Sunday, 10 March 2013

Lions and Lasers and Music Oh My! Lionizer Part One: The Interview


By Rhiannon Emery 

(Disclosure: Does not include lions with lasers, sorry)

Warning the following description may feature the use of artistic licence to fulfil a certain bloggers delusions of grandeur.
Performance, comedy act, strip show; Lionizer’s performance could be said to be all these things at their first performance since winning second place in Spaceships December Band of the Month competition. Winning a whopping 135 Votes this young band has shown both high levels of musicianship and persistence in their mission to win against many competing bands who’s followers number in the hundreds (if not thousands). The fact that Lionizer has made such a successful stand against much more established bands suggests that Lionizer is well on their way to musical stardom, or, at least groupidom and eventual alcoholism. I had the opportunity to sit down with drummer Bailey and lead singer Vez to talk about Spaceship, music and nostalgia....

Alright this is Rhiannon with Bailey and Vez from Lionizer. First off congratulations on getting second place in Spaceships Band of the Month competition; I heard the competition was pretty stiff.

Vez: Thanks
Bailey: Yeah that’s one way to put it. We came second place for December and we were up against a lot of good bands, but the eventual winner was Spoonful of Sugar and it turned into a race between us and them for first place and they managed to out us by about nine votes-
Vez: In the last f-ing 20 minutes! We tried really hard, but Spoonful of Sugar had a lot of followers on facebook so I think we did pretty well.
Drummer Bailey Lion and Singer/Guitarist Vez Litten
Bailey: Yeah, overall we’re a bit bummed not to win it, but at the same time Spoon Full of Sugar are a much more established band and they really deserve to be band of the month more than Lionizer who are just fresh on the scene.

Still second place (and the prize that goes with it) is pretty good for a band so fresh on the scene and it looked like you had a lot of dedicated fans...

Bailey: Yeah we really had a lot of fans come out and support us and a lot of friends go the extra mile to promote and share us around with their mates which was really cool to see.
Vez: We also ended up with more votes in the competition then we had likes on facebook so the amount of support we got was pretty incredible.

That’s great! Ok general question number one: How did Lionizer come to be?

Bailey: Lionizer started as an idea between Vez and I when we were playing together in a band called We Build Pyramids. I was asked to join as WBP were winding down-
Vez: and we were like “this isn’t the kinda of music either of us want to be playing, lets do something separate.” So while I was in Europe Aaron would send me song ideas and I would send back lyric ideas and by the time I got back in January we realised we had something pretty solid early on. And Lionizer was born!

So, I have to ask. With both of you coming from strong punk bands why play 90’s Indie rock?

Bailey: Well, both coming from bigger band where your really just a clog in the machine moving to a duo you can’t hide behind other band members and so you really need to stand out more and kinda pull your own weight. So it become pretty obvious early that we needed to strip it (the music) back a bit in places to play something a bit more simple and in our range to start with and as we were experimenting with that kinda style we really liked what we were putting out and that’s basically where it came from. At the same time a lot of our influence is coming from bands that we both really like (such as early Jebidiah and the Weakerthans) and enjoy, the sort of music you want to engage people with, to inspire and get your message across.
Vez: Yeah at the end of the day what you listen to is not necessarily what you want to play. Really it’s more of a matter of picking and choosing what we like from bands we admire and then making that fit our sound.

Spaceships BOM competition was held solely online (and in particular Facebook) do you think an online presence is more important than live gigs these days?

Bailey: Nope.
Vez: I think they’re both important, I think they play very different roles in the music industry. You can have a very strong online presence and still put out a shit live show that no one would want to go to and that doesn’t make you a good band if you’ve got a thousand fans on facebook, but none at your shows.
Bailey: On the local end you’re never going to a be a successful band if your just online-
Vez: Yeah if you don’t get people to your shows you’re never going to get paid, never going to get a following, you’re never going to get people down to see you play and that’s really why we both started Lionizer to begin with.
Bailey: Especially in Perth, though you definitely need to have an online presence because that’s the easiest way for people to check you out. I mean we didn’t start building our online presence until we had are demo ready and songs for people to listen. We’ve noticed that seems to be one of the biggest problems a lot of other bands have who want to play with us or want us to listen to their stuff. When we try and get online to listen to their music there’s no demo or songs to let us gauge just what sort of band they are. I mean we have a couple of tracks on Facebook for free to download, which at times can be a double edged sword with some people preferring to stay home rather than come out to a gig. But at the end of the day everything we do is to get people down to see us shows and listen to our music.
Vez: At the end of the day you really need both otherwise it’s not going to work and you wont get your music out there.

Was there a particular reason you chose to become a duo? Or was it more out of necessity?

Vez: Well we’ve been friends for a while before we started playing together and yeah we’ve had a lot of offers for other instruments (or better players for current instruments) and we’ve turned them all down. It’s not so much necessity it’s more about doing what we do on our own terms and we don’t feel like we need anyone else to add to our music at this stage. As we’ve mentioned before we’ve both come from big bands and it’s alot harder in a bigger band to organise jams, it’s a lot harder to keep everyone happy and it’s a lot harder to organise shows. Whereas now, Bailey and I live together so we can’t really avoid each other and it makes jamming and organising things so much easier.
Bailey: I think also Vez and I have a clear idea of Lionizer as a band, what it is as a sound and the sort of possibilities we want to explore. At the moment we’re just really in synch and we don’t really need to bring someone in to add more to it.

