Retrospective: Resident Evil (2002)

Welcome back! As promised, this is the kick-off of our next retrospective series! This time we’re going to tackle the live-action Resident Evil film franchise (as a result, the Capcom CGI films Degeneration and Damnation won’t be covered, although I’ll probably give them each a very short review at the end of the series). And since we’re going to be covering a video game movie franchise, I thought it was appropriate to mention some of the current events in gaming before we dive head-first into these retrospectives. First off, as I mentioned in a previous post, I thought that Microsoft was testing the waters by leaking the restrictions on used games and required internet connection to Wired rather than announcing them in their press conference. Turns out I was wrong (mostly anyway).

Most of you have probably already heard this by now, but it would seem that Microsoft have waffled and are now placing the used games restriction in the hands of publishers. The online verification thing is sticking as well, although it is a 24 hour verification (or every 1 hour if you’re logging into someone else’s XBOX ONE). This might be forgiven if the system was priced extra-cheap, but it’s going to be $499 (with Europe and Britain getting shafted by exchange differences). I hate to be an obnoxious fanboy, but right about now I’m extremely glad that I am a PlayStation lifer: my first console was a PS1 and I’m probably going to stick with them out of misguided brand-loyalty forever – even if the shoe were on the other foot in this instance. That said, the only real negatives I’m seeing about the PS4 right now are that online multiplayer requires a PS+ subscription and that the system is HDMI-only… both of which are features of the XBOX ONE anyway and so wouldn’t be a deal-breaker. In any case, I’m getting really freaking excited for the next generation of gaming consoles, enough-so that I’ll probably be pre-ordering a PS4 soon.

Alright, enough of that, time to get to Resident Evil. The Resident Evil film franchise is the most financially successful movie series based on video games, having brought in almost $1 billion between the (thus far) 5 films. With a 6th film in production it is likely to surpass that mark, which would make it one of the most lucrative franchises of all time. Of course, money isn’t everything – despite its successes, the franchise has a rather… uh… toxic critical reputation to say the least (which we will, of course, be covering over the next couple weeks). In this entry, we will be discussing the first film in the franchise – 2002’s Resident Evil. This film has frequently been labelled as one of the best video game adaptations of all time, usually being brandied about alongside Silent Hill, Mortal Kombat and Tomb Raider. Are these accolades* justified? Read on and find out…

Going for the sex appeal are we, marketing-types? Very smart move. I also really love the colours here, they blend very nicely.

In the early stages of production, George A. Romero was in charge of writing and directing Resident Evil. Yes, that’s right – the man who invented the modern zombie in Night of the Living Dead and perfected it in Dawn and Day of the Dead was supposed to adapt Resident Evil into a film. Of course, the man was almost 15 years removed from those films at the time, but the prospect of him returning to the zombie genre was certainly an exciting one. At the time he had not returned to the genre in quite some time (and would not until the release of Land of the Dead in 2005), and so his involvement was one that generated much interest.  Romero was apparently planning on making a fairly close adaptation of the first game in the series, using characters from the game (Chris Redfield, Jill Valentine, Albert Wesker, Ada Wong, Barry Burton and Rebecca Chambers). For whatever reason, Romero was fired (apparently the hardcore gamers would bitch about deviations from the plot and newcomers wouldn’t be engaged) and the film went into development hell. If you’re interested, you can actually read the original draft here… I haven’t, but if you have/do then let me know how it was in the comments.

At some point, Sony approached Paul W.S. Anderson to work on the project. Anderson was almost certainly approached for his work on the relatively successful Mortal Kombat film, and soon was both locked as both the writer and director for Resident Evil. At the time Paul W.S. Anderson wasn’t quite the hack he’s considered today (he wouldn’t release Alien vs Predator for another 2 years, and he was still living off the good will of the first 2 acts of Event Horizon), and so the decision wasn’t too troubling. Oddly enough, Anderson decided to move even further from the original story than Romero, with only the Umbrella Corporation, the mansion and monsters connecting the film to the video game series. In his own words, “under-performing movie tie-ins are becoming all too common and Resident Evil, of all games, deserved a good celluloid representation”… which basically translates too “the best way to adapt a video game is to not adapt it at all”. I’m not entirely against this line of thinking, but the movie risks alienating the core audience if it fails to “feel” like the source it’s claiming to be an adaptation of. Of course, there has to be a balance – for example, how awful will the Uncharted movie be if it’s a direct adaptation of the first game? Just make a new, well-written adventure story starring true-to-character representations of Drake, Sully, Elena and Chloe. Similarly, Metal Gear Solid: Philanthropy managed to be an awesome fan film just because it captured the fundamentals of the source without being a direct adaptation of it. Many video games have perfectly serviceable plots which can be translated to screen, and Resident Evil was one of them in my opinion.

Also worth noting is that Paul W.S. Anderson was gunning for the movie to get a PG-13 rating. Yes, you read that right – a movie about cannibalistic zombies and monsters with no skin butchering people sounded like a fun time for the whole family. This sort of ties into my previous point as well – the Resident Evil games are fairly violent. Each game has a screen which warns you that there’s violent content and therefore appropriate only for adults. Hell, the game’s ESRB rating is “M” (not that anyone seems to follow that). Luckily they ended up going with an R-rating (a fairly tame one at that), but I had the same sort of problem with the recent World War Z – how do you justify making a movie about people getting violently torn apart and cannibalized and make it PG-13? You end up having to sanitize it which just cheapens the experience and practically ensures a bad product. I’m not usually someone who pushes for R-ratings like some others I could mention (would The Lord of the Rings really have been improved with an R-rating? No, no it would not). However, zombie movies they really do require an R-rating because the staples of the genre involve visceral violence and gore – taking those out with discretion shots tends to not work.

Anyway, when production began in earnest, 2 fairly big names signed on in lead roles – Michelle Rodriguez (who had been making waves as a beauty in Blue Crush and The Fast and the Furious) and Milla Jovovich (at the time, probably most famous for The Fifth Element). There were some more minor male roles of course, but these were the big two, as evidenced by the poster for the film. As a result, the movie was marketed as “sexy chicks kill zombies”. In fact, I can actually remember seeing a commercial for the film as a little 12-year-old kid, where the crux of the marketing campaign was basically “see this movie because a girl in a slinky red dress slow-motion kicks zombie dogs in the face, Matrix-style”. Oddly enough, that’s actually more appealing to me now than it was back then…

Ahem… so we’ve got pre-production out of the way, but was Resident Evil any good? Well, let’s talk about the plot first… or lack thereof. Resident Evil (and its sequels) are notorious for their shallow, illogical plots and this fact became evident in the first film. Put simply, a zombie toxin (the T-virus) gets released in an underground facility owned by the Umbrella Corporation called The Hive. When The Hive’s AI unit, The Red Queen, locks the facility down, Umbrella sends in its own private military unit (plus a couple civilians they decided needed to tag along) to infiltrate The Hive and shut down The Red Queen… of course, this releases the zombies. Based on that short rundown, can you spot a few major flaws? Like, if the AI locked down the whole Hive, why do they have to send in a PMC to investigate? Can Umbrella not communicate with The Red Queen directly, or maybe check security footage? Don’t they have failsafes or something? When they reboot The Red Queen, why can’t she just lock down the facility again? Why can’t The Red Queen warn the Umbrella Corporation that there are zombies inside? And probably most importantly why would they take civilians into The Hive with them!?! Is their m.o. to reveal Umbrella corporate secrets to damn well everyone (especially since one of the civilians turns out to be an NSA agent)?! Basically, the whole plot’s just a thin pretense… like a video game, minus good gameplay to make up for it.

