It’s been over a year since I last wrote an entry in this
series, but finally I’m getting back into it. Since coming to Toronto, Canada I’ve
checked out a film or two down at the local Cineplex and I’d say it’s time I
took a look at what makes the business of visiting them tick. The film was
Spectre and the place was the Scotiabank Theatre down on Richmond Street.
Differences and a few other quirks
·Keeping films on for longer, depending on success
In most common cinemas I’ve been to, every film has a set
amount of time to be shown at a cinema; this is usually a maximum period of
four weeks. But for Cineplex in Canada, a film will keep on going if it proves
to be successful. Take the wildly popular Jurassic World for example, a summer
blockbuster which has raked in millions this year. It premiered in June and yet
was still being shown as late as September. This, I feel could a bit of a
double-edged sword; on the one hand, it ensures that popular films get
recognition and that both the theatres and the filmmakers can have a better
opportunity to break even with profits. But on the other hand, it makes it
easier for bad films such as Transformers: Age of Extinction to rake in much
more than they deserve in specific regions.
·The VIP experience
While I skipped over it due to its higher price, the VIP
package is an interesting proposition indeed; rather than simply having premium
seats, Cineplex goes a step further by offering fully-fledged meals and drinks
both before the film and then delivered to your seats. Limited to adults only,
VIP definitely seems to add a kind of upper class flair to the cinema
experience, with a hangout lobby and an extensive bar, turning cinema-going
into a fully-fledged night out. From a business standpoint it’s another means
to boost profits beyond the common cinema-goer, but from my point of view, it’s
an intriguing option which could definitely build on what you usually get from
going to the movies.
·Mini-games before the film
Cineplex’s SCENE points program works similar to that of an
ODEON premier card; you collect points which can be used on discounts and other
additional items. But in addition to adverts and trailers that play before the
main feature, there are carefully selected games that make use of an app and
playing them can earn audience members even more points. For example, when I
saw Spectre, there was a poll that asked the audience to vote for the best
performance of James Bond and those who chose the most popular answer (In this
case Daniel Craig) earned more points. Other games include a tie-in with the
local Blue Jays baseball team in Toronto and a brief quiz or two. It’s an interesting
component of the SCENE strategy that you’ll have to try out for yourself to see
if you appreciate it. Personally I felt it was another obstacle that came in
between the audience and the film they came to see.
Things that could be better
·Adverts
Adverts are a common fixture in any cinema; that’s been true
for years, but the ads down at Cineplex went far beyond any I had seen before.
What it all comes down to is that so many connections and collaborations exist
in a city as big as Toronto. Taking your cinema ticket over to the massive CN
Tower gets you a discount and in return, the tourist attraction places it’s
marketing into the theatre for example. Audiences play a mini-game about the
Blue Jays and as a result, more attention is directed towards the baseball
team. The adverts also extend beyond the screen, with the foyer and reception
littered with all kinds of ads catering to the newest big film; Jame’s Bond’s
newest watch in Spectre flanked the entrance to the screen we saw the film in
for example. Advertisements may be the most commonly used method to expose a
product or service, but Cineplex really does go overboard on their use and
placement.
·Refreshment prices
Refreshments are outrageously overpriced at Cineplex and this
is again down to numerous collaborations and partnerships. Everything sold in
the foyer is an official brand which makes for good choice, but it also drives
the prices up to a pretty ridiculous level. The bundle packages which include
large popcorn bags, a packet of sweets and a large drink are grouped together
to offer SCENE points for those who fork out the high prices for them, and
rather suspiciously, very few prices for these refreshments are displayed on
the Cineplex website. Thinking back to what I said about the viewing experience
in Greece, it’s probably too much to ask for both a wide choice of refreshments,
plus reasonable prices to support it. I recommend you stick to the common
practice of bringing your own cheaper food and drink with you on this occasion.
·Raising prices over weekends
This is a more frustrating bone I have to pick with Cineplex;
why do they have to raise cinema ticket prices over the weekend? It’s a fairly
easy money grab for the company, to up the prices over the period where most
people generally tend to take in a movie. When prices vary depending on the day
of the week (the cheapest being Tuesday), it comes off as quite inconvenient for
the audience. It’s a small gripe, but one that also takes away from things a
bit.
In closing
Heading to the cinema in Canada gives an audience plenty of choice
in both refreshments and viewing, but there are several aspects which end up
distracting and detracting from the overall experience. The adverts are long
and extensive, and the games to earn points will be an unwanted annoyance to
some, but if you can get past these issues, the Cineplex is still a worthwhile
place to visit to get your movie fix.
“It’s a trap!” Good old Admiral Ackbar famously cried out
these words in Return of the Jedi more than thirty years ago at the sight of a
massive Imperial force bearing down on the rebel fleet. In November 2015, this
statement carries an interesting analogy; scores of gamers and Star Wars fans alike
are racing towards the next big game, a title we have been waiting ten years
for. It looks and sounds amazing, with gameplay that just about anyone can pick
up and fool around with. It also runs really well with hardly any bugs or other
obstacles getting in the way. They approach the highly anticipated release,
eager to tear into it in time for Christmas, but the excitement veers off
target and the “fleet” of fans instead enter an approach vector with Electronic
Arts. Their business cannons are armed and ready to annihilate any and all
sense of value, to exploit the massive anticipation for a new trilogy of Star
Wars movies and impose their full control over all the Star Wars games to come.