Do you find it a challenge going up against bigger bands or do you think being a smaller group has its advantages?

Vez: I think being versatile is really important. We were just talking the other day about how being a twosome is pretty awesome as we can play both small and large stages which gives as more venues to play at.
Bailey: Being a small band also lets us tailor our sound to whatever our next gig requires. We can be the quiet band in a loud set or the loud band in a quite set, the smallness of our band lets us be more versatile in that regards in comparison to other , bigger bands.

Thanks guys, any closing comments?

Bailey: Just come and check us out, we’re approachable, we play good music, we’re just good fun. Come down and see us or check us out on Facebook for free, we’re very cheap and easy. If you like music come down and check us out. Spread the word!

Check out Lionizers facebook page for regular updates on gigs, singles and much more Lionizer goodness. Lionizer is appearing this Wednesday 
(March 13th) at the Rosemount, a good night out to be had for all.

Sunday, 23 September 2012

Counterstrike Global Offensive Beta First Impressions and Review


Counterstrike Global Offensive Beta First Impressions and Review


By Tim. S


Few gaming series’ have enjoyed such an enduring legacy as has Counterstrike. From its humble origins as a mod released in 1999 for Valve’s hugely successful Half Life, creators Minh ‘Gooseman’ Le, and Jess ‘Cliffe’ Cliffe could have never foreseen the legions of diehard fans that ensued, nor their own ascension to cult-icon heroes.

Counterstrike as a series is something I’ve had a very personal connection to over the years; Counterstrike first entered my life way back in the year 2000, when it was only in Beta 7 release; I was 14 at the time and the Sydney Olympics were all over the TV; from my older brother, I’d heard of a new game, an add-on for Half Life (which I’d only played through earlier that year) which created an unbelievable new experience; after he’d installed it, I couldn’t believe what I saw; an ultra-realistic online multiplayer game played with real people around the world. It was an experience like no other.

Now officially out of Beta phase, Counterstrike: Global Offensive has seen official release across the world, and fans everywhere are absorbing and processing this new experience with wide-ranging feedback reaching extremes on each end, with some players hailing it as the greatest online experience yet, while others deride it as a cheap cash-in attempt on the recent Call of Duty styled gameplay.

For the uninitiated, Counterstrike is an online multiplayer game pitting a team of Terrorists and Counter-terrorists against each other in a variety of worldly locations and scenarios; for instance, one level, set in ancient Aztec ruins involves the terrorist faction fighting their way into a historic site to complete their team objective of planting a bomb, while the Counter-terrorist team must eliminate all the terrorists, and, if the bomb has been armed, defuse it before it detonates.

And wild gunfights. All the time.

Another scenario involves a scenic old Italian neighborhood, where Terrorists have taken a group of hostages; it’s up to the Counter-terrorist team to fight through the Terrorist faction, and rescue the hostages by making contact with them and leading them to an extraction point. The Terrorists must prevent the Counter-terrorists from reaching and rescuing the hostages. As simple as it sounds, further complexities arise amidst a detailed economic system revolving around money earned from eliminating enemies, as well as completing objectives and winning rounds, which allow you to purchase better weapons and equipment. Money is still awarded to the losing team, though not as much. The scenarios take place across a number of rounds on a singular map,

Perhaps equally legendary to the Counterstrike phenomenon are it’s hard-core community of followers, who, irrelevant of other gaming releases and milestones continue to slug it out in the most raw of all Counterstrike experiences; the very first iteration, Counterstrike 1.6 affectionately referred to simply as ‘1.6’. In that sense, I don’t expect the old diehards to warmly accept the latest addition to the Counterstrike family; it’s already experienced significant criticism from the old guard about the new sense of weapons handling, and its new environmental and character designs.

I remember back in highschool, after the seeds of Counter-strike had been sewn throughout, it became commonplace for kids to sneak off during lunch break into the netcafes in the city to game on for the rest of the afternoon; kids would be drawing their favourite guns inside their folders, and discussing new strategies at recess; it single-handedly spawned the internet cafĂ© culture; it brought otherwise isolated people together. It wasn’t always good, numerous stories surfaced about people getting stabbed in net cafes over cases of alleged cheating or ‘hacking’ accusations. However, the culture prevailed, and internet cafes have remained a safe haven for gamers of all calibers since Counterstrike opened the doors for everyone.

A big question I had about the veritable resurrection of the Counterstrike franchise was “What relevance does Counterstrike have in today’s gaming climate?” Gaming has changed in absolutely unpredictable ways since the last iteration, Counterstrike: Source was released in 2004; the overall culture and expectations of online multiplayer videogaming has changed; it’s easy to say that 2004 was a simpler time for gaming, and in some ways that may be true, but in the years that followed, many developments took place- the proliferation of World of Warcraft became something of a black hole for gamers, as well as a rise in networked console gaming, and being on the cusp of release of the Nintendo DS, promising global multiplayer meant that gamers had more choices than ever for their networked gaming fixes; and I’ll admit, I did my fair bit of straying from the dingy estates, the sunset oilrigs, and the sandy dusts of Counterstrike in search of greener pastures; Yet, I always find myself returning, like some kind of homing pigeon, to the series that piqued my interest in networked gaming so long ago.