No, touching your joystick does not count as “game play”.

Then there’s Alice, Milla Jovovich’s character, who is basically just a convenience. When The Red Queen locked down The Hive, she also releases some sort of stun gas which causes amnesia… for some reason, she also releases this at the Umbrella Mansion (despite it being kilometers away from The Hive), causing Alice and her fake-husband Spence to lose their memories. As a result, this allows Paul W.S. Anderson to seed us new information and skills when it’s convenient to the plot, to add some “suspense” and to allow characters to spew exposition at her. Need to suddenly deal with zombie dogs? Oh goody, I just remembered that I know martial arts, now I won’t be just a bystander all the time. There’s also the fact that Paul W.S. Anderson seems to do whatever he can to get Milla Jovovich naked – there are 3 separate scenes where she’s either completely naked or almost naked (her introduction where she’s knocked out in the shower, a flashback sex scene and the end of the film where she wakes up in a hospital). You’d almost think that Paul W.S. Anderson had a thing for her… of course, we’ll get to that in good time.

Speaking of Alice, the characters in the film aren’t very well drawn, or acted for that matter. No one really has anything to work with, but I felt that Michelle Rodriguez did a particularly bad job (which is unfortunate because in her later films she is an effortlessly badass bitch). The one major bright spot in the acting department though is Colin Salmon as James “One” Shade, the leader of the Umbrella PMC. His character is AWESOME, but dies way too early. To be fair this was a fairly clever curveball on the part of Anderson, but considering how weak the other characters were it was a bad move to kill off his best character. There’s also the fact that his death scene is pretty badass and definitely a highlight of the film.

Partly because of the weak script, Resident Evil just plain fails as a horror movie. I know that Paul W.S. Anderson can create suspense and horror – Event Horizon was really successful in this regard, at least until the 3rd act at which point it went off the rails. Unfortunately, he just plain failed to do so here, thinking that he can scare us by kicking a can off-camera a few times (hint: it’s not working). In fact, the first 40 minutes are rather boring because we’re supposed to be getting connected to the characters and getting scared by what’s happening, but fails on both accounts. The movie also suffers from using CGI on some of the monsters. I can understand having to use CGI to represent a Licker since it’s a pretty grotesque, out-of-this-world being, but the effects are just really cartoony and plastic. To make matters worse, they’re intercut between shots of an animatronic Licker which just reinforces how bad the CGI is in this movie. Think I’m overstating just how bad it is? This is one of the first zombies we see in the movie (read: it’s supposed to make us piss our pants):

Yeah, we’re pissing our pants alright… pissing our pants laughing that is. Did they render that on a PS1 to remain authentic to the game? The Red Queen hologram’s pretty awful too, with horrid lip syncing and extremely stiff movement. In fact, Resident Evil might have some of the worst CGI I’ve ever seen in a professionally-made movie… and don’t give me any “oh it’s 2002, the special effects weren’t good then” bullshit. Jurassic Park came out 10 years earlier and it looked phenomenal. The Matrix came out 3 years earlier and looked much better than anything on display here. The technology wasn’t lagging here, it was the guys who worked on the movie who are to blame.

Also worth singling out is the extremely shoddy editing, which might actually be the worst aspect of the whole damn movie. One two separate occasions, the characters get completely surrounded by zombies and then, one cut later, they’re safe with absolutely no explanation as to why this is. That’s like if in Saving Private Ryan the Americans had been getting shot at on Omaha Beach as soon as they land, but instead of showing everyone getting gunned down, they instead cut straight to them firing flamethrowers at the pillboxes. It’s very noticeable and just suggests that they probably just didn’t film the whole damn movie (because why would you cut out the exciting escape or last-second scramble to get onto the pipes…?). There’s also a point where Alice fires a 9mm pistol at the zombie dogs at least 18 times without reloading . Now I’m no expert (unless countless hours of video games factor into that), but the Beretta 92FS that Alice takes off the dead security guard doesn’t appear to have a magazine capable of carrying that many rounds (the standard size is apparently 15 rounds)… as a result, I figure it’s probably just bad editing… and really, did she need to fire that many shots to take out a half dozen zombie dogs?

All-in-all, I think you can gather that Resident Evil was a pretty bad movie. Barring James “One” Shade, the zombie dogs and some half-decent action sequences, the movie is not very well done at all. The fact that it gets name-dropped among the “best” video game movies is baffling to me – as far as I’ve seen, all video game movies have been unfortunately shitty, and Resident Evil is absolutely no exception to that.

4/10

Be sure to come back soon for part 2 of this retrospective, Resident Evil: Apocalypse!

*Of course, none of these are considered “good”. I’ve only seen Silent Hill out of these 3 movies, and while it captured the atmosphere of the town quite well, it really failed as a proper film. On the laurels of its atmosphere and cinematography alone, I’d have to give it a 5/10.

Video Game Review: Dead Space 3

I was struck with a bit of good fortune this week: a couple months ago it occurred to me that my school’s reading week coincided with the release date of Dead Space 3. I loved Dead Space, its sequel (which is easily one of my favourite games of this console generation), Extraction and most of the extended universe as well (the Ben Templesmith comic was amazing, the other comics and Martyr were decent, but the animated films kind of sucked) and so clearly I was eagerly anticipating the latest entry in the series. However, as I followed the pre-release info I was getting understandably nervous.

  • “They’re adding co-op? Didn’t that screw over Resident Evil 5? Isn’t it hard to make a horror game with co-op?”
  • “That trailer really didn’t scare me at all. It looked like a big shoot-’em-up like Lost Planet.”
  • “WTF, there are going to be human enemies this time!?”

Despite my concerns, there was still no way I was going to pass up another excursion to the Dead Space universe. So, were my fears unfounded, or was Dead Space 3 a massive disappointment? Well I suggest you read on to find out… (Note that for my first [and so far only] play through, I played on Hard Mode and did not do any co-op or get any DLC aside from what’s bundled with the Limited Edition. Also, there are some spoilers in this review, so be careful.)