This is the position we find ourselves in with the new Star
Wars Battlefront, a title with gorgeous production values, accessible gameplay
and one of the most bare-bones content packages to ever be released on this
gaming generation so far. It’s style over substance from the get-go and is
being designed to maximise the profit intakes at the expense of giving
consumers a great value product. Shocked? Let me elaborate for you…
What is the most profitable Star Wars game of all time? Star
Wars Battlefront 2, it’s no contest; the game sold over a million units on both
the PlayStation 2 and original Xbox which were impressive figures back then.
The series took players into the most intense battles and conflicts in the Star
Wars saga yet seen in video games. Not only that, but it was also based in the
first and third person genres, two of the most popular avenues in the industry.
Considering that EA owned DICE, creators of the Battlefield series (which
served as the original inspiration for Battlefront), there was no way they
would let such a massive money-making franchise pass them by.As the
anticipation for the Star Wars sequel trilogy began to build from 2012 onwards,
EA got their wish a year later when they finalised a deal with Disney to have
exclusive rights to develop Star Wars games for the foreseeable future. The
company then moved quickly to take advantage of this hype and announced a new
Star Wars Battlefront at E3 2013. Gamers everywhere grew incredibly excited;
our imaginations running wild at what ten years of hardware progression could
do to a game many of us played almost religiously back in 2005.
But sadly it was not to be; minimising the development costs
while maximising the sales was EA’s top prerogative and this meant that
numerous features from Battlefront 2 were cut out from the reboot. This was
also done to ensure that the new game would meet the hard deadline of being
released in time for The Force Awakens without fail. This included the clone wars,
galactic conquest, space battles, character classes including unique units,
numerous planets from the original and prequel trilogies and perhaps the most
egregious omission of all, a single player campaign which proved surprisingly
engaging in the previous title in the series. One of the things I enjoyed most about Rise of the Empire in Battlefront 2 was the way the simple story filled in a gap or two in the timeline between Episodes III and IV, not to mention being able to tackle it with a friend in local coop. Once the core features were
announced, long-term fans were quick to call out the game in April 2015 for
just how many massive steps backwards it took from its near decade old
predecessor; nothing could be done or changed, the feature list was set in
stone whether long term fans liked it or not.
The beta for Star Wars battlefront, which ran from October 8th
to October 13th 2015 was the largest beta ever done by EA; nine
million players all clocked into the testing and many more also jumped into the
EA Access program to get into the game a week early on Xbox One. It was at this
point that EA revealed three main editions of the game; standard, deluxe, and
ultimate. The problem of poor value returned, picking up from where the
stripped feature list left off. The standard edition was overpriced enough for
a multiplayer only game, but the so called “extras” you got in the other
editions were incredibly basic; most of these from the Ion torpedo and Han
Solo’s blaster were items that could be unlocked after just a few multiplayer
matches on the game’s release. There was absolutely no point in paying an extra
ten pounds or dollars to instantly access these items, but that wasn’t the
worst part of EA’s editions. Battlefront was also flanked by a fifty dollar
season pass containing 16 additional maps, a grossly unbalanced and overpriced
component which should have been included in the base game to begin with. EA had
seized control of all content for Star Wars Battlefront, splitting it up
however they pleased in the time leading up to launch.
This notion of control has swept into the base game itself;
popular YouTuber Angry Joe has discovered there is no option for customisable
private matches. Not only that, but every last server in a multiplayer only
game is owned and controlled by EA, meaning they could choose to shut down the
game whenever they want and force the community to move on to the next
instalment. Between the sequel trilogy of Star Wars films and the countless
spin-offs Disney has planned, and the announcement of sequels already in the
pipeline EA could potentially keep going the same way with every new entry, all
the while continuing to overcharge consumers for both the base game and have a
load of content restricted to DLC.
EA’s true motives behind Star Wars Battlefront have become
clearer leading up to release, and now that the game is in the hands of
consumers, the most damning thought of all comes into play. It’s still going to
sell millions (9 to 10 million units before the end of the fiscal year
according to projections) because of how devious EA has been in promoting and
preparing the game for an unearned financial gain. The game’s success is all
but guaranteed and no amount of criticism for a poor value product is going to
change that. You can’t blame DICE for this; they’ve been at the mercy of EA
ever since the corporation acquired them in 2006. Why did Battlefield 4 launch
in such a poor state in 2013? Because it was rushed out the door by a publisher
cracking the whip to turn a profit; the developer never would have let that
happen if EA had given them more time. Now they’re probably going to be pressed
into making more of these games year after year. As for the rest of us, a vast
majority will be sucked into the game easily thanks to its convincing look and
the authenticity of its license. The game may play well and look well, but I
can’t stress enough that Star Wars Battlefront is not worth anywhere near full
price no matter which way you look at it. It plays on your love of Star Wars
and endlessly boasts about putting you in “The Star Wars battles of your dreams”.
