged with the deluxe edition.) While I admit I shelled out an extra three bucks to install the original score and effects, the new remixed versions are pretty great unto themselves. But, I fell prey to my nostalgia, and wanted to hear those eerie chords from so long ago reverberate through the station. As I said, small things in the grand scheme, but as a quick PSA for anyone out there on the fence or considering which version to get.

All in all, I maintain RE2 stands as one of the best survival horror games ever made, and the remake definitively proves that. It recaptures everything that was great about it 20 years ago, and updates the obsolete elements to be in line with the highest standards and expectations of the current generation. No matter your history (or lack thereof) with it, RE2 is a true treat either to return to or to experience now for the first time. It is a must-play for any fan of the genre. Here’s to hoping Capcom can keep up this momentum (and if the rumors are true, they are working on remaking RE3: Nemesis next.) Until then, I’ll see you in the ruins of Raccoon City, and watch out for Mr. X.

-Scott Thurlow