Dead Space 3 opens very… dishearteningly. Basically all my worst fears seemed to be confirmed within the first 30 minutes. The prologue is pretty interesting, but it definitely emphasizes action and scripted set-piece moments over the slow-building tension and horror that the series is known for. Things get even worse when it shifts back to poor ol’ Isaac Clarke. While I’m a bit dissatisfied with the story at this point (which I’ll get to later), what really disappointed me here was the shootouts with Unitologist gunmen. This feature was incredibly ill-advised for a number of reasons. For one thing, the cover system is terrible. Isaac can crouch behind cover, but it doesn’t really provide him with much protection at all. There’s also very little hit feedback, so you can be taking damage and not know it unless you quickly glance at your RIG’s health bar. The enemy AI isn’t that smart either – they just sort of make their way to you while firing until you choose to blow their heads off or shotgun them. They don’t provide any challenge at all until late in the game when they’re attacking you from 2 directions at once or at one particular instance where 2 guys on a balcony are firing rockets at you while you’re simultaneously being attacked by Twitchers, which took me almost a dozen tries to overcome. It should also be noted that I was playing the game on Hard Mode on my first play through, so the general lack of challenge is pretty unfortunate and surprising. Finally, the gunplay is simply just not that fun. Dead Space isn’t built to accommodate a third-person cover-based shooter, and so throwing one in anyway wasn’t a very good idea.

This opening doesn’t have the same sort of “oomph” that Dead Space 2 did: in that game, the opening cinematic laid the groundwork for that game very well, and then when the game started in earnest I literally shouted “HOLY SHIT!!!!” All that without having to resort to over-the-top theatrics to try to get your blood pumping. In short, Dead Space 3 has lost most of the sense of subtlety and tension that the previous games fostered, something that the opening hour demonstrates very well to all the people who feared such a thing.

Anyway, once you get beyond the first couple chapters, Dead Space 3 starts to pick up a bit. The chapters spent in space feel largely like classic Dead Space gameplay… with some refinements and new issues of course. One notable difference is the new crafting mechanic, which allows you to customize your weapon, its attachments and upgrades, then add further upgrades in the form of circuits. The crafting benches also allow you to make health and ammo packs, as well as other items. Put simply, the crafting mechanic is very handy and it’s fun to put together a super-weapon: I took the DLC Evangelizer Carbine + Shotgun attachment and it lasted me the whole game as my mainstay weapon, just tweaking it with new modifiers as the game went on. The only downsides to this system are that enemy encounters can be a bit of a joke as you blow them away with your super-gun, and that I miss having 4 weapons to switch between for different situations instead of 2… yeah you’re technically still running 4 different guns now, but that also means you’re down the alternate-fire from the previous guns as well. It also sucks when you’re in the middle of an encounter and then suddenly find yourself needing to reload, losing the use of one of those guns. The other issue with crafting is that you’re never going to be short on health or ammo packs… not that the game doesn’t provide you with tons of them anyway. Health and ammo are ridiculously plentiful in Dead Space 3, even in Hard Mode. I literally never ran out of ammo in this game. In contrast, the last 1/3 of Dead Space 2 was an intense exercise in ammo conservation. I had to get really good at dismemberment, stasis and kinesis if I wanted to survive… in Normal mode, no less. In comparison, Dead Space 3 is a breeze.

Another new feature in Dead Space 3 which I really liked was the addition of optional side-quests. While they’re all just a half-dozen Necromorph encounters to get a key to unlock a door, then a couple more encounters to find some epic loot, the developers did a good job ensuring that they stayed interesting… even if they begin to grow stale towards the latter point of the game. Some of these are co-op only, but that didn’t bug me too much in all honesty. I hope they were a little more diverse than the single-player ones in any case.

Those disappointed that Dead Space 3 would be on a planet shouldn’t be too put-off, since they’re actually going to spend quite a few hours in space. However, the action soon switches to Tau Volanis, which is where the game actually manages to wring out a few scares and intensity. In the first 30 minutes or so that you’re on the planet, you have to keep your body temperature regulated or you’re freeze to death. This makes it pretty dangerous to be outdoors for very long – especially in a fight where you’re given another way to die on top of being eviscerated by Necromorphs. The Feeders also will scare the piss out of you the first few times you run into them. They can be dealt with without confrontation, something this game desperately needed. Trying to sneak past and distract them is intense, they’re creepy little bastards and if you alert them then it can be hell trying to deal with them coming from all directions. Enemies also occasionally burst out of the snow which can be startling (although not nearly as much as I would have expected it to be).

The stretch on Tau Volanis largely continues the same problems of the rest of the game, however. Enemy encounters are unfortunately still very straight-forward: Stalkers, my favourite enemies from Dead Space 2 for their clever AI, are reduced to simple and predictable foes since they’re far more aggressive now. Encounters can also get infuriating as enemies have a tendency to drop in behind you unannounced while you’re fighting waves of foes. It’s not scary, it’s just annoying. The planet setting has some great potential to be just as terrifying (if not more) than space, but the game does not live up to this promise. Just imagine how scary it would be to be in a blizzard with limited visibility, but hear Necromorphs creeping up on you just outside your field of vision. Or how about backtracking through a non-combat area only to discover a fresh set of footprints followed you through that area – OH SHIT, WHAT/WHERE IS IT?!?!

For the purposes of this review, I feel the need to mention the latter chapters since some new issues arise there as well. On the positive side, super-charged kinesis is EPIC. Tearing the limbs off of living Necromorphs never gets old, and throwing whole Markers into the eyes of a giant monster is probably the coolest thing in the entire game. However, the last chapter was a massive piss-off. Ignoring the physics of running and fighting on a giant rock which is flying through the air towards a living moon, the game doesn’t tell you that there’s a blizzard behind you which is tearing said rock to bits if you don’t move fast enough. I literally died here about a dozen times with absolutely no explanation and was understandably frustrated until I just ran through the level. The lack of explanation here just ticked me off, and could have been easily fixed with some dialogue along the lines of “oh shit Isaac, the ground behind us is disappearing! Run!” The final boss fight is also exceptionally easy (although this seems to be a Dead Space hallmark at this point), although it was also very cool at the same time.

Moving on to other notable aspects, the story is a bit of a convoluted let-down in Dead Space 3. The scene is set for Isaac’s personal journey, but the game fails to set up the events transpiring in the universe at large. Apparently an army of Unitologists have overthrown EarthGov and are causing Necromorph outbreaks across the galaxy through terrorist actions! Holy shit, that sounds insane! Unfortunately, the game doesn’t set-up, elaborate on or provide closure to these events at all, which is a damn shame. Hopefully we get some extended universe pieces which cover these developments, because whoever wrote the script for Dead Space 3 didn’t seem to care. The secondary characters are also really throw-away, I couldn’t really remember who they were or even really care when they died. Simply, the plot is nowhere near as engaging or coherent as the previous games were, but I’m glad they did not default to the “Necromorph outbreak occurs and character X has to survive it” template which nearly every other Dead Space media falls into.