It’s a trap designed for the common consumer to fall into and it needs to be
avoided, despite the persistently growing temptation to buy into it.
Starring: Daniel Craig, Lea Seydoux, Monica Belluci, Christoph Waltz, Ben Whishaw, Naomie Harris, and Ralph Fiennes
Length: 148 minutes Genre: Action/Spy
Daniel Craig makes a whole-hearted bow out of the 007
franchise in Spectre, the fourth and presumably final film in the actor’s
decade long run as James Bond; it’s a satisfying movie with plenty to love for
fans of the series, even if it does stumble in some ways.
Spectre’s tightly focused plot picks up straight after
Skyfall, with the original MI6 headquarters still in ruins and the new staff
getting settled into their new roles. Much the same way as previous films, the
audience is catapulted into the middle of the action, this time with the Day of
the Dead festival in Mexico for another tense action sequence. Following this
commonly used trope, the film’s opening act takes on a slow burn, as Bond
searches for something from his past. What could it be? It’s this question that
grabs the audience from the outset and adds a kind of detective style to the
film. The film then delivers its carefully concocted mix of action and
dialogue, switching back and forth between the two regularly as well as
bouncing between Bond overseas and his fellow MI6 colleagues in London. Since
Craig first made his debut in Casino Royale nine years ago, we’ve seen a
continuously flowing narrative arc with characters coming and going over the
course of each film; one of Spectre’s most noteworthy aspects is the way it
brings all four films together, weaving in references and mentions of past
characters to tie off the actor’s contributions in a neat little ribbon.
Spectre also carries on with the idea of special agents becoming obsolete and
the rise of automated surveillance utilised briefly in Skyfall. It’s a modest
attempt of picking up the modern day trends left over from the previous film,
but the film doesn’t really do anything interesting with this theme; it’s very
predictable and becomes a distraction rather than a benefit as the film goes
on. Despite this slight annoyance, the film’s plot pushes on at a good pace,
allowing its mysteries to be gradually pushed to the forefront.
The character of 007 is maintained very well as always, but Daniel
Craig’s cold, almost callous mannerisms in the role feel quite subdued here;
that’s because of his interactions with Dr Madeline Swann, played by the
well-known French actress Lea Seydoux. She’s a relatively strong willed
character who may not be as fully-fleshed out and versatile as Eva Green’s
Vesper Lynd, but Seydoux’s performance is still emotive and versatile enough to
make an impression. The character's personal ties to the main plot and the Craig saga as a whole are also well-thought out and implemented. Ben Whishaw, Naomie Harris and Ralph Fiennes are all
growing into their respective roles of Q, Moneypenny and M very well and it was
a wise choice to further incorporate them in the film’s action as opposed to
the briefer participation they had before.
Sadly, Spectre really falls short when it comes to the
opposite side, the villains; for what he’s built up to be, Christoph Waltz’s
character is far too basic and doesn’t make enough of an appearance to make his
presence felt. Waltz has proven himself to be a terrific actor in other films,
and his part in Spectre goes by as a wasted opportunity. There are other
antagonists to be discovered in the film, but they’re extremely under-developed
and almost completely devoid of any remotely interesting traits. Only half of
Spectre’s characterisation, not all of it can be enjoyed and appreciated and
that is the film’s most frustrating fault.
Daniel Craig’s final Bond film is lovely to look at; Sam
Mendes’s cinematography is once again excellent, providing the audience with
some breath-taking views and seamless action choreography. A welcome return to
the snowy mountaintops of the Alps in Austria is one particularly stunning
backdrop in Bond’s search; on the whole, the agent’s globetrotting has been
toned down significantly this time around with many locations having been seen
in past films as well as this one. The film’s look is very clean and washed
out, relying on fairly plain colours as opposed to the gritty and dirty look of
the previous Craig films. Often times the film will make use of a black and
gold colour palette to portray the shadowy nature of the titular organisation
Bond is pursuing; it creates a foreboding atmosphere which the primary
antagonist fails to live up to, not to mention bestow us with a dazzling title
sequence. Spectre’s main theme, “Writing’s on the wall” by the popular British
singer Sam Smith is a constant fixture which hangs over the film, its sweeping and
elegant orchestrations sliding into place at all the right moments. It’s clear
that a large sum of money was poured into Spectre and this has paid off enormously
for the film’s visuals and presentation.
Disappointing villains aside, Spectre stands as a fond
farewell to a great series of Bond films; it refuses to falter or fizzle in the
face of being a closing chapter, becoming another worthwhile entry in the long
running series. The next actor to play Ian Fleming’s wildly popular super spy
will no doubt have their work cut out for them.
Every large company in gaming has had a failure or two over
the years; the one question to ask is how long will it take for a corporation
to pull itself back from failure and realise the mistake they made? With the
recent roll-out of the “New Xbox Experience” on Xbox One, there’s one main
detail which has caught my attention; the removal of gesture controls from the
Kinect. I’ve expressed my disdain towards the motion sensing peripheral briefly
a couple of times on this blog. Now that the device is being killed off for
good, I think it’s time I did a full-fledged analysis/retrospective of why
the Kinect failed so horribly as both a gaming peripheral and a piece of consumer
technology.