A major focus for Global Offensive’s firearms was to simulate more realistic weapons handling and ballistics, and it’s worked to great effect; the feel of the weapons is much tighter than in previous iterations, and the general behavior of firearms feels like it’s based off more real-world observations than arbitrary calculations.

He also murdered me. Many many times.

A friend and regular game bud, Disruptr commented to me after his first round that the game felt more ‘aggressive’ than previous iterations, that the combat felt closer and more “in your face” than before, and I tend to agree. A few little changes, like distance fog, scoped weapons having a more limited field of vision, plus most sub-machine guns and shotguns granting significantly higher monetary rewards (and the camper’s favourite – the AWP granting significantly reduced monetary return on kills), as well as the knife’s new ability to potentially grant (extremely lucrative) one-hit kills all attest to the fact that you’ve more reasons than ever before to get right up close and personal.

But I got him! Sorta..

One point I picked up on early beta feedback was that some players felt the environment was too ‘distracting’ or detailed, over previously simpler visual schemes for levels; geometrically, the classic levels have hardly changed from their Counterstrike: Source counterparts, but technologically, Global Offensive showcases significantly improved visuals, sporting highly detailed shadow effects, an advanced lighting engine, high-poly player models and custom, map-specific skins and voice samples for both the terrorists and counter- terrorist teams.

In some ways, the beta feedback is indeed accurate; with higher levels of atmospheric particle effects and distance fog (presumably to discourage ‘campers’ – players who occupy a single location for a prolonged length of time), combined with a more detailed, vibrant environment means that there are potentially more things that can be mistaken as enemies.

However, I don’t think that’s an entirely bad thing- it helps to keep the experience fresh, and gives veteran players something new to learn and process- exactly what do enemies look like? What do environmental artifacts look like? What do decals/environmental skins look like? I think it works to keep things fresh and exciting.

Another element that keeps the experiences of maps unique is the map-specific Terrorist and Counter-terrorist skins and voice samples; this creates a deeper sense of immersion and sense of place than in the previous iterations. Aside from the sense of immersion, the unique player skins actually provide a vital role of differentiating friendly players from the enemy faction, as each side is designed around a specific colour scheme and general ‘shape’ that’s distinctively different from the opposing team; this was personally one of my biggest gripes with previous iterations of Counterstrike, as I’d felt certain player models looked far too similar, and though most servers ran with Friendly Fire set to off (so teams can’t damage each other), this often led to many misfired shots; while this may sound negligible since no damage was dealt, I felt it was actually quite disruptive to the gameplay, as players adopted a ‘shoot everything that moves’ mentality, which risked players being left under-armed to deal with potential enemies approaching, as well as undermining careful target discrimination.

Most CS:GO beta servers I played actually had Friendly Fire switched on, which was met with significant hostility from most players, as those migrating over from Counterstrike Source were far too used to friendly units not dealing damage; and since Friendly Fire on the final release varies from server to server, it’s definitely worth getting your aim right and not shooting everything in sight (use that RADAR, people!).

However, with Counterstrike Global Offensive it isn’t all praises I’m singing; infact, there’s a few incredibly frustrating elements of the game; firstly, at the time of writing this there’s been no major distinctions between the pre-release Beta, and the commercial release; though there’s been some tweaks to the weapons handling and recoil patterns, flinching/aim punch when damage is taken, as well as improved netcode and a creative slew of selectable punishments for team-killers; the game just doesn’t feel substantially progressive from its Beta form. No new weapons, no new skins, no new modes, maps, or anything.

I was hoping from release that there would at least be some new maps (hell, not even NEW maps, just some recreations of old fan favourites would have sufficed); instead we’re stuck with the eight ‘Classic’ maps (recreations of six defusal maps, and two hostage rescue maps), and eight ‘Arsenal’ mode maps. As I mentioned above, I didn’t care for the Arsenal modes; it baffled me why Valve chose to include this server mod as an official game mode, while ignoring one of the series’ most unique gameplay modes – Assassination. I don’t get why this mode has never resurfaced since its humble origins in the original Counterstrike’s Beta (with five maps, cut down to only as_oilrig in the final release).

This sight still breaks my heart

Counterstrike was the game that changed the face of networked videogames; it brought people together, it introduced an unprecedented level of precision and tactical response never before seen in games, and has secured one of the most devout followings of all time.

How does this stack up now, 12+ years after the original release of the game that changed the world? At the end of the day, you can’t reinvent the wheel that is Counter-strike, though you can recast it with new alloys, retread it, or replace the rubber altogether with a much smoother driving Kevlar blend. It drives smoother, feels better and looks nicer, though not essentially a fresh experience.

With the resurrection of Counterstrike, I hope we can look forward to a fresh beginning, a new Counterstrike experience with ongoing developer and community support, the same kind of support that Valve juggernauts such as Left 4 Dead 2 and Team Fortress 2 have enjoyed. I can only hope that soon, new content packs will emerge addressing the limited map roster. The new weapons are a welcome addition and handle nicely. I can only sit and wait in anticipation of what brave new directions the series will take with this new breath of life. 

Monday, 20 August 2012

Vampires are among us and for once don't sparkle!


