Showing posts with label Rambles. Show all posts
Showing posts with label Rambles. Show all posts

Thursday, 22 May 2014

Your Radical Voting Guide, 2014

Politically radical but unsure how to mark your ballot in this, the most stupendously amazing and important European Elections ever? Well, have no fear! I, your good pal, have taken it upon myself to prepare this, the Radical's Guide to Voting Radically, 2014 Edition. Read on, fair reader, and know just how, when, and wherefore to strike your Blow For Democracy!


Your exciting options include:


-Write-in vote for Full Communism! Do we even have write-in votes here? Isn't this just a longwinded and naïve form of spoiling your ballot? Might you not have bothered to vote at all for all the good it does? Suppress these, the voices of False Consciousness, comrade! All power to the Soviets!


-Dissatisfied with the major parties? Summon powers more fell than they can comprehend! Clad in your finest black robes, carrying only the most perfectly scented dribbly candles, conduct your very own black mass in the safety and security of the voting booth! Teach Westminster to fear your most secret of ballots! Rejoice in the knowledge that to die first in the hateful embrace of The Dread Powers From Below is an election promise that won't be reneged on - not like those Lib Dems!


-Suck it up and vote Green! I mean, they're not going to get within spitting distance of power, and there's still a few too many people who go on creepily about industrial society and our ancestors and the pure bloodlines of the ancient races, but they're good for a laugh, Caroline Lucas is a fine person, and helping them beat the Lib Dems would be slightly funny for almost a whole day!


-Don't vote! Maybe you've been hanging around with anarchists for a bit and you've cobbled together a justification in your own head; maybe you honestly can't be arsed - stick it to the man by not bothering to show up at all! I mean, it's only the European fucking Elections, and who gives a shit? You're not going to vote for a fascist, so why are you to blame? Why is everyone giving you crap for the failures of a broken, unrepresentative, and hopelessly corrupted political system? All you've done is eat Weetabix in your pants! You didn't campaign for the Reich! Bonus points for causing Liberals nationwide to froth at the mouth and inveigh tiresomely about civic duties and the martyrs of the suffrage movements of yesteryear, who would punch them in the face for doing so!


-Vote for one of three flavours of neoliberal tyranny or some actual fascists! In which case, I don't know why you're even here. Leave me alone.


So there you have it folks! I hope that makes your options clear. Now go out there, and get some democracy right up you!

Monday, 19 May 2014

Brozilla

Godzilla is the heartwarming tale of a taciturn Japanese scientist (Ra's Al Ghul) and his forlorn pursuit of the only woman he's ever loved, a hundred-foot tall lizard. At all turns he is foiled by the bumbling, unlikeable dude-bro dipshits of The World's Greatest Nation and their Blessed Armed Forces (themselves), who stomp about the place chest-bumping, high-fiving, and generally making up their own dialogue as they go along. They're given a grim approximation of a human face by Rear Admiral Brigadier Colonel Field Marshal Lt. Chip SpeedDial (Macklemore) who gurns his way through a succession of scenes, most of which are poorly lit and incoherent, because reasons. Chip is a man of action, clearly, but one of the good ones - you see, he's not in Real Army, the Army that kills people, but is instead in bomb disposal. That's okay then. He wants nothing more than to return home to the loving arms of his wholesome, Aryan wife (a plank of wood carved into the vague likeness of Amanda Seyfried) and his emotionless child (a brick with googly eyes and a wig). To call this Chip SpeedDial's motivation, however, would be to overdo it. He simply happens, like rain or the wind. He's there. Now he's over here.


Chip SpeedDial can't have the nice things he assumedly wants, though, because of Mothras, and also because his dad, Walter White (Hal from Malcolm in the Middle) had to kill his wife one day in the middle of the Fukushima Daichi disaster, because of Mothras. On his birthday. Walter is only in the movie for about half an hour, and he still manages to chew more scenery than Godzilla. He might just have pulled this whole thing together with sheer force of campy will, but then they zip up the body bag and we're left with the acting (?) talents (?) of Chip and friends.


Nothing happens for about an hour, then Mothra decides to show up. Mothra kills some people whose names and faces you don't know, destroys some buildings in Definitely Japan, then flies off. Eventually, Lady Mothra appears and destroys Las Vegas, to raucous cheers from the viewers. Mothra and Lady Mothra toddle off to try and do what couples do best. Godzilla shows up, is introduced with appropriate gravitas (none), and then swims to America, where all things need to happen because the American movie-going public still can't be trusted to give a shit about dead Japanese people. While making this journey he's apparently under escort. Does the US Navy have Godzillas now? Who knows! He's not really explained, which is actually nice in an era of over-explanation and relentless backstory-churn. His name's on the movie. You don't need to explain Godzilla.