E3 2009: Project Natal Announcement
Since 2006, the motion gaming scene had the industry in a
tight grip; the Nintendo Wii had millions upon millions of people playing
games, even those who had been uninterested in them before. Wii Sports still
stands as one of the best-selling games of all time and it served a pitch
perfect base for Nintendo to engage with the casual market, putting them miles
ahead of both the Xbox 360 and the PlayStation 3 from the offset. Of course,
when any product achieves such a massive success, business competitors will
inevitably have to respond in order to keep up. Sony would retaliate with
PlayStation Move controller, which ended up being ridiculed for its peculiar aesthetics
and design, but Microsoft would go in a different direction. At E3 in 2009,
audiences were treated to Microsoft’s newest innovation, referred to as Project
Natal. Natal looked genuinely unique and innovative if you judged it by the
debut trailer alone; not only that but it also seemed like a fine alternative
to the Nintendo’s motion controls, touting the phrase “You are the controller”
with full body tracking and facial recognition. Kinect looked to do for motion
games what its competitors couldn’t; actually get players up off the couch
rather than have them simply flick their wrists. As with many Microsoft tech
demos, the functions of the Kinect appeared to extend outside of games as well;
scanning and using external items to play as well as gesture controls for
movies were all seen in the demo. The stage was set for games and entertainment
as a whole to become more immersive, more interactive and more engaging; little
did we know how hollow this promise would ring…
E3 2010: The embarrassment begins…
Microsoft’s first showcase for the final product, named
“Kinect” took place at Microsoft’s E3 press conference. One of the first lines
spoken by Microsoft execs was this: “Last year we made a promise that Kinect
would revolutionize the way you had fun, today we deliver on that promise”. What came next was quite a sight to behold; the promising features shown off in
the Project Natal announcement were gone and in their place were dreadfully
forced demonstrations alongside some of the most cringe-worthy stage demos the
gaming community had ever seen at the big show. The poor young girl overacting
in Kinectimals, the embarrassing Kinect Adventures demo and the awkward Dance
Central showcase were just some of the moments that swamped the proper games
Microsoft showed off throughout the conference. This was our first sign that
something was wrong; when Kinect Creative Director Kudo Tsunoda took to the stage and showed off “the underside
of an Xbox Avatar’s shoe” the avatar on screen appeared to jerk about
strangely, not registering the executive’s movements very well. Was the device
inaccurate? Nobody could tell for sure, considering how the product wasn’t yet
out for general consumption. Looking back on the conference now, it was hard
not to feel sorry for all the performers who embarrassed both themselves and
the company they were representing. It firmly planted Microsoft at the bottom
of the barrel of E3 that year; but rather than taking on feedback and taking
steps to improve their conference, the corporation instead chose to continue
their downward trajectory, one which was spearheaded by the Kinect and the
numerous failings that were yet to come.
November 2010: Kinect for Xbox 360 launches to a surprising
success
Microsoft’s dreadful E3 presser did not slow down the
original Kinect in the months leading up to the release later that year. The
casual market that Microsoft was targeting did not constantly tune in to gaming
events; soon the Microsoft marketing machine kicked into gear with a five
hundred million dollar marketing campaign and the device arrived in the hands
of consumers just in time for Christmas. The campaign even included a live
performance by American R&B singer Ne-Yo in Times Square, New York. It was
a very successful launch for the peripheral, with eight million units flying
off the shelves in the first 60 days. The Kinect set a record for the “fastest
selling consumer electronics device” in the Guinness book of records. From that
point on, Microsoft knew that the device was something they could push hard
with, even with all the persistent negative feedback that was thrown their way.
E3 2011: Microsoft’s image in the eyes of fans continues to
plummet
Microsoft would continue to turn their backs on the fans that
had made their console so successful in 2011. The dreadful E3 presentations
continued for the second year in a row with obnoxious football players, more
overzealous child actors and mediocre projects which ended up having no proper
payoff. But Microsoft simply would not listen; their marketing campaign had
worked, the Kinect was selling well and they would continue to invest in the
device for several years. Even Rare, the once renowned British developer of
titles such as Goldeneye and Banjo Kazooie in the nineties found themselves
pressed into making Kinect games year after year for their owner, something
which long term fans cried foul of.