V Wars, by Jonathan Maberry


After the over-saturation of Vampire genre books in bookstores around the world as I reader of the fantasy/horror genre had lost hope that the vampire genre would ever rediscover its gritty fear-invoking night creatures from the grasps of sparkly Christians and HBO. However, as soon as I picked up this book I knew it was different. For one it is not just the work of one author, rather a collection of intertwined short stories, which are divided into sections and spread about the book to provide a more immersive timeline and experience. Respected Sci-Fi/Fantasy authors such as Scott Nicholson and Yvonne Navarro grace this books pages and each story illustrates the global and individual impact of this Vampire War. The premise of the collection is that after eons locked away in polar ice a new (to humans anyway) virus sweeps across the globe activating ‘junk’ DNA in a small population which turns them into the stuff of legends (and nightmares). This book contains no Dracula with sweeping cape and aversion to garlic instead, to reflect the overwhelming genetic diversity in our species the virus manifests itself in different ways, from a semi-traditional vampire to werewolves to hopping shape changers.

What really separates this book from the average and unappealing vampire novels lining book shelves is that it’s not just a story of humans vs. monsters it’s a story of struggle; in both a physical sense of transformation and accommodation of our most frightening nightmares into the everyday, but also a emotional struggle as some who are infected become rampaging monsters whilst others become saviours or just try and live their lives as before. This book doesn’t bother with the classic good or evil chestnut, but rather what makes a person good or evil. Overall the stories are wide ranging and gripping, with action, great dialogue and believable characters, each story has a unique perspective on the V Wars and they range from the epicentre of the infection, patient zero to how countries deal with this new ‘threat’ in their own borders. This book is a must read for anyone who needs to be reminded of what made the original Dracula so great and anyone who wants to begin, or revitalise their love affair with the fantasy/horror genre.

By Rhiannon Emery

Monday, 11 June 2012

Piranha 3DD Movie Review


Piranha 3DD Movie Review

 

2012, directed by John Gulager

 

Reviewed by Tim. S


About two thirds into the film, David Hasselhoff says to himself “Welcome to rock bottom” just before announcing the opening of the fictional, and ill-fated ‘Big Wet’ water park. This tongue-in-cheek quip not only illustrates the general feeling of watching this film, the ensuing chaos further illustrates the dismal train-wreck this rebooted franchise has become.

Tastelessness is a consistent theme through the film, and it ends up leaving a more of a sour taste in your mouth as you go through the film. The first film was notorious for its graphic depictions of dismemberment and death, where as this time around the violence is somewhat toned down, while the sex dial has been cranked to 11, and it only hurts itself in the process.

When your film's only redeeming quality is gratuitous toplessness, you're in trouble

The film plays out in a highly predictable fashion, and doesn’t leave much to the imagination. However, where horror films challenge our expectations, this film instead gives us jarringly inconsistent queues of poor taste humour spliced in with the unfolding carnage. It just leaves you feeling uncomfortable more than anything else.

A sequel to Piranha 3D? Great Scott!

The film is plagued with numerous technical inconsistencies and improbabilities; though if I bitched and moaned about every film’s inconsistencies with physics and human anatomy I’d never stop, so here are a few of what I considered to be this film’s worst offences:

A scene involving one of the couples’s skinny dipping in the lake; the girl (who was previously revealed to be a virgin) feels something touching her lower body, and assumes it’s her boyfriend. We’re shown through underwater shots that in fact juvenile piranhas are circling her. We see one making a rapid dash towards her vagina, and she displays a sense of unease and discomfort, and promptly leaves the water. It’s unclear exactly what’s happening here, but later on when she’s having sex for the first time with her boyfriend, she displays signs of increasing discomfort as we see something moving in her abdomen, only moments later to have her lover withdraw his penis in agony as he reveals at least six inches of piranha with its teeth firmly gripped over his junk. I couldn’t figure out exactly how she didn’t notice six inches of spiny, prehistoric carnivorous sea life writhing uncontrollably in untouched territory. Maybe that’s just how she imagined sex the first time would be, whatever.

I was confused as to whether this was intended as slight against her implicitly cavernous reproductive organs, or whether the piranhas had some fascination with mammalian gestation and reproduction routines. It’s never explained in any sense exactly WHY the fish chose to inhabit her nether regions, or how it even survived there for as long as it did without any oxygen. I felt that this scene could have functioned well as a plot device to have the kooky marine biologist (Christopher Lloyd) make some wacky explanation about their extraordinary adaptability to survive in any condition, but instead the scene is just passed off as a cheap vagina dentata shock moment, which felt really strange to me since the very opening of the film depicts a sort of intra-orifice gestation of piranha larvae within a floating bovine carcass. The opportunity was right there to push the scientific explanations, but I’m giving this film too much credit just by considering that possibility.

This gross anatomical inaccuracy was almost enough to make me leave this film right there. Not because I’m worried that one day when I’m getting cozy with my lady I’m going to get my junk bitten off, but because it essentially illustrated what’s wrong with so much of modern films and television; shock for the sake of shock, and breasts for the sake of breasts.

Getting people wet is hard work when it's not the wet season

The other plot point about piranhas entering the pool through a well pump also makes no sense; any pump of industrial capacity would be fitted with numerous filters, as you’d be collecting much more than just water- what about all the earth matter that’d get sucked through the system? It’d clog and stop working pretty damn quick without some kind of filtration system, but of course being that logical would ruin the entire premise of the film.


