Author Archives: Nick Rose

About Nick Rose

M.A. graduate specializing in The Gothic, zombie studies, comics studies, and games studies (is there an umbrella term for all of that?).

batman-bruce

Fan nostalgia endangers enjoyment of good fun

Nick Rose once again fills in for Charissa as she spends some time in the City of Light.


Being a fan is a full-time job. After all, we’re the upholders of a particular medium or franchise, a loyal community of people sharing a vested interest in the development and longevity of many different characters, properties, and fictional universes. We’ve eagerly watched as our prized possessions have evolved over decades, crossing media and other boundaries. We are the last line of defense for all we hold dear.

Part of this special relationship stems from its early formation. From youth forward, we’ve remained steadfast in our followings. As we matured, so did our perception of everything. Batman wasn’t cool only because his outfit was eye-catching and he could beat up bad guys. He speaks to the duality in all of us, the darkness we hone to bring light to a dangerous world. Similar insights come when we recognize Spider-man’s angst versus his physical abilities, the X-Men’s struggle for acceptance and identity, Superman’s coming to terms with his humanity, and so on. We go from blind adoration of these characters to passionate supporters of the themes and legacies they uphold. As they combat physical and existential obstacles, so do we.

In recent years, Hollywood has been keen on developing cinematic versions of our beloved heroes. As we watch them grace the big screen, a magical thing happens: part of us relives those moments of our youth. Sure, we’re not necessarily 10 inches from a television screen, drooling at everything in sight. But can we honestly say that wolfing down popcorn in an IMAX or regular movie theater doesn’t slightly resemble our Saturday mornings from so long ago?

Recent Hollywood fare seems partial to “reimagining” — and I use that term loosely — popular franchises from the late 80s and 90s. Michael Bay‘s first three Transformers films grossed over $1 billion worldwide, and the fourth entry topped box offices this weekend. In a similar vein, the Bay-produced reboot of the Teenage Mutant Ninja Turtles hits theaters next month. I’d like to focus on these two recent examples mainly because they seem to encapsulate a lot of controversy surrounding fandom and movies in general.

As we left the theater after last week’s premiere of Transformers: Age of Extinction (AoE), something familiar happened. The audience, comprised of loyal fans willing enough to sacrifice sleep in favor of being the movie’s “first” viewers, began to exit the theater, wrapped up in dialogues about the film. As someone who has attended a number of these premieres, I can state with authority that any speaker you overhear neatly falls into three categories. The “Dude Oh My God” is one who has been enthralled by the film from start to finish. Whatever technical or narrative flaws exist have been completely disregarded, replaced by intense admiration, gaping mouth included. On the opposite end is “The Nitpicker,” whose premature negative attitude forced he/she to criticize the film’s shortcomings from start to finish. Lastly, you might encounter an occasional “In-Betweener,” someone on the fence and not opposed to a second viewing to cement his/her opinions.

A strong number of Nitpickers were biting into Age of Extinction as soon as the end credits began rolling. Chief among their numerous complaints was a so-called “mishandling” of the famed Dinobots. (Mild spoilers to follow.) Ever since the teaser trailer for AoE debuted during this year’s Super Bowl, Grimlock‘s role in the film was perhaps the most anticipated element. However, the payoff was less than satisfying for many.

Some people wear it like a crown. Others, not so much. Photo source: www.geekicorn.com

The mostly silent, savage portrayal of Grimlock and his companions was met with widespread disappointment, to the point that one viewer angrily concluded, “That was NOT the Dinobots.” Part of me wished to confront him and politely convince him, “Well, in this interpretation, it is.” Given his dismissive attitude toward friends who uttered the same thing, I held my breath. And though this gentleman’s reaction is his own and holds no influence on mine, I’ve found that negative attitudes like this one are an insult to fellow fans and hold the potential to ruin what makes our communities so great in the first place.

If you do not agree with a depiction of a certain event, character, or story, that’s your right to do so. With what we pay to see movies, you can bet we’ll be on our game to assess the film’s quality. But we need to be more realistic about what we are watching on the big screen. Nothing will ever replace or replicate our childhood experiences with these properties. That’s part of the beauty of it! Believe me: if it cost $10 to $15 for me to relive a cartoon-filled Saturday morning for a few hours, I’d be broke.

What we’re fortunate enough to have now are filmmakers who have made a professional career out of adapting other people’s stories and ideas. You can label their practices unoriginal if you want to, but isn’t there something exciting about a live-action version of things we once thought could only exist in animation? Even if we have seen it before, don’t you get amped up by watching Leonardo and his brothers showing The Foot Clan who’s boss? I know I do. And don’t misunderstand me: I am in no way suggesting we all abandon our right to a critical opinion. Isn’t there a well-known quote about opinions and a certain body part? Never mind …

Trailer for the upcoming TMNT reboot. Reactions to this trailer have been as extreme as “my childhood just died.” Video source: YouTube

Nostalgia is a strange thing. It attempts to recapture a past condition we know is unreachable. Even if we attain some semblance of it, be it an old cartoon, a faded comic book, or a dusty video game cartridge, the experience is temporary, if not totally fleeting. An honest acceptance of this reality would go a long way to renewing the general awesomeness that is being a fan. If you want to revel in the beauty of the original Ninja Turtles or Transformers, then by all means, do so. But don’t hold current movies to the standards of your 7-year-old self. Chances are you’ll always end up disappointed.

cybertron

‘Cybertron’ series a good fit for Transformers franchise

As you read last week, Charissa is in the British Isles. Filling in at Fanning Out this week is video game expert Nick Rose.