Other things worth noting are that this game is far less violent than the previous 2 games were. This is surprising and odd, and really just seems like another side-effect of a shift to a mass-market focus. Honestly, there’s only 1 really violent on-screen death and the camera jumps away from it after a split-second. On a more positive note though, the co-op mode is very unintrusive and should set the bar for co-op modes in the future in my opinion.

Considering how much bitching you just read through, it probably sounds like I absolutely hated Dead Space 3. However, honestly I did enjoy it: the basic mechanics of the series are very enjoyable and the game adds some fun new elements to the mix. That said, the game does not live up to the expectations that the rest of the series established. Put simply, EA and Visceral sold out with Dead Space 3, toning down the series’ horror elements in favour of the lowest common denominator shooter/action market. I can live with that if that’s the future of the franchise, but if so then they should build the next game to be action from the ground up, rather than tack it onto a horror framework.

Bottom-line: Dead Space 3 is a lot of fun, but it’ll be a disappointment if you’re a fan of the series.

7/10

Movie Review: Noobz

So recently I stumbled across this review of a video-game movie called Noobz. Normally this wouldn’t excite me all that much, except this particular review ravaged the film. As a bit of a purveyor of bad cinema and crappy-movie lover, I instantly knew that I had to track down this film and review it for myself. Was it really as bad as Dan Ryckert said? Well, read on and find out…

So what exactly is Noobz? Well it’s supposed to be a comedic road-trip movie about a clan of gamers trying to get to the biggest gaming tournament in the country, celebrating gaming culture along the way. Honestly, that’s a bit of a rote scenario for an independent film (see Fanboys for Star Wars, One Week for supposedly “Canadian” culture, etc), and Noobz really doesn’t distinguish itself from the other similar movies in the genre… well, not in a positive way anyway. Why not? Well for one thing, it does a really, really poor job capturing gamer culture. While I didn’t like Fanboys, its one redeeming feature was that it captured the Star Wars geek culture pretty well. Noobz is closer to One Week in that it shows a really stereotypical view of its subject matter… except, in the case of Noobz, this is a really BAD representation. The director and star, Blake Freeman, was actually a professional gamer… a decade ago. Based on the content of the movie, it seems like this is where all of Freeman’s “research” came from, because it’s a woefully outdated and portrays gaming as the domain of anti-social nerds. This MIGHT have flown back then, but this is 2013: basically everyone games now, and nerds are actually coming in vogue as well. You’d swear this movie was made by CNN or something based on the way it portrays gamers, not someone who is apparently one himself. Furthermore, he just completely fails to capture gaming culture in general. One of the most glaring examples of this is that there’s a Frogger tournament at the same tournament that the main characters are at. However, only 2 people enter it because coin-op gaming isn’t “cool” anymore. Now it doesn’t take a lot of research to know that retro gaming is a huge subculture right now, and I wouldn’t be surprised if such a tournament actually had more competition than a modern shooter. Another issue is covered here:

“There’s a passing mention of Frogger, but the only gameplay footage from the fictional Cyberbowl video gaming championship is based exclusively on Gears of War 3. While it’s clearly a form of product placement, it’s a bizarre choice at that: Gears of War 3 isn’t a championship level game by any means (especially with the atrocious host-advantage issues in multiplayer).”

Watching the movie, I actually speculated that this was the case, but it’s nice to see it confirmed. That said, I’m not really all that knowledgeable about tournament-level gaming (I’d imagine that PC gaming, particularly Counter-Strike, would be probably the #1 choice for competitive play…?), but it’s notable that this stuck out as clearly as it did.

In addition, Freeman shows only the worst aspects of gamer culture. You know that douche bag 12-year-old screaming racist and homophobic slurs on your headset every time you boot up a first-person shooter? Basically every character in this movie is that kid, except that they’re like that 24/7 and not when they’ve got the anonymity that a headset provides. Sure, some of them probably are douche bags like that in real life, but Noobz disproportionately presents every gamer as someone with some sort of major personality flaw. The “heroes” are stereotypical dicks living the Jersey Shore lifestyle (with the “dudes” and “bros” thrown around CONSTANTLY throughout to cement this), and every single female character is either a grotesque hag or a sex object. And, of course, everyone is shocked to discover that the girl gamers are actually good at video games… this, unfortunately, is probably a stereotype which actually persists in this culture, but Freeman isn’t exactly putting this part in here to make any sort of statement. I think the worst part about all this though is that Blake Freeman really seems to think that he’s portraying gamers in a positive manner, because you get this sense all the time when the character Andy spouts off his ramblings about how major league gaming should be considered a real sport. While I’m not entirely sure I’d call them “athletes”, pro gaming clearly takes a lot of skill and deserves some respect, but Noobz isn’t doing this culture any favours.

I think it’s also worthwhile to go deeper into each of the characters… because boy do they ever deserve to be torn apart. Each and every one of them is a one-dimensional stereotype: there’s Cody, the slacker with major anger management issues. Next is Andy the optimistic dude-bro who’s in love (read: wants to screw) with Rickie, a girl gamer on the other team (who isn’t really given much characterization beyond “is hot”). After that is Oliver, the massive screw-up who is also an extremely flamboyantly closeted gay (the movie tries to make his sexuality ambiguous, but the scenes where he runs around in lipstick, screams like a girl, constantly tries to suck his friends’ dicks, etc pretty much destroy any possible sense of ambiguity that they could have tried to foster, instead turning him into a hugely offensive stereotype). Finally, there’s Hollywood, a disabled kid who I believe has a severe form of asthma… of course, everything about him revolves around his juvenile sexual fantasies and his breathing apparatus (apparently it’s supposed to be funny when his air supply gets cut off and the kid is freaking dying in front of us). Seriously, even in the end credits he apparently writes a hit hip-hop single called “Let Me Breathe”, because everything in his life apparently revolves around his disability.

As you can probably glean from the descriptions of the main characters, Noobz is offensive as a bus full of dead babies, but you don’t know the half of it. The portrayals of Oliver and Hollywood are really the worst of the bunch (apparently gays aren’t considered “men” in this), but there’s also plenty of casual racism and sexism. Did you see the picture above of the black kid with the comb in his hair? I’m pretty sure you can guess exactly how they portrayed him in this. There’s also a scene where an Indian gas station attendant acts like a ridiculously racist caricature, and tells the cops he’s white so they won’t discriminate against him. It seems like Freeman thinks that he’s being clever and satirical, but it really doesn’t come across that way: I mean, is are we really supposed to believe that he is making fun of racists by being racist and then simultaneously calling out racial profiling at the same time in some sort of inverse-satire cluster-f–k? Short answer: no. Instead, I really get the feeling that Blake Freeman is just a hardcore opponent of political correctness, suggested by the scene where the douchey little black kid gets a free ride on “DeezNuts Airlines” (“thank you for riding DeezNuts!” …I did not make that up) because he claims that he’s being racially profiled by a white attendant. While I hate political correctness as much as the next guy, Freeman isn’t using offensive material to make a statement or to be satirical… he seems to just find offensive things funny for no other reason than it’s offensive. Even in this department, they fail because they recycle the same old offensive jokes over and over and over again.