There seem to be unclear definitions of the relative size and density of the piranhas; one scene depicts them destroying timber planks of a jetty occupied by two girls, while another scene depicts one breaking through, of all things, the concrete lining of the pool. Exactly what the piranha was doing embedded in solid concrete is beyond me, but after that I half-expected to see a piranha erupting out of their car stereo on the drive home. Oddly enough, the piranha is strong enough to break concrete with its bare face, yet when male protagonist Barry hurls his flimsy trash collecting stick at the large, spiny fish, its head is penetrated instantly. Probably the worst scene for defying the accepted laws of locomotion and biophysical movement was the final scene showing a child, filming an near still piranha approaching on land, to getting decapitated by it leaping forwards and gaining apparent light-speed velocity (yeah, I’m aware of how stupid this all sounds too). It just… doesn’t happen.

Sadly they don't look much better than they did in the first film either

I’m not fazed by blood spraying everywhere, or giant bouncing breasts filling the screen, as long as there’s at least a semi plausible reason as to why it’s all happening. Rambo (2008) was one of the most graphically violent films of recent years, and for good reason- the film is a war movie illustrating the horrors of life under the crushing iron fist of the Burmese military junta. We don’t watch that movie expecting a nice, sanitized cakewalk. We know going into it that we’re going to see some of the most disturbing, anatomically accurate dismemberment and disembowelment that cinema can bring, for the purposes of illustrating the ongoing problems in Myanmar.

You might also expect to see some cleavage or breasts in a screwball teen comedy, usually to illustrate the singular focus of the bumbling male protagonists. Speaking of breasts… There’s loads of breasts in this movie. Like, heaps. You won’t get a shot of the water park without catching an eyeful of some woman’s inflated assets, more often completely exposed than not. Hell, there’s even several shots of full frontal nudity to top it all off too. You’d think this film was conceived by socially awkward adolescent males. 

This publication is not set to 18+ so some of these picturess are censored. But you all have imaginations anyway.

Now, I’m not a prude and I’m not offended by this, but compared to the first film, it’s just absurd. It almost feels like an afterthought, as if the crew watched a rough cut of the movie and thought “God this is awful, better add a whole lot of tits and maybe people will like it.” At least in the first film, the provocatively presented women functioned as an illustration of both the hedonistic nature of the lake setting, and as a means of characterizing the eccentric pornographer character. 

Boobs. Your argument is invalid
 
What the first film was in gore porn, this film is in actual porn. There’s just nudity for the sake of nudity this time around, and it cheapens the film to a new low. The gore is actually toned down this time around- it doesn’t focus on the minutia of gory injuries and dismemberment like the first film did, instead opting to show the overall larger spectrum of injury and death.

A little late for CPR, buddy.
  
The film is also plagued by highly ineffectual, weak characters; it’s hard to tell if you’re meant to care about any of them. Coupled with the ridiculously similar-looking male and female cast of beach-perfect bodies, peroxide hair and absurd pretty-boy/beach babe features makes you feel like you’re watching that episode of Beverly Hills 90210 where they all go to the summer wonderland and get attacked by killer fish.

The character of the sleazy stepfather isn’t even remotely likeable, nor does the film make any attempt to cast him in any other light than a one-dimensional sleazebag. A standard trope for a character like this is for them to have some mildly redeeming quality, or at least in the throes of death to bequeath their final lamentations “…I only wanted what’s best for you Becky, nothing else.” *Choke* *Gasp* *Dead*. However he’s constructed as a one-dimensional selfish douche whose unceremonious decapitation reveals that he seemed to suffer from some kind of congenital defect in his cardiovascular system, resulting in 90% of his bodies’ blood volume collecting in his neck, judging by the ridiculous quantity of red stuff. Even if he hadn’t died here, its unclear how much longer he’d have lived with this crippling disorder. But it’s not even over yet- his disembodied head is catapulted right into the loving bosom of… bosoms. Yep, a pair of big ol’ breasts catches his disembodied head, which promptly enjoys one hell of a motorboating before being thrown into a pool of piranhas- a woman may or may not have been attached to said breasts.

This picture actually sums up the movie if you think about it. Or don't.

 Coupled with the generally unlikable characters, the casting leaves something to be desired; there’s a lack of A-list talent in the film, with the most well-known names (Christopher Lloyd and David Hasselhoff) being relegated to minor, or insignificant roles. Having said that, it was great to see Christopher Lloyd back and playing another kooky scientific character; these types of roles just fit him so naturally. David Hasselhoff on the other hand felt extremely awkward, playing a parody of himself in a horror comedy with the chaos unfolding makes you unsure of exactly what you’re watching- Are you meant to laugh or be shocked?


Decapitation's never been funnier.

Deputy Fallon (Ving Rhames) returns from the first film, as does the camera man from the pornography set. However they only receive a minor role. It was great to see some returning cast from the first film, though it would have been far more poignant to follow their journey, both through the psychological trauma following the events of the first film, and what brings them back to the scene of the unfolding chaos. However, I think I’m giving this reboot franchise too much credit for potential character development, especially with a title like ‘Piranha 3DD’, Gulager’s clearly not a stickler for subtlety.
 