Nothing proceeds to happen for a bit longer. The movie almost shows some fighting, then decides that'd be far too much like something you'd paid to see, and cuts away. When we do finally get the final confrontation, it follows the standard daikaiju formula. Godzilla almost gets beaten. Oh no! But there's a twist, as Chip SpeedDial resourcefully torches all of Lady Mothra's unborn kids, causing the giant monster genuine, visible anguish in the movie's one authentically emotional moment. Then Godzilla hits his Limit Break, vomits fire down her neck and tears off her head. Hooray! U-S-A! U-S-A!


Oh, yeah, there's something about a nuke with a charmingly old-timey clockwork detonator on there, because Mothras can cause electromagnetic pulses somehow. Which is ironic, because the one device in the movie that can definitely cause that sort of effect is... well, never mind. Eventually it goes off, despite the actually-not-really-trying-all-that-hard efforts of Chip SpeedDial and the Howling Commandos, so the US military establishment gets to achieve its long-dreamed-of goal of nuking 'Frisco.


The movie doesn't trust its monsters enough to have them carry the action, which is probably a safe bet, because although Godzilla himself is charmingly ropey, the Mothras look like they were sketched on the back of a napkin then idly coloured in with a grey marker. Small elements of design interest - like Lady Mothra's glowing, egg-filled womb - are too slight and too brief to add up to anything memorable. In place of the cool monsters you're here to see, you get more Chip SpeedDial, more identikit dude-bro soldiers and more execrable dialogue. Example: Ra's Al Ghul has been saying, to Col. Hap Happablap's face, that nuking the creatures won't work. It won't work, and it's monstrous. Look, here's my dad's watch from Hiroshima, says Ra's. Nukes are bad. Don't do it.


In the very next scene, Col. Hap says "I need to know two things from you - will this work?" I forget the other one.


Pacific Rim was great because it took all the daikaiju nonsense, admitted it was nonsense, and went hell-bent to be the best nonsense it could possibly be. It's a campy, silly monster movie made by people who really wanted to make a campy, silly monster movie. More than that, it's supported by good performances by real actors (and also Charlie Hunnam) playing characters you might actually give a single iota of a shit about. It's anti-militaristic. It's about personal connections, cooperation, and comradeship in the face of hopeless odds. It wasn't afraid to show its hand with the monsters and the robots - indeed, it positively revelled in them - and at no point did it take itself too seriously. Del Toro did everything Godzilla should be, but better, and he probably wasn't even really trying.


In the end, Godzilla himself walks into the welcoming embrace of the cold ocean, there to be swallowed by the vasty depths. Ra's Al Ghul, heartbroken, fires his agent.

















Sunday, 4 May 2014

The Hollow Crown: Dark Souls 2

Full disclosure: I'd not played the first one (or the real first one, Demon's Souls, or the real first one, the King's Field series), although I've watched some playthroughs (some more bizarre than others), and enough people whose opinions I like and respect had raved about how good it was that I became excited for the sequel. That was odd, because it's not really the sort of game I play these days. Action-RPGs aren't my thing, as a rule. I like pause buttons. What got me hooked in, however, was the idea that the game would deliver some of the experiences that I most enjoyed about the games I played growing up: the fun of exploring a world full of secrets and wonders; learning new systems and persevering through new challenges to get through that world; and most of all, the extent to which this was a game which seemed designed to be enjoyed as a shared experience. It's meant to be talked about, in the way we used to as kids - have you found that secret area? Have you beaten that boss? Here's something you can do, let me show you - and it's in this sphere, in the rekindling of that joy of playing games and jabbering about them, that Dark Souls 2 shines.


Like everyone and their maiden aunt says, it's challenging, although the claims of the series' insane difficulty always seem overblown to me. I finished it in a par time, with a keyboard and mouse, and I'm not really very good at games. "Difficult" isn't really the right word. There's nothing you can't do, no information the game is holding back (even among the ludicrous lists of numbers that make up character stats). Instead, it's relentless. You work out how to kill one enemy, do so, pump your fist, and then run into the next one. You Died. Rinse and repeat. But the genius of Dark Souls 2 is that it embraces this process so fully, and executes it so well, that you're very rarely left feeling frustrated, even in the face of multiple, stupid failures. There are only two sections which annoyed me - these are, I think, becoming notorious among those who've played the game, involving a bumrush by multiple enemies - and normally, even when I was flailing wildly and unsuccessfully, I was happy to respawn and come back for another go. And when you do succeed, it's joyous. You did something. You worked it out. Well done! Then you misjudge a roll and fall down a hole. You Died. Fuck's sake.


That sense of challenge rather than grinding difficulty is helped by the online functions - if you're genuinely stuck, or can't be bothered trying a boss another ten times, you can usually find someone else online to help you with that section, although your mileage may vary with the amount of "help" some summoned players are providing.


The sense of exploration probably isn't as good as in the predecessor - it rarely feels like a truly open-world game (although Dark Souls was fudging it), more a system of broadly interconnected dungeons, and the ability to warp from bonfires from the off short-circuits one of Dark Souls' apparent joys: the inclusion of gruelling backtracking as a core experience. That said, these design choices do help make the game feel just that bit more welcoming, and I don't feel like it diminished the experience. Traversing many of the game's areas - most of which are well- and interestingly-designed, with one notable exception involving sand - is a challenge in itself, and there's plenty for the intrepid explorer to find, from hidden rooms to secret routes, to ways to cut out some of the game's more maddening bosses entirely.