With the release of Transformers: Age of Extinction upon us, I thought it necessary to look at a set of related Transformers media: the “Cybertron” video game series. While the first two installments were not directly related to Michael Bay’s previous films, which had their own exclusive video game tie-ins, the next installment in the “Cybertron” series, Rise of the Dark Spark, acts as a sequel to the previous games while also tying into the upcoming film. Confused yet?

Let’s be honest here. 2010’s War for Cybertron and its 2012 sequel Fall of Cybertron were marketing ploys. Aware of the commercial success of Bay’s films, High Moon Studios developed games that might serve as loose prequels to the films while also giving fans some gun-toting, wheel-spinning robot action in a different medium. This article is part-review and part-retrospective of the first two games. Ultimately, the “Cybertron” series differs from the films in that the critical debates over loyalty to a particular continuity are not as important as having a blast … literally.

War for Cybertron (WFC), as its title suggests, begins by thrusting players into the civil war that is an integral part of several Transformers incarnations (take your pick). Though most sources will agree it fits best with the “Aligned” continuity family, conventions from “Generation 1” are also present. The first half of the campaign is from the Decepticons‘ point of view, covering Megatron’s harnessing of Dark Energon to defeat current Autobot leader Zeta Prime and eventually corrupt the very core of the planet. While Megatron is undoubtedly the head honcho, his rivalry with fellow Decepticon Starscream is given significant attention, sometimes to laughable effects. Each robot may carry two weapons and possesses a special combat ability. A simple press of the joystick sends your character effortlessly twisting into his vehicle form, be it a weaponized Cybertronian car, truck, or jet.

The campaign’s second half puts you on the other side of the action. The Autobots, their capital city in ruins after the defeat of Zeta Prime and gargantuan defender Omega Supreme, struggle to halt Megatron’s plans. When they learn of their planet’s fate, all efforts are devoted to evacuating the planet while still mopping up any remaining Decepticon threats. An added bonus comes from original Optimus Prime voice actor Peter Cullen reprising his role. Longtime fans will certainly appreciate the confident eloquence he brings to the character. Other popular Autobots like Bumblebee, Ironhide, Warpath, Ratchet, Jetfire, and Sideswipe make appearances as well, most of them playable. The winner of best game sequence goes to an action-packed later mission in which Jetfire leads an assault against a Decepticon orbital weapon that transforms into the game’s final boss, Trypticon.

War for Cyberton‘s story ends inconclusively, most definitely leaving things open for a sequel. For those who tire of the campaign, WFC introduces what has become another staple of the series. In the online multiplayer mode “Escalation”, up to five players must survive against increasingly difficult waves of enemies.

 

In WFC, Trypticon is produced from the planet’s infected core. Photo source: Gameinformer.com

 

Two short years later, Fall of Cybertron (FOC) was released. To switch things up from last time, players now begin as Autobots and pick up with the Decepticons later. As with most sequels, the cast is expanded in this outing. Two additions hyped by the game’s reveal trailer were that of Decepticon Bruticus (formed by the Combaticons) and the fan favorite Grimlock for the Autobots. The campaign’s structure is more varied as well, placing you in control of about a dozen different characters by the time the end credits roll. Everything about FOC is bigger, louder, and oh-so-glorious in its execution. New enemy types like the Decepticon Leaper or Guardian challenge players, but the formula to defeat them is easily executed after a first try. A reformatted weapons system allows players to carry one primary and one “heavy” weapon for tougher enemies. Once blueprints for these weapons have been recovered, players can access them from an in-game store.

 

Cinematic trailer for FOC. Video source: YouTube

 

Fall of Cybertron’s biggest improvements come in the departments of sound and mechanics. Transforming is just as simple as in the first game, but vehicle movement is superbly more fluid. High Moon made sure to include more areas that require players to navigate in vehicle form. The opening of chapter 3 sees Optimus being escorted by the massive Metroplex through Iacon city’s ruins. Danish composer Troel Brun Folmann’s score for the second game definitely channels Steve Jablonsky’s work from the live-action films. Key moments on both sides of the campaign are complemented by the music’s epic feel, especially in the explosive final battle that bounces between faction perspectives. The adventure concludes with the Autobot’s escape vessel, The Ark, being sucked through a space bridge.

Impressive and enjoyable as they are, both games are not without their respective downsides. As third-person shooters, they are not groundbreaking in any way. Players expecting anything cerebral or challenging beyond the occasional boss fight might be disappointed. Also, both games encourage cover but lack the sophistication to perform it properly, à la Gears of War. None of these drawbacks ruin the overall experience, and I recommend them to anyone willing to shut off their brain for hour or five.

 

Megatron fights against the Autobot’s mightiest defender, Omega Supreme, in War for Cybertron. Photo source: IGN.com

 

I suppose the bulk of my enjoyment stems from the fact that the “Cybertron” games seem to possess a meta-knowledge of what they are. They’re two more installments in a media franchise inspired by toys. Are we meant to take more seriously Optimus’ and Megatron’s philosophical banter on freedom and destiny, even if it is expertly performed? Is a tear to be shed when Metroplex sacrifices himself so his Autobot allies can escape their