In conclusion, is it worth seeing? I wouldn’t say so. However, it does give me a new appreciation of the first film- that movie actually looks half decent when compared to its train-wreck of a sequel. Plagued by logical flaws, sub-par visuals, unsatisfying casting and tacky special effects, I’d say you’re not missing anything. I think my favourite part of the film would be the blooper reel during the credits; you get a sense of just how ridiculous the actors think the film is. If you want to see loads of breasts, the internet has you covered. If you want to see blood and guts, watch the first film.

Thursday, 17 May 2012

Chrono Trigger: A retrospective Review


Chrono Trigger, a retrospective Review

1995, 2008 Squaresoft, SquareEnix.

 


Reviewed by Tim. S


Chrono Trigger.... The name itself invokes grand visages of transcending aeons in a single bound; leaping boldly through time and space in an attempt to right the many wrongs of history, and perhaps learning a little something about life’s greater meaning along the way. This is not only one of the Super Nintendo’s greatest titles ever, it’s also one of the greatest games ever made. That fact simply cannot be overstated, as complete top condition copies of Chrono Trigger command insanely high prices on online auction sites with even plain, average condition cartridges still demanding a respectable sum.

Now, living in a PAL territory has meant that I was denied the privilege of this 16-bit masterpiece as a child, so if it wasn’t for the miracle of emulation, I’d have never experienced the phenomenon that is Chrono Trigger as a teenager. I played this game completely, from beginning to end. I laughed, I cried, and by the end of it I’d walked away feeling a little richer as a human being.

Even though that was only eleven years ago, it feels like aeons have passed since then; much like the characters in the game itself, I’d gone through time, learning much about life, about people, growing stronger, wiser and smarter. I had figured out much about life, relationships and the world. I too had laughed and cried, experienced joy, pain, suffering and loss. I’d all but forgotten about the magic that was the Chrono Trigger experience, and the thought of ever doing a complete playthrough was a distant thought at best, until…

One day, on a whim I plugged ‘Chrono Trigger’ into an online auction site, and after flicking through a couple of listings, I laid eyes on the unthinkable…

Not pictured: Common sense by Nintendo standards

Yes, it’s exactly what it looks like. Somewhere, the gods of Nerdism have smiled upon me and blessed us with a PAL reproduction cartridge of Chrono Trigger (this package also included a reprinted Chrono Trigger box, while the print was high quality the cardboard itself felt a little soft). The cartridge itself is painted black with what feels like high quality paint, while a lovingly recreated PAL version sticker adorns the frontage of the cartridge. But the all important question is, does it work? You bet it does! This bad boy fired on the first pop, and it works just as well as any NTSC original I’ve laid hands on.

The signs were all there, the time was right, as if The Entity itself beckoned me from beyond the 16-bit visage, because it knew as well as I did that somewhere in that binary storm, somewhere in the cycles of that 65c816 processor lied a part of me, a piece of my soul crystalised within its grey plastic exterior. Yes, I had returned, the prodigal son to his rightful lineage. I had returned to finish something I’d begun before time itself.

From the heavenly melodies played through the SPC700’s modulation matrices, I’d known I’d stepped back into a time long gone; a time when life made sense, a time before HDMI, before enormous flat-screen LCD and Plasma televisions dominated living rooms, a time before ADSL, a time when Windows 95 brought us into the realm of consumer-level accessibility for computing, and the flame that was DOOM burned harder and brighter in the hearts of gamers worldwide than any computer game before it.

Yes friends, this was a turbulent time indeed. The 80’s were gone and the 90’s had ushered in a strange, scary new world of gaming. There was however, a sense of optimism. After the video game crash of ’83, questions were raised as to whether this fledgling industry could ever succeed, but by 1985 just as the prophecy foretold, a savior would rise from the ashes and bring justice to the world. That savior was Nintendo with its revolutionary home console, the Nintendo Entertainment System, which ushered in a new golden age of videogaming glory. Nintendo’s impact was unparalleled, as it spanned the globe from East to West touching lives, hearts and wallets on its way through with its memorable library of what would become timeless classic videogaming series such as Super Mario Bros, Metroid, The Legend of Zelda and Contra.

With the advent of rival Sega’s 16-bit console, the Genesis (or Mega Drive here in PAL-land) questions were raised if Nintendo could recapture its magic and deliver another stellar console gaming experience. A few months before Christmas 1991, buoyed by the success of its predecessor, the Super Nintendo Entertainment System hit stores across the USA, and would go on to sell over 20 million units there. Despite a relatively small library of launch titles, these titles (including Super Mario World, F-Zero and Pilotwings) would go on to receive high critical and commercial acclaim, and continue to hold legacies of their own. Shockwaves from the impact of Nintendo’s ashen juggernaut would be felt for years well beyond its life span; its legacy no better illustrated than through the prolific emulation culture that spawned shortly after the release of the successor to the SNES – the Nintendo 64, which officially ushered in the first era of three-dimensional console gaming.

However, the world of gaming never forgot the Super Nintendo, and its iconic association with the decade known as the 90s. This console was synonymous with so many elements of childhood; the school holidays, going to rent out a game from the video shop, having a friend come over to play through the game with you while you gorged yourselves on popcorn and chocolate. You’d occasionally take a break to watch Star Wars on VHS, then maybe go ride bikes somewhere together because your mum would hassle you about how “it’s so nice outside”. I think a little of our simpler times of life are captured somewhere within this console’s pallid exterior. Even now, I find myself engaging in lengthy conversations with others who also reminisce over their Super Nintendo collections they held in their youth about our favourite games, memories and other bits of retrospective banter.