E3 2012: Awful exclusive titles come, thick and fast
As bad as games like Fighters Uncaged and Kinect Joy Ride
were, they were only the first of a multitude of poor titles to grace
Microsoft’s Kinect. The quality of Kinect games grew progressively worse; for
every Dance Central, there were three or four badly thought out games. It came
to a head in 2012 when the motion games for Kinect really started to infuriate
people. Star Wars: Kinect was touted as one of the biggest titles for the
Kinect and it ended up being a basic and underwhelming collection of mini-games
that served to highlight how the Kinect was taking games backwards rather than
forwards. Many fans felt that Steel Battalion: Heavy Armour ruined their
beloved franchise, taking what was once a unique gaming experience in gaming
and turning it into an exercise of intense frustration; players were left
furious when the Kinect refused to read their motions, suffering the same cheap
reloads time and time again. Fable: The Journey was condemned as a terribly
basic and ill-conceived on-rails affair that took away from the already
under-delivering fantasy franchise. Finally Dragon Ball Z and Harry Potter for
Kinect were two of the laziest and most bare-bones motion games ever seen;
embarrassments to the franchises they were based on. Why were these titles all
so bad? I’d say it all comes down to the inaccurate tech used by the Kinect; it
was difficult to program for and the sensors themselves simply could not
register precise and complex movements. Because the Kinect’s functionality was
so basic, developers could do little other than simplistic designs and gameplay
and the progression, not to mention the evolution of titles for the sensor
grinded to a halt. The only other times where Kinect was used for games was
voice commands in titles such as The Elder Scrolls V: Skyrim and Mass Effect 3,
but these felt more tacked on than anything else.
May 2013: Xbox One Announcement
It’s been over two years, but the memory of the disastrous
debut of the Xbox One still remains etched into the minds of scores of gamers.
Between digital rights management and a badly conceived focus on television,
Microsoft seemed to be doing everything possible to enrage their most loyal
fans. The rotten cherry on top was the new Kinect, which Microsoft claimed was
far more accurate and advanced than the original. A majority of Xbox fans and
general gamers were not impressed in the slightest with the new Kinect and this
was exacerbated by the then recent leaks of NSA surveillance by Edward Snowden;
rumour after rumour began to circulate around the web that the Kinect would be
used to spy on people, that it would become a kind of corporate HAL 9000 used by
security agencies. Who could blame them? Microsoft’s original plans for the
Xbox One demanded that the Kinect be plugged into the console at all times; a
highly restrictive and questionable component of their strategy. It was
incredibly frustrating to watch; after the failure of the original Kinect for
Xbox 360, most had hoped Microsoft would have learned their lesson and give up
on the peripheral, but it would be another year before that would happen. They
continued to force the Kinect into every aspect of their marketing, adamant
that the Xbox One would not function without it. Even when the corporation
reversed their controversial policies soon after E3 of that year, the Kinect
was still a sore spot for many.
November 2013: The bad exclusives continue, while the better
ones fail to gain traction
The new Kinect proved to be a tremendous burden for
Microsoft’s current platform; people didn’t want it and yet the corporation
insisted on everyone having it anyway. The Xbox One did manage to come out of
the gate fairly well, but the games for the device just didn’t get any better.
Fighter Within was a broken mess of a motion controlled game and whilst other
titles such as Dance Central Spotlight and Kinect Sports: Rivals were competent
enough, they didn’t receive nearly as much attention or praise as their
predecessors did. From that point on we had nothing to go on when it came to
Kinect sales figures. The last time we were told how many Kinect sensors had
been sold was 24 million for the Xbox 360, according to an article from
Gamespot in February 2013. Try looking up Kinect sales figures for 2014 and
2015; there’s nothing there. It could be assumed that after the initial rush of
early adopters, things slowed down massively for the device; there were no
solid games to keep people around and people began to ask for an Xbox One
without the Kinect. Why? Because it simply wasn’t useful enough to warrant the
one hundred dollar price bump; people were beginning to catch on to the
device’s numerous shortcomings and developers slowly began to withdraw from
making games for it.
May 2014: Microsoft unbundles the Kinect
I think the ultimate reason why the new Kinect didn’t succeed
is because consumers had gotten sick of it; they were tired of Microsoft’s
insistence on shoving the device in everyone’s face. The extreme levels of
controversy surrounding the Xbox One’s announcement, and the fact that early
adopters had to get the new Kinect with the system whether they liked it or not
didn’t help either. It took four long years for Microsoft to finally realise
just how badly the device was holding them back; they saw how much the
PlayStation 4 was selling because they didn’t force a camera into the package,
nor did they constantly ramble on about how important it was to the system’s
infrastructure. The decision was made to begin selling a cheaper Kinect-less
Xbox One in May 2014 and when that happened, sales for the console doubled. The
message could not have been any clearer; the Kinect was unwanted, undesirable
and unnecessary. For many, this marked the beginning of the end for Microsoft’s
failed peripheral.
April 2015: Kinect for Windows production ceases
Microsoft has always had a rather questionable strategy for
dealing with external devices and accessories; rather than allowing other third
party hard drives, headsets or adapters to work with their systems, they
instead demand that everyone purchase officially branded Microsoft or Xbox
add-ons instead. Soon after Kinect for Xbox One was launched, they made a
separate model of the device which would only work on PC. It was not received
very favourably and the PC model proved just as unpopular as the version on its
console counterpart; this prompted the corporation to release an adapter which
connects the Xbox One Kinect to a PC. Despite this more consumer friendly move,
Microsoft announced that the Kinect for Windows V2 would no longer be produced
earlier this year.