In fact, for a supposed “comedy”, Noobz is deathly short on laughs. I can honestly say that I did not laugh at any of the jokes in this film, which is pretty pathetic. The only times I did laugh were in sheer disbelief as I literally yelled out “WTF, did they seriously put something that stupid in the movie?!?” This is pretty brutal in the scenes with Greg Lipstein (a play on Billy Mitchell) which might have been funny for the crew but translate really awkwardly to the rest of the audience who are sitting here thinking “what the hell is wrong with this guy?” Furthermore, the comedic set-pieces are really tenuously constructed. Take, for example, the scene I mentioned earlier with the Indian gas station attendant. Cody goes into the gas station to pay for their gas and get some snacks, but comes across this little shit of a girl. Of course, the two begin going at it, insulting each other with dialogue that doesn’t reflect human speech in the slightest (that might be an odd criticism, but the dialogue in this scene is just totally out of tone with the rest of the film). Then the girl’s mother believes that, because Cody is hugging her daughter, that he must be a pedophile and proceeds to taser him without explanation. Then the Indian gas station attendant launches into his ridiculous shtick. This is honestly some of the most contrived comedy I’ve seen in a movie, and it’s just not handled very well (uhh, no pedo).

Anyway, in the end the “heroes” lose to the girl gamers (who were far more deserving of the prize money anyway), but get signed to Mountain Dew… except they don’t, because 2 seconds later in the credits they reveal that the guy was arrested for impersonating a Mountain Dew executive (WTF!? Is that even a crime?!!), but I’m not really sure that I care, because the main characters were such huge douche bags and they didn’t learn or earn anything from the events of the movie… so it makes things completely pointless. Congratulations, you just wasted an hour and forty minutes of your life!

Bottom-line: the only positive thing I can say is that Freeman is a competent enough director, but he severely needs some better material if he ever wants to amount to anything. Noobz is not that material. It has a bland story, non-existent comedy, garishly offensive and doesn’t even portray its own subject matter with any sort of reverence. Unless you’re looking for a really bad movie like I was, stay away!

0.5/10

5 Reasons Why Raiden (Still) Sucks

I’m a big fan of the Metal Gear Solid franchise, counting Snake Eater and Guns of the Patriots among my all-time favourite video games. Yes the overarching story is very convoluted and loopy, but the stories in the individual games are amongst the best in gaming. Equally importantly, the gameplay is very fun, free and humorous, giving you the sorts of options that no other game series can get away with.

That said, the series isn’t perfect. There has been much ink and fanboy rage spilled over the issue, but upon the release of Metal Gear Solid 2 there was a lot of criticism leveled at the protagonist, Raiden. The flowing blonde hair, the whiny attitude and annoying girlfriend were all starkly at odds with the series’ regular hero, Solid Snake. Of course, most Raiden apologists have clung to this notion, saying that people simply don’t like him because he is not Solid Snake, and for no other reason than that. As a result of the criticism, series creator Hideo Kojima gave him a major makeover in Metal Gear Solid 4, turning him into a sword-wielding  cyborg ninja. The makeover seemed to work, as many peoples’ opinions turned around and suddenly people wanted to play as Raiden again. That wish is finally coming true soon, as Metal Gear Rising: Revengeance is going to be released in the coming weeks. It looks like Raiden has finally redeemed himself…

…actually, no. He really hasn’t.

Put simply: Raiden still sucks. “Why’s that?” I hear the fanboys crying, demanding blood. Well let me enlighten you through 5 reasonable points…

Note, I unfortunately haven’t played MGS2 in quite some time, although I have played through MGS4 recently. This might affect my views on MGS2 somewhat, although I’ve made sure that my reasoning doesn’t hinge on that game too much. Also MAJOR FREAKING SPOILERS!!!

5) Whiny as all hell

Watch this video. Within the first couple seconds Raiden’s bitching about not having the card key he needs. Then skip to about 0:45 and see how long it takes you to throw up in disgust…

Maybe it’s just me, but it’s not a flattering appraisal when your action hero’s most consistent character trait is that he’s very whiny and angst-ridden. It makes it incredibly difficult for me to empathize with a character who refuses to help himself, but this is basically Raiden’s defining feature. In MGS2 Raiden spends much of the game uncertain of himself, whining about his situation to his girlfriend over the Codec whenever you try to save. Basically the only reason why he gets through the game is because “Iroquois Plisskin” motivates him to do so. In the process Raiden actually begins to develop as a character. By the time he got ahold of the ninja sword near the end, it was time to nut up or shut up, and I actually found myself enjoying Raiden finally. Ok, so they laid the groundwork for the character here, getting the painful origin out of the way so we can have a badass sword-wielding dude in the future…

…except no, this bright future kind of got thrown to the wayside in MGS4. Raiden believes that his girlfriend has a miscarriage and runs away from home because he’s so sad, becoming a cyborg ninja in the process. So clearly Raiden hasn’t learned his lesson – if anything, he’s even whinier and angst-filled than ever. Seriously, half of his dialogue in MGS4 is in the vein of “You wouldn’t understand…” and “I have no future…“. Kojima gave Raiden a ton of power, but Raiden just doesn’t care and it really robs his character of any real essence. I mean, he looks cool when he’s battling a dozen Gekkos, but it’s really a superficial fight – there isn’t a lot of narrative weight behind it because Raiden just doesn’t care. Worst of all, when he reunites with his family at the end of the game, Raiden doesn’t even acknowledge Rosemary – clearly he still wants to run away from his problems, and it’s exceptionally grating.

Now with Revengeance on the way, the question is – is this element going to continue into the future? And if not, is the character still going to feel like Raiden?

4) Revisionism
Remember what I said about the ends of MGS2 and how all Raiden’s character development got thrown away? What are the chances that this is going to happen again in MGR:R? Pretty damn strong I’d say. At the end of MGS4 Raiden became human again, putting aside his cyborg ninja get-up to live with his wife and son. Once again he finally seemed to have some sort of happy future ahead of him, but MGR:R looks like it’s giving Raiden another make-over.