And there's those bosses. I don't think the designs quite hold up to some of the previous game's more outré nonsense - no illusory butterflies, giant wolves clutching swords in their mouths, or Ceaseless Discharge (heh) here, but they do cohere more strongly along a theme of Nightmare Medieval Fantasy (viewed through a Japanese lens) than the predecessor's bosses do. There's plenty of variety among them, and most walk the line between tough as nails but doable and cheap, bullshit nonsense successfully. If I had a problem, it's that a couple of the fights actually felt way easier than I was expecting. Still, though, most of these fights are memorable, and the one or two which utilised area and exploration mechanics before or during the fight will stick with me for a while. Pay close attention to your surroundings, and always remember you have a torch for a reason, kids. You... do have a torch, right?


As well as the thrill of beating challenges, you're kept wanting to progress by the art and the storytelling, both of which combine wonderfully to create a compelling sense of mystery. Each new area uncovered and boss beaten leads you further down the rabbit-hole of just what the hell happened in the cursed realm of Drangleic. Although it's sparse, the way the game tells its story is itself a triumph. You're never bludgeoned on the head with it, and, indeed, so little is outright said that piecing together the narrative is an enjoyable task in itself. This nuance and subtlety, by which as much is said with imagery, symbolism and music as with dialogue, is refreshingly at odds with the way big-budget videogames often try and Do Story. Nobody in Dark Souls 2 is telling you "we gotta" do something. You're not catapulted from area to area in a storm of bad action clichés. Instead, the sun is gently setting over the clifftops of the ruined town of Majula, while a soft vocal wails over the wind-rustled grass. Seek the King, you're told. It's the only way.


Still no idea what the tiny evil pigs are doing there, mind.


Dark Souls 2 gave me everything I wanted: challenge, beautiful visuals, a real sense of achievement, and long conversations about what to do here, how to beat this, and what some of the game's mysteries actually meant. It's a bizarre, compelling adventure which keeps taunting and goading you on into one more go, just another try. You'll fail, over and over, but when you succeed, it's as thrilling as anything a videogame can deliver. It's my favourite game of recent years.

Thursday, 17 April 2014

Damascene Ad Absurdum

The Prime Minister is a sweaty man who reeks of advertising. His one discernible quality is that he never seems quite comfortable in any situation he finds himself in. Suits don't fit him. Casual clothing looks ridiculous. His holiday pictures all look forced and unnatural. He is a scarcely credible leadership figure. The ghost of a moustache on his lip makes him look like nothing so much as a provincial bank manager, always worrying that someone will find out about the petty cash. His greatest fear is that he has gone through life assuming that he is the perfect man for the job he now occupies, but that the reverse is true. The reverse is true; he now simply hopes that nobody notices.


The Prime Minister wants to talk to you about Religion.


He wants to come across as sincere - sharing his faith, in a friendly, honest manner with you - but this is a problem for the Prime Minister. He cannot be sincere. He cannot even fake sincerity, like some of his predecessors. The Prime Minister's version of "sincere" consists of fixing you with an unsettling stare while lowering his head, like a charging bull, and hectoring you. He reduces himself to a shiny, sweat-slick forehead and shaking jowls. There is no invention in the words, no craft to what he does.


The Prime Minister always comes across as a crap advertising man, which is what he is.


He wants to talk to you about Religion because the man he is most afraid of in politics has been talking about Religion also. The man the Prime Minister is most afraid of went so far as to use the term "Judeo-Christian heritage", which is as sure a mark as exists that the opinion thus expressed may be safely ignored, for the speaker knows not the fuck of which he speaks. But the Prime Minister is concerned. He fears that the man he fears most has opened a Religion gap, and that members of his own party will continue to desert him if he doesn't close the distance.


So the Prime Minister talks about Religion. There are problems with this. As already noted, the Prime Minister cannot be sincere. His timing is all wrong. His delivery is poor. The message is muddled. Worst of all, in this case, the Prime Minister isn't very religious, and this is obvious. And having never before made an issue of his alleged faith - having serially played it down, even - he now looks like an opportunist, forever tugged around by whatever the zeitgeist seems to be that day - which is exactly what he is, and what he does. The reason he fears the man he fears most in politics so much is that the man he fears, despite exercising no real power and little direct political influence, is actually good at this game. The man he fears is good at politics, although his policies and positions are self-contradictory, idiotic and spiteful. He is forever stealing a march on the Prime Minister, dragging him around in his wake. He does this to make the Prime Minister look like a weak, silly nonentity, which he is.


The Prime Minister will keep talking about Religion until the man he fears most in politics decides that this has been jolly good fun, but that he'd like to make the Prime Minister twist in another direction, and go charging off after another talking point.


The Prime Minister will continue to tie himself in knots. Sweating, leering.