November 2015: The New Xbox Experience eliminates gesture
controls
The only thing the Kinect has now is voice controls and
that’s pretty basic considering the same sort of thing could be done with
headsets or microphones. There’s practically no reason to use the Kinect
anymore and Microsoft doesn’t appear to be showing any more interest in the
device they once pumped so much money into. While there may be those who still
enjoy the Kinect for its voice controls, they are in the growing minority, and
now that the latest Xbox One update has removed gesture controls, the final
nail has been hammered into the coffin for the disappointing device. It seems
that from the get-go, a vast majority of the gaming community felt little other
than apathy and distaste towards the peripheral, a device which was designed to
leech off of the Nintendo Wii’s success with the casual market. Sony’s
PlayStation Move was guilty of a similar thing as well, but Kinect became the
most infamous for its butchering of popular franchises and licenses, not the
mention the sheer arrogance of a company who for too long believed in selling
an inaccurate and poor value product to unwilling consumers.
Thankfully, things have now changed; Microsoft has clawed its
way back from the ire of consumers and fans with new leadership and most
importantly, a new focus free from gimmicks. The motion gaming scene has also
picked up and moved on for the most part, Rare has turned back to making
platformers again and the laughable press conference demonstrations have been
phased out completely. The Kinect is no more, but it still stands as one of the
biggest missteps Microsoft have ever taken in their time in the gaming
industry.
(All YouTube videos used are the property of their respective
owners)
Segregation, Subjugation and Servitude; these were the three
prime objectives of the S3 Program devised by the Enclave for Vault 96. The
Vault-Tec Corporation made a deal with the United States government before the Great
War commenced which was classified above top secret; that Vault 96 would be handed over to the government to use for
their own nefarious needs after the radioactive fallout had subsided. To ensure
the plan would begin smoothly the government planted a member of their special
forces to serve as Overseer, Captain Jenna Nillson, as well as fifty other
soldiers to serve as vault security. When Vault 96 was sealed shut, things were
kept as normal and homely as possible, leaving no suspicions of the Enclave’s
true motives.
Vault 96 was one of the largest vaults ever built; it housed
1800 occupants as opposed to the usual 1000 and had a vast array of
top-of-the-line facilities, some of which were hidden from the Vault dwellers.
Fifteen years after the Great War, the radiation had mostly subsided and the
Enclave dispatched a contingent of 100 soldiers, scientists and combat robots
to Vault 96; they entered the vault, rounded up the entire population and began
the S3 program. The vault dwellers were split up into sections; children were
brutally trained and worked into the Enclave’s ranks, adults were used for
either breeding or hard labour while the elderly were used for experimentation
or executed. Anyone who disobeyed or even angered Nillson and her men was
punished severely and over the decades that followed, the vault population knew
nothing but pain, suffering and fear under their so-called “masters”. A
never-ending message was seared into their minds; “Your servitude and obedience
are the most important steps towards rebuilding our great nation and the only
way we can avoid repeating the actions that destroyed the old world”.
The Enclave’s original plan was to build an army in Vault 96,
an unstoppable force that would sweep across the wasteland, destroying anyone
and anything that didn’t fit their definition of a true American while also
imposing complete and utter control over those who were “uncontaminated” by
nuclear fallout. Some of the key components of this plan involved constructing
a massive fleet of Vertibirds and mind control devices similar to the ones in
the Capital Wasteland were also developed for use on any uncooperative human
subjects. However, the order to emerge from the Vault never came, so instead
the Vault 96 contingent remained below ground and continued their work,
assuming that their superiors would eventually commence the operation they had
spent decades preparing for. To ensure her authority would endure, the aging
Captain Nillson uploaded her consciousness to the Vault’s computer systems
before passing on; to this day, her static face on all the computer screens is
a constant reminder to the Vault dwellers that they are being constantly
monitored and controlled.
Even as the Enclave crumbled thanks to the actions of both
The Chosen One and The Lone Wanderer, the Vault 96 contingent continued their
sadistic power fantasy, adamant that their rule would not be challenged or
ended. Perhaps they may have sought to overtake their defeated superiors to
become the de-facto leaders of the Enclave, keeping the organisation alive no
matter the cost. The leaders of the contingent remained inside their vault,
with their only interactions being the use of proxy factions and disguised
individuals who were selected to obtain useful technologies and information
from The Institute at the Vault’s neighbouring city, Boston. Knowing that any
major operations on the surface would draw the attention of the Brotherhood of
Steel, each of these individuals was fitted with an automatic counter-measure
to ensure the secrets of Vault 96 would never be revealed. If any key words
were uttered outside of the vault, then the Enclave operative and everything he
or she was carrying would be reduced to ash instantaneously.
After nearly two centuries of secrecy, a critical flaw in the
Enclave’s plan has occurred; at a chance meeting with the Sole Survivor at the
Diamond City trading hub, an operative of Vault 96 triggered the failsafe;
while their body was turned to ashes, their belongings were left mostly intact.
The Sole Survivor discovers several notes on holotapes as well as a map showing
the location of Vault 96’s location. Curiosity gets the better of the Sole
Survivor as he or she discovers the Vault door, only to be knocked out,
captured by the Enclave and placed in the living quarters with the other vault
dwellers. Here, the Sole Survivor learns first-hand of the brutal regime the
Enclave holds over the vault and resolves to escape while also assisting (or
hindering) the fellow vault dwellers in the process.