This reminds me of the (terrible) Resident Evil movies. Its main character, Alice, is very badly defined, and in every single movie in the series they have been rewriting her in an attempt to make her interesting. Of course, this creates a jarring tonal shift between each movie, but it’s painfully obvious that their attempts at revisionism are hurting any chance of establishing a character identity for the series’ freaking protagonist (for example, Alice went from an everyday security guard, to experimental warrior, to superhero, to badass bitch and now she’s a Ripley-wannabe). Similarly, the constant revision of Raiden is making the character arcs of the previous game worthless. Ideally, each narrative should build upon the next and give us some development. Despite all my criticism, Raiden has a great backstory which can be mined for material with ease. With any luck, MGR:R will do so and finally give us a consistent story for Raiden.

3) God Mode

When I first saw Raiden destroy a half dozen Gekkos and Vamp in his introduction in MGS4, I almost shit myself in amazement. In the back of my mind there was something niggling me, saying “this is totally ridiculous” but it was also really, really cool. Suddenly everyone wanted to play as Raiden again if he could pull off moves like that. However, it soon becomes apparent that Raiden is retardedly unkillable. He nearly dies from stab wounds from Vamp, but later he gets crushed by a giant battleship and somehow suffers even less damage. Even then he’s able to continue fighting despite missing both of his arms. Unlike Snake, whose death it seems is inevitable and very possible at any given moment, Raiden is basically invulnerable and overpowered in MGS4, making him a rather boring character (and making his whininess even more grating). One of the best moments in MGS2 was when you controlled naked Raiden through Arsenal Gear – he was very vulnerable at this time but it was one of those moments that endeared you to the character.

2) “Badass” to the detriment of the story
This one is related to the previous point. Remember the part about Raiden getting crushed by a battleship? I’m not done with that yet. Just watch this:

While I’ll admit that the ending of that sequence is very sad and incredibly well directed, this is probably my least-favourite sequence in all of Metal Gear. It’s just so stupid and makes absolutely no sense. “Well wait,” you might say, “you’re arguing about sense in Metal Gear? This is a series where psychic connections are made with severed arms (amongst other things)!” While that is the case (and, I might add, most of the retarded plot points in the series come from MGS2…), this one just takes the cake in my opinion. Just watch it again… Raiden somehow stops a massive, speeding battleship… by standing in front of it… on flat ground… which is breaking up (and has had no trouble breaking up until that point I might add)… and somehow stabbing himself in the foot makes the ship stay in place longer… the idiocy of the whole situation is just head-smackingly terrible. It literally is one of the main reasons why MGS4 isn’t my favourite entry in the series. Here, Kojima overcompensated to make people like Raiden, and did so to the detriment of the game (and considering how important story is to any Metal Gear game, that’s pretty bad). If he had died it might have made this a little less criminal, but the fact that he lives with nary a scratch (somehow he lost another arm?) means that this whole sequence was horrendously unnecessary.

1) He’s not Snake

Ok, I made fun of this argument at the start of the article, but in all honesty it really does boil back down to it… although not in the way that a defender of Raiden would hope it to. A Raiden-fanboy would argue that people hate Raiden simply because he is not as badass as Solid Snake is. However, I believe the real case is that Raiden is simply a worse character overall. Look at MGS4 again – Solid Snake is an old war veteran, fighting his last battle and racing against time to kill his arch-nemesis before he dies. He’s frail, beyond his prime, and fighting on anyway. All that matters to him now is completing the mission and ending his father’s legacy. Solid Snake is badass, but it’s because his character has been defined as such, and he earns the distinction. Similarly, Big Boss (Snakes father/genetic progenitor) earns his distinction as a badass through his character development, rather than because he looks like Snake… in fact, Big Boss is easily my favourite character in the entire series simply because he has such a great character arc. Unfortunately, Raiden isn’t nearly as compelling as either character, in part because they insist on rebooting him in each subsequent game.

That said, there’s plenty of room for improvement – as I said earlier, Raiden has a great backstory as a child soldier and the effects this has had on him provide the perfect material for a great character. Sadly it has been wasted thus far, but I can always hope that they actually go somewhere with him in the future.

BONUS: MGS2 Commentary
I, like many MGS fans, was rather disappointed with MGS2… not because of Raiden (I knew about the twist by the time I played), but because of the ridiculously convoluted plot, which was dense and incomprehensible even by Metal Gear standards. In recent times, people have been defending this, saying that Kojima intentionally was creating the first post-modern video game. To that I say… yeah, you’re right. It was damn impressive in that sense. At the same time, I have hated most of the post-modern fiction I have read. I might appreciate them on a technical level, but they typically refuse to be enjoyable. MGS2 suffers from this by having plot twists invalidating plot twists that had been revealed 5 minutes earlier, logic that was tenuous by the series’ standards (the psychic arm…) and confusion piled on top of confusion. In a sense… the story is a total mess, and in a game where the story is as important as the gameplay, that really hurts.

In addition, I have a lot of difficulty going back and playing MGS2 now… I had fun with it when I played the first time (I fondly remember disarming the bombs on the struts still), but now the controls are exceptionally clunky. Compared to MGS3, which struck a balance between complex controls and player freedom (not to mention the free camera in Subsistence, MGS2 feels ancient. I dunno… at some point I’ll try my hand at it again, but I honestly had an easier time going back to MGS (or even the first 2 Metal Gear games for that matter).

5 More Tips for Battlefield 3 Players

I want to preface this article with a story of 2 kids on headsets that I played with a couple weeks ago. We were playing in a DICE server, the most popular maps/modes from the base game. The whole time, they were bitching about how the enemy team was cheating, spawn camping, ripping them off (how the hell did he kill me, I shot him first!) and so on. I found them incredibly grating, and so wrote down their PSN IDs for future reference. Later I checked their BF3 stats and… they suck. Hard. They both had around 20 hours of experience. One of them had less than a 0.5 K/D ratio, while the other had around a 0.38. Kiddies, the enemy is not to blame for your poor performance – you are. Try to keep that in mind.

My previous BF3 post covered most of the basics that an aspiring noob should know, but it was hardly comprehensive. This post covers a few more tips, and is based on my own experiences so it’s a little more opinionated (as you’ll soon see). That said, I’m sure you’ll agree for the most part and will find this info very helpful.

5) Laser Sights/Flashlights… not a fan
I see people rocking Laser Sights all the time, and I just can’t fathom it. Flashlights are a little more rare now since DICE nerfed them, but they still show up from time to time. However, this brings me to my point – why do people still use these things? Both give away your position to the enemy very easily, and the blinding effect is really poor. I can honestly say that I have never been killed because of the blinding effect preventing me from killing someone (if anything, they already had the drop on me). In fact, I find the blinding effect easy to compensate for – just shoot towards the middle of the light, or take cover. I think it’s pretty telling that when my enemies’ laser sights and flashlights have given me more kills than deaths that they’re a pretty terrible weapon attachment.