Sure, maybe I’m living in the past a little here, but compared with the predictable cookie-cutter triple –A Call of Duty titles we have today, I find stepping back in time to be so refreshing- being able to step back to an era when games stimulated our imagination without the use of super-poly count modelling, anti-aliasing and antistropic filtering. A time where imagination was everything, when we didn’t need HDMI graphics or 5.1 surround sound to have fun. A time when developers took risks and we loved them for it.

In lieu of that major digression, we enter Chrono Trigger. Returning to this title after so long effectively opened a timewarp in my living room; I was sucked back in time to simpler days; indeed, the chunky font adorning the game’s dialogue, and its unique style of letterboxing was definitely something designed to suit the optimal screen displays of the time- CRT televisions that sat on the opposite end of the room to you.

I also dropped my keys in there
 
Speaking of displays, let’s talk about the graphics of Chrono Trigger. By 16-bit standards, the visuals of this game are nothing short of masterfully crafted beauty.  Each era has its own unique visual style and colour scheme, so revisiting the same locations even in different eras always feels fresh and appropriate. Going back to prehistoric times yields rugged mountain ranges, lush primitive forests and fiery volcanic terrain. The dark ages presents a dialectic clash between a ‘washed-out’-looking, perpetually stormy and hostile ‘earth world’ against a serene, halcyon ‘sky world’ occupied by the Enlightened. The middle ages shares similarities with the present, though replacing much of the brickwork and textiles with earthy wood tones. The post-apocalyptic future is appropriately bleak and hostile, featuring a dead, desolate grey landscape populated with the decaying ruins of former metropolitan superstructures, rusted and filthy survivor hideouts and hostile factory grounds.

Each era has its own unique art style
  
Aside from the brilliantly constructed ambience, the sprite art and character designs are delightfully detailed; Freelance artist Akira Toriyama, best known for his work designing the characters of Dragonball Z is responsible for the character art and design; the animations look superb for the 16-bit machine, even showing off detailed shadow rendering coupled with each character’s animation frames. The enemies are also equally detailed and the boss fights are truly a spectacular sight. Chrono Trigger also sports some amazingly rendered cutscenes; notably a scene showing Frog unveiling the power of the Masamune sword, another scene showing the arrival of Lavos on the planet, and a truly spectacular scene showing (should the player choose to) flying (and crashing) the time machine right through the outer shell of the final boss. However, my guiltiest visual pleasure with Chrono Trigger comes from the amazing spellcasting animations. The real magnitude of power you wield within the sorceries you command is perfectly captured, as you get a full sense of the destructive forces held at your fingertips. Overall, Chrono Trigger absolutely pushes the envelope of the humble 16-bit hardware to new levels, and it looks absolutely beautiful for it. Speaking of beautiful…

Chrono Trigger features one of the most breathtaking soundtracks not just of any Super Nintendo game, but of any game ever made. Primarily penned by Yasanouri Mitsuda with contributions from veteran Final Fantasy composer Nobou Uematsu, Chrono Trigger features music, and indeed a soundscape of utmost dynamism, emotion and texture. From the opening scene’s depiction of grand, sweeping landscapes, dramatic battle sequences and transcendence of time and space, you are accompanied by a grand, sweeping orchestral piece that feels as if it’s warping the very fabric of time and space around you. From the outset of the game, as Chrono awakes to the call of his mother, we’re accompanied by a warming major scale composition. Venturing through the Guardia Forest brings a calming, low-tempo melodic piece that you’d probably want on your iPod next time you go bush walking. When exploring the stygian ruins of the post-apocalyptic future, you’re accompanied by a slow, unsettling choir piece with a low, menacing bass line. And with a mournful recollection, or the heart-rending scene of Chrono’s team returning to his mother (who can’t find the heart to tell her the truth of his demise), a tragic minor melody lead plays over gentle strings while we struggle to figure out just WHY he had to die like that. There’s something truly special in the soundtrack to Chrono Trigger, and to anyone who hasn’t played the game, or hasn’t the time to play the game then I strongly urge you to pick up the music; it’s as timeless as the emotions they conjur. There’s also the legendary retrospective easter egg in Robo’s theme… Well, just have a listen and see if you can figure it out.

One of the revolutionary aspects of Chrono Trigger’s gameplay came from its combat engine; unlike the majority of previous Squaresoft RPGs (the Final Fantasy series), battles are not random occurances that take place in a combat subscreen, but the enemies appear as visible, moving sprites on the screen; upon contact with an enemy sprite the party will be engaged in a turn-based battle that take place upon the ground you currently occupy (similar to the live action battles of Squaresoft's recent hit, Secret of Mana). This feature opens up the opportunity for creative attack patterns; certain ‘Tech’ attacks will hit all enemies on a straight line, others will strike all enemies within a certain radius of the character, and others will hit absolutely everything irrelevant of other factors.