The Enclave officer encounter occurs at level 25 and as the
player character; you decide how to deal with Vault 96. You have several
choices as to how to escape or deal with the last remaining Enclave stronghold
on the East Coast. You can choose between…
A. The Great Escape:
Rally and inspire the Vault dwellers together to form a rebellion and escape
the Vault, potentially incorporating them into your settlements on the surface.
The Vault will still be accessible for loot and other story snippets (Very good
Karma): Tactics for the escape depend on skills alongside preparatory quests
such as using speech to sway dwellers to work together. A strong skill in guns
or energy weapons is very beneficial towards training the dwellers to fight
with you.
B. A plea for
assistance: Use the Vault’s communication systems whilst sabotaging
defences to inform the Brotherhood of Steel of the Enclave’s presence,
prompting them to launch an assault on the vault to rescue the dwellers. This
however will cause the Brotherhood to take on the dwellers into their ranks and
take all the technology, reducing the Vault to rubble after the rescue is
completed. If you are allied with the Brotherhood, you can change their minds
about going through with this. (Good Karma): Science or Lockpick alongside
sabotage quests to make the Brotherhood assault more likely to succeed.
C. The only way out is
my own… Deactivate or sneak past the security systems and sneak out of the
Vault or steal one of the vertibirds, leaving the dwellers to their fate.
Alternatively you can also trick the Enclave into sending you above ground and
deactivate the countermeasure while above ground. This is the simplest way to
complete the overall story but will also result in Enclave squads being
dispatched to find you. (Neutral Karma): Sneak alongside deactivation quests to
aid the Sole Survivor and make the escape go more smoothly.
D. A merciful end?
Set Vault 96 to self-destruct with either the Vault central computer or by
rigging key areas with explosives; this will rid the Commonwealth of the
Enclave for good but will also kill the entire Vault population, effectively
freeing them of their torment and making it seem as if neither of the two sides
existed. The Vault will be inaccessible and its contents will also be destroyed
in the cave-in. (Evil Karma) Explosives and rigging quests to target vulnerable
points in the vault.
E. The Queen has
fallen… Disable or destroy Jenna Nillson’s AI, assassinate or enslave the
Enclave troopers with their own mind control devices, take command of the
automated systems and seize control of the vault for yourself, using the vault
dwellers for your own nefarious means. With this ending, you can come and go
from Vault 96 as you please as it becomes your own twisted settlement, but
having one ruler as opposed to an army means the dwellers are more volatile and
you will also need to put down any rebellions that spring up. (Very evil karma)
Science and repair alongside preparatory quests to both seize control and
enforce the Sole Survivor’s rule afterwards.
Starring: Michael Fassbender, Kate Winslet, Seth Rogan, and Jeff Daniels
Length: 122 Minutes
Genre: Biography
Steve Jobs; we knew him as the CEO of Apple, others referred
to him as the “billion dollar hippy”. No matter which way you look at it, the
man left an indelible mark on the computing industry. His exploits in this area
are the subject of Danny Boyle’s latest film, a whole hearted and detailed
recount of the major points of Job’s life and work.
Steve Jobs begins in 1984 with the rapidly approaching launch
of the Apple Macintosh; we’re thrown straight into the thick of things as the
young Steve Jobs (Michael Fassbender) grapples with family matters, rants over
a piece in TIME magazine and also runs through the then complex task of getting
the product to say “Hello”. The film’s three act structure is immediately apparent,
flashing through the key areas of Job’s product presentations through the use
of typography and backgrounds. As the times change, so too do the characters
and this is shown through various changes of costuming, technology and make-up.
The events of the film are layered so fluidly that we as an audience are also
given a strong picture of just how cut-throat the computer business really is;
the pressure to deliver and reach success has a telling effect on Jobs and we
see the detrimental effect this has on his friends and colleagues. The film
also makes an effective use of stock footage from news reports to weave in the
events that occurred between each act, ensuring that the narrative remains
coherent and on point. There’s rarely a moment where Jobs isn’t running back
and forth, trying to fix three or four problems at once and this is what keeps
the audience engaged throughout, despite the film being mainly dialogue
focused. The only issue I had was the ending; there is a feeling of reconciliation,
but I feel it could have been more impactful with more time dedicated to it.
With a film so heavily focused on characterisation and
conversation, the actors all do a very convincing job in their roles. Michael
Fassbender is fantastic as the titular Steve Jobs; the film makes a point of
concentrating on his flawed points and this brings a range of emotions and
tones into play. Jobs is practically obsessed with making his product work and
sell, yet behind closed doors he is incredibly reluctant to deal with and admit
to his girlfriend and supposed daughter. He never gives up on his vision, but
he also enters a great deal of verbal conflict with his peers. At Job’s side is
his marketing executive Joanna Hoffman (Kate Winslet); she behaves just like you
would expect a marketer to, but Winslet creates a sense of growing frustration
as she desperately attempts to convince Steve to make the right decisions. The
same holds true for Steve Wozniak (Seth Rogen) who makes his irritations felt
with Job’s refusal to acknowledge him and his team. The last piece of the main
cast is Jeff Daniels as John Sculley, a father figure to Steve; his confrontations
are particularly heated which conveys his status and position as the then CEO
of Apple. If there’s one gripe to the characters it’s that some of them don’t
really get much in the way of closure; we don’t learn what happens to Wozniak
or Steve’s ex-girlfriend and that’s a bit disappointing considering the role
they played in the plot.