That said, they have their useful situations, but I would never turn off my useless attachment every time I spawn on the off-chance I might need it someday. The laser sight in particular gives you better hip-fire accuracy. However, I personally have learned to just take my silencer/RDS P90 and compensate.

4) Sometimes You Just Have to Charge
If your team and the enemy are stuck at a choke point firing back and forth, your attempts at flanking have failed, and your team is bleeding tickets, sometimes you just have to take the initiative and barrel in there (I’d recommend Assault or Support classes for this, or if you’re using a shotgun). I’m not going to lie, 9 times out of 10 you’ll probably die (although you may drag a couple people down with you). However, sometimes you’ll catch the enemy off guard, especially if you’re quick out of the draw. If you’re lucky, you’ll kill 3+ enemies (possibly the entire opposition on that side of the door) and single-handedly pave a path for your team to advance.

3) Persist
Sometimes, no matter what your team does, it looks like you’re totally screwed. The urge to rage-quit can be pretty strong, but it’s not over til it’s over. And by that I mean that the tide can totally shift unexpectedly. I’ve had games where my team was getting their asses kicked all game, and then suddenly, with 1 Rush objective left, suddenly we rally and hold the last base from the previously unstoppable foe (and with 300 tickets no less). The reasons for this are simply because if you have a bad team that is losing, then there will be rage-quitters, whose positions will hopefully be filled by skilled players who then turn the tide. In a recent game, I was barely pulling off a 1.0 K/D average in a game (I was about 23 to 20), but my team suddenly was boosted and I managed to rally with a 60 to 40 K/D (pretty damn good considering how badly I was doing).

If you lose a match, then a similar thing will happen with rage-quitters. As a result, the game rebalances the match by taking players on the other team and then puts them on yours (depending on your server settings anyway). In another recent game, my team lost pretty badly, but I knew that the game would rebalance after the match since most players were quitting on my team. Lo-and-behold, in the next match we shut out the enemy and I actually managed to top my Nemesis Victim streak.

Basically, if your team is doing poorly, stick with it. Consider hanging back for a few minutes and picking off the enemy more conservatively. They might turn things around unexpectedly.

2) Change Up Your Tactics
When I play, if I have tried to attack a base from the same approach but have died the last few times, then I believe it is essential to approach it from the opposite vector. For example, if I’m playing Rush on Damavand Peak, and I’m trying to capture the 2nd set of objectives, I generally hang towards the right flank and make my way into the destructible building overlooking the right objective. However, if the enemy has holed up here, and are anticipating us, I will immediately change up my approach, hanging towards the left side of the battlefield instead. Unless the enemy is smart and have spread out evenly, a disproportionate number of troops will be on the right flank, expecting an attack which has stopped coming, allowing you an easier chance at taking the left flank.

Of course, if no approach is working, refer to point #3 and keep at it!

1) Play As a Team!
This ties into my previous list’s points, but I didn’t really state it quite so explicitly: Battlefield 3 is a team-based shooter, and if you’re not playing as a member of a team, you’re going to suck. Similarly, if you’re going to set the MCOM station but don’t have any cover, there’s a very good chance you’re going to die. BF3 players, support your allies and don’t dick around uselessly! I shouldn’t have to say this sort of thing so often!

Good luck, and see you on the Battlefield!

Quick Fix: So tomorrow’s the end of the world…

I for one have come to grips with the inevitable ape uprising and will be pledging my support to our simian masters. 😉 In all seriousness, hopefully over the course of the next 4 weeks, the 2012 Doomsday bullshit will finally come to an end. I got really sick of it 3 years ago back when it started. In fact, I recall writing an email on a time capsule website which will be sent to me tomorrow… should be interesting to see it!

Also, I have another follow-up to the Connecticut shooting to address in regards to video games. Obviously, they’re getting blamed on this shooting as usual. Fox News in particular seems to blame the recent rash of shootings in the States on GTA (which had a mall-shooting level) and Call of Duty (which it humourously calls a “military simulator”… ArmA is a military shooter, but it has a much smaller user-base, not that Fox would know that). Anyway, while video games have not been conclusively linked to real-world violent acts, but I do think that if we’re asking gun nuts to make compromises then we should as well. ESRB ratings need to be better enforced so kids aren’t getting ahold of Mature-rated games. This should help to pacify senators,  keep kids off of their bloody headsets online and might finally dethrone Call of Duty. I jest, but I do hope that changes don’t turn violence in video games into obscenity.

Of course, since I live in Canada these won’t have a direct result on me outside of residual effects on the industry (less M-rated, mass-market games perhaps?). And it’s not like it matters anyway since we’re all going to die a flaming death come tomorrow.

Have a happy apocalypse!

Top 10 Basic Tips for Battlefield 3 Players

I’ve been playing Battlefield 3 since release, and while I’m not amazing by any means (currently a 1.41 K/D ratio), I am consistently one of the top players in the server when I play. That said, I’ve seen some absolutely brutal players out there (who, more often than not, are rocking headsets and acting like they’re uber-l33t). With that in mind, here are 10 basic tips for people playing Battlefield 3 (although some are pretty general so you can apply these to any shooter/paintball/airsoft):

10) Flank
Is the enemy holed up in one area? Are you able to get around behind them? Watch this video and see the value of the opening this gives you:

A successful flank like the one above can disrupt or break an enemy’s defense line and allow your teammates to advance much easier. You might not survive, but you should bring down a few of them with you.

9) Know When to Fold ‘Em
In any shooter, when you’re facing off against an opponent it’s incredibly easy to get tunnel vision. You feel like you have to kill that guy, or die trying. However, if they have the upper-hand (you’re at >50% health, low on ammo, sniper vs shotgun, etc) and you have enough cover to make a safe getaway, it might be a good idea to get your ass out of there. After that, you can set up an ambush if they choose to pursue, get some reinforcements, or at the very least heal yourself. No sense in dying needlessly.

8) Use Cover
In the above point, I mentioned that you should only fall back if you have cover. The reasons for this should be obvious – cover keeps you alive. If you’re in cover and your opponent isn’t, you have a much smaller profile and are at a massive advantage. Inversely, if your opponent is using cover, then you can beat this in a couple different ways. Either flank them, flush them out with explosives or blow it up (if possible).

7) Stay Mobile
Another common-sense tip, but one that is woefully under-used in almost every shooter… the existence of the word “camper” pretty much attests to this. Admittedly, camping a section of the board can be a good idea, but if you’re doing it it should be to help the team. If you’re just running off, camping on top of a hill and then staring down your scope for 10 minutes, I can guarantee you I am going to come after you and rape your corpse. It’ll be much more infuriating if you kill a couple people in a 30 second period, and then move. If the enemy does not know where you are, then you have the advantage.