Also known as the 'Every-freakin-thing Dies' button
  
The skills division between the playable characters is precisely fine tuned; Chrono (who leads your party for most of the game) is essentially an all-rounder with powerful physical attacks, average-strength Lightning-based magical attacks and decent speed and defenses. 



His present-era female cohorts Marle and Lucca aren’t as physically tough, fast or defensive as he is, but still hold their own in combat with powerful magic skills in Water and Fire magic respectively, as well as other powerful offensive and defensive Techs/magic. 




Hailing from the post-apocalyptic future is Robo, featuring powerful physical attacks, strong defense and though not very fast, he wields a wide variety of techs, with some sufficing as Shadow magic, while others rely on brute force. 



From all the way back in Prehistoric times comes the Ioka village chief Ayla; she is, hands-down the toughest character in the game with her strength, speed and endurance stats maxing out before anyone else’s. However, as the classic ‘brawler’ character, she has no magical capacity and all her Techs rely on brute force. 



Finally from the Middle Ages, hail the medieval hero Frog, and his arch-nemesis Magus. Whether Magus joins your party or not is something you will get to decide later in the game (though there’s no reason not to, unless you’re after a specific ending, but we’ll get into that later). Frog fares closely to Chrono in terms of combat stats- he’s strong with good physical attacks, decent magical defense and offense, relatively quick, and in possession of Water-based magic. 

Finally, Magus offers genuine Shadow magic to the party, and is an immensely powerful asset in battle with powerful spellcasting abilities, strong physical attacks, powerful defense and good protection from magic, though his major drawback is in not having any naturally occurring double or triple-Techs to utilize with the other party members.

The combination of characters you choose in your adventuring line-up will lead to unlocking new abilities known as “double techs” or “triple techs”- these are Tech-moves that require two or more members of your combative line-up to be ready to attack. They’re immensely powerful attacks that combine the attributes of both for either devastating damage to the enemy, or powerful healing assets on your team.  In the interest of unlocking all tech combinations it’s generally good practice to mix things up with your active line-up; fortunately this is made super-easy by having a single-button push to take you to a line-up screen where, at any point in the game you can swap out your line-up for any of the other heroes who sit idly by at the End of Time, waiting for you to summon them. 

While idle players still receive experience points won from battles, they will not receive any ‘Tech points’, which contribute towards the learning of new skills and magic spells. Additionally, certain events will only occur when a particular character is present in your party, and some NPCs are more responsive to some characters than others. The constant growth your characters experience and the new skills they gain really helps keep the experience fresh throughout (even if you "Tech-level-crunch" like I did at points, you’ll still need to be creative in your application of said Techs, and in figuring out effective double and triple-Techs).

In terms of the worlds you explore, and dungeons you crawl, it all feels very nicely paced- Presuming you level up at a steady rate, and don’t level-grind or avoid combat, you’re likely to have a challenge that grows stronger as you do; the enemies become more powerful and the bosses more threatening. 

There are points where the game’s direction feels a little cryptic, and you’re sometimes unsure of what to do next or where to go. Even with the Guru of Time acting as a guide, he’s not always as clear on things as to what modern gaming has accustomed us to come to expect. However, I personally find this somewhat refreshing- Video games today seem to really hold your hand from beginning to end, pointing out exactly the path you’re expected to take, showing you every pick-up and power-up along the way, and leaving you with a false sense of achievement. And if you slip? Don’t worry, there are check-points every five seconds. 

So you can safely suffer obliteration
  
There’s none of that here; the directions are minimal and sometimes cryptic, so when you figure it all out, you actually feel like you’ve earned that kick-ass sword. The game also feels accommodating to these moments, as most dungeons aren’t more than three or four screens long, so getting lost is next to impossible, and even with larger and more complex areas (like Mt. Woe) you’ll usually be supplemented with a Save space, so you’re never too far from a chance to put it down and pick it up again later.

In terms of replayability, Chrono Trigger is indeed a rare case in the history of Role Playing Games, in offering players several reasons to replay the game, thirteen reasons in-fact! Chrono Trigger offers players thirteen possible endings, depending on at which point you choose to fight the final boss. 

Naturally, on your first playthrough your characters will be too weak to make any real difference in a premature boss fight, but after your first successful completion of the game, you’ll be offered a “New Game+” mode where you can begin a new game while all your stats and equipment from a designated save file are rolled over. 

Who'd have thought the end of all existence could be so placid?

 The only real reason to do this is to see all the possible endings, as most of the game will be an absolute push-over with your overly leveled-up characters and equipment (for instance, on your first playthrough, one particular boss fight plays out as a scripted loss; if you’re able to defeat him in “Newgame+” mode, a new ending will resound). 

In saying that, the first playthrough feels very nicely paced in terms of difficulty; if you’ve been paying attention to your equipment load-out and what the shops are offering, you ought to be pretty well equipped to deal with whatever threats come your way. But don’t expect Chrono Trigger to hold your hand throughout- You’ll occasionally be tossed hints and tips on what to do, but at the end of it all it’s up to you to put all the pieces together.

In a larger sense, Chrono Trigger’s true replay value is something that transcends beyond the plethora of endings it offers; this is a game worth coming back to every few years, so you may re-envisage life in a simpler time, re-live those timeless memories, and those valuable lessons you learned. Because in the world of Chrono Trigger, much like life itself, time is fleeting, and at the end of the day all you have are those wonderful memories.