While the ending feels quite rushed and some of the
characters could have had better conclusions, Steve Jobs is another great
effort from both Michael Fassbender and Danny Boyle; it puts us into the shoes
of the innovator, seamlessly blending his life and work together to form a
highly intriguing and worthwhile biography.
Starring: Ellen Burstyn, Linda Blair, Jason Miller, and Max von Sydow
Length: 122 Minutes
Genre: Horror
Supernatural horror is an often exploited sub-genre in horror
cinema; we’ve seen films like The Devil Inside and The Possession all but
tarnish the idea of a spirit or demon infesting the body and soul of an
individual. One of very few films that came close to perfection stretches back
to 1973; The Exorcist is a relentlessly frightening film, one which continues to
haunt audience to this day. The reason why is down to many things.
Based on the book of the same name by William Peter Blatty
(who also adapted the story for film), The Exorcist tells the story of a
12-year-old girl named Reagan (Linda Blair) and her mother Chris Macneil (Ellen
Burstyn). The innocent Reagan begins to act strangely, which gradually grows
more and more severe in the film’s first act. Medical and scientific methods
prove ineffective in fixing Reagan as her body begins to change despite
appearing normal from doctor reports. Before long a sinister force takes hold
of Reagan completely, yelling obscenities in a foul voice, committing frightful
acts of violence and making objects move by will alone. The doctors direct
Chris to the Catholic Church and the possibility of an exorcism and from there,
it’s nothing but sheer scares and a serious creep factor broken up by scenes
that take place outside the Macneil household. Cutting between several
different locations, we learn more about the three main characters whilst also
journeying through the slow growth of Reagan’s possession. The horror tropes
are ones which have been adopted (and in other cases ripped off) by countless
other supernatural horror films in the decades since, but The Exorcist is
perhaps the only one to make them feel real, not to mention translating them into
true horror; the degeneration of Reagan combined with the escalating supernatural
elements grabs the audience by the throat and never lets go. It seamlessly maintains
the scares, as opposed to other modern horror films. Simply put, you will
constantly dread what will come next every time the characters enter into the upstairs
room.
Most horror films feature fairly basic characters which lack
depth, but those portrayed in The Exorcist are highly realised and detailed in
the emotions they convey. The bond between Reagan and her mother is very
believable; it’s built up over the film’s first act to great effect and we see
the love they share for each other before the possession begins. It’s a great
build-up which makes Ellen Burstyn’s performance of an intensely stressed and
helpless mother that much more realised and sincere. Father Damian Karras (Jason
Miller) has a very deep and underlying theme to his character; he’s having
trouble with his faith whilst dealing with his dying mother and the way he
deals with the possession makes him question his beliefs even further. It’s a
great display of internal conflict and the many times he is on screen before
attending to Reagan allows him to develop greatly. Reagan is played by Linda
Blair and Mercedes McCambridge with the film juxtaposing the voices to show a
clear and often shocking difference between the innocent young girl and the
sadistic demon. It’s a curious creation indeed; you will believe that the voice
coming out of Reagan is not from this world and that only adds to the fear the
film instils into its audience. The one weak link in an otherwise stellar cast
is Lee J. Cobb as the police lieutenant. When every other cast member puts so
much into the film, he comes off as fairly underdeveloped and he could have had
a larger role to play in the proceedings.
Perhaps the most critical aspect of the Exorcist that has
terrified thousands of viewers lies with its special effects. Some of the most
disturbing sights ever put to film were achieved with the work the filmmakers
put into both atmosphere and puppet work. At the centre of the film is the
Reagan puppet in the film’s third act, a truly hideous and frightful sight;
scars and moles sprout on Reagan’s distinctively grey face, her head twists around
in a full circle and a vile mucus erupts from her mouth. Just as Reagan’s
mother is horrified at her daughter’s transformation, so too is the audience.
Reagan’s room itself is laced with an air of constant anxiety and a grim
atmosphere that is only enhanced with the cold air and eerie rumbling of the
bed and other surrounding objects. You really do feel that a demonic presence
has enveloped the room completely. The main piano theme that sweeps in at key
moments is iconic for a reason; it has such a sense of foreboding to it,
informing the audience that something terrible is about to happen. The demonic
presence is enhanced even further with the shadowy lighting and silhouettes
that sweep the proceedings. Every single aspect of the special effects in The
Exorcist pulls every ounce of their weight to pull the audience in, something which
modern horror films have almost completely forgotten about.
The Exorcist more than holds up today; the impact it had on
the horror genre is something I can’t put into words in this review. The
thematic ideas, superb acting and disturbing special effects hold its place at
the top of supernatural terror. Is it the scariest movie of all time as some
people say? That’s debatable, but nevertheless it’s still a thoroughly creepy
piece of cinema that continues to mark its mark on everyone who puts themselves
through it.