6) Spawn Intelligently
The first BF3-centric entry in this list. Yes, it really sucks spawning far away from the frontlines, but sometimes this is your only real option. If your allies are under fire, overextended, or just in trouble generally, it’s best just to spawn elsewhere. Otherwise you’re going to have to respawn in 15 seconds anyway. If you’re not sure how things are going to go down, then watch them on the spawn screen and wait for an opening.

5) Watch Your Mini-Map
Not sure where the enemy is? Check out your mini-map. If they fire their weapon, you should be moving to flank them ASAP. Especially if you’re a sniper, since the scope is cutting down your field of vision exponentially. Otherwise, this will happen (skip to 1:00):

Now this is a good idea if you don’t have a target already won’t work for all opponents, but you can get around it by putting a suppressor on your gun. Some people aren’t so worried about this, but I know that I always put a suppressor on my weapon.

4) Situational Awareness
This applies to infantry and other vehicles as well, but in this case, I’m going to refer to tanks in particular. Tanks rock in BF3, but they have some major vulnerabilities. Among these, C4 and anti-tank mines are probably the most common. Anti-tank mines are rarer than they were in Battlefield: Bad Company 2 but they can still wreck a tank in 1 shot. The easiest way to avoid these is to use your spot button to minesweep and/or keep an eye out for mines. Or just avoid well-traveled paths.
When I was a tank-noob, for every vehicle or javelin attack that took me out, there was at least 1 other time when I got attacked by someone with C4. As a result, it’s a bad idea to charge into confined areas – guys with C4 can hide in these areas easily and kill you before you even know there was someone there. You can counter this with a proximity scanner, but you’ll have to make sure you watch the mini-map frequently. However, I prefer Zoom Optics personally. Instead when I play tanks, I treat them like artillery: sit back, fire off the main gun and bombard the enemy from afar. Then, if the enemy could be hiding in the area where I advance, I switch to 3rd-person view frequently and keep an eye out. If they’re putting C4 on me, I jump out and shoot ’em up before they have a chance to react.
Bottom-line: don’t rush in, use third-person view, kill noobs.

3) Use Your Class-Specific Equipment
Again, you’d think these would be obvious… but if I had a nickel for every useless medic or support class I’ve seen in a game I’d be a bloody millionaire. If you’re a medic, throw down health kits and revive people (don’t get yourself killed in the process though). If you’re a support gunner, throw down ammo kits (especially if someone’s yelling “I NEED SOME AMMO!!!!” at you). If you’re recon, throw down spawn points. If you’re an engineer, repair vehicles. Again, this should be obvious, but the sheer number of people who do dick-all to help out their team in this game are staggering…

2) Spot Enemies
Seriously, the Spot function should be second-nature as soon as you see an enemy. Hell, even if you don’t see an enemy, press the Spot button to see if there’s anyone there. Spot has gotten me so many kills that I’d be much worse at this game without it. Even if you don’t get the kill yourself, you’re basically designating that enemy for your entire team to bring their wrath down upon.

1) PTFO
This whole list was inspired by a recent game which illustrated this point very well. One of my squad-mates was on his headset and talking about how he was bored of defending the objective and wanted to charge the enemy head-on. Predictably, he died soon after, but the whole team started abandoning the objectives in favour of charging like morons. As a result, the enemy snuck past them and nearly took our objectives, if it wasn’t for the 2 of us that were still defending the base.
Battlefield is a largely objective-based game, and if you want to be a good teammate, then play the f-ing objective. This doesn’t mean you have to camp right on top of it, but remain in the general area where you can defend/attack the thing through covering fire, direct attacks, etc. If you’re dicking around in the middle of nowhere because you’re afraid of dying, you’re not helping anyone.
Also, in something like Team Deathmatch, your objective should be to maximize your K/D ratio. Generally, it’s a good idea to stick to the fringes of the map, or to places with wide lines of sight and good cover. Narrow corridors are generally where the action gets funneled, but these are death traps.

Hopefully these tips help you out!

FPS’s and Innovation

I have a couple ideas for blog posts on a backlog. I’ve been planning on posting them for the last couple days, but I want to give them a better time commitment than I plan to for this one. So I came up with a short rant about the current console gaming landscape so this blog doesn’t whither and die like all my others have, haha.

It’s no secret that console gaming is pretty much dominated by First (and some Third) Person Shooters at the moment, specifically Call of Duty. At present, many people have been complaining that the market is flooded with shooters with no innovation, and the two biggest targets of this diatribe are Call of Duty and Battlefield.

This is where my little rant comes in. I can definitely understand the bitching in regards to Call of Duty: the series has had at least one new release every year for the past 9 years. Of these, the last 6 have been running  on the same engine with little in the way of differentiation between games. Admittedly I was quite a fan of the series up until around Black Ops when it started to get boring. The story mode was fun, as was 4-player split-screen, but the online multiplayer was never really my thing – give me Metal Gear Online any day of the week (speaking of which, can’t wait to play MGO3 when Ground Zeroes comes out). Furthermore, I had always played COD for the story modes – I remember having my socks blown off by the Russian campaign in COD: Finest Hour, and COD4 was absolutely brilliant. However, by the time that MW3 rolled around, the story was… predictable. Every single bloody level ends with a massive moment, whether it be something getting blown up or a main character dies for no other reason than because they needed to fill their body-count quota.

However, I do not understand why Battlefield gets tacked on with Call of Duty when people deride the current gaming landscape. Is it because it is setting itself up to dethrone Call of Duty? Is it because they’re both shooters? Is it because they’re popular? Is it because it’s not art either? Hell, I wouldn’t mind if they were bashing the modern Medal of Honor games since they pretty much are Call of Duty (cue enraged fanboys). Battlefield has only had 3 main releases in 10 years (not counting spin-offs). You might be able to make this argument when Battlefield 4 comes out because it looks like EA is giving BF a semi-annual rotation to coincide with MOH, but that’s not the current state of gaming, that’s the future.

Admittedly, I am currently a Battlefield fanboy. Bad Company 2 was like a revelation after so many stale hours spent playing COD online, and quickly became my multiplayer title of choice. BF3 has been in and out of my PS3 regularly for well over a year now. While I could give less than half a shit about the single-player, the multiplayer is where it’s at. It’s a far more team-based and wide-open game than COD, and suits my style more as a result. So when people compare the two games… is it because they both have guns? Because if you have more of an interest in shooters than simply dismissing them, you’d see that they play quite differently.

That said, I’d like to see the gaming landscape open up a bit, but considering how expensive it is becoming to make a AAA game these days (especially since the next-gen is a year or 2 away), I can’t see that happening soon. But then again, people are always bitching about how the end of ______ is near, and it’s no different with the shooter market. People need to nut up or shut up…

Wow. This ended up being longer than planned… eh oh well. Don’t turn the comments section into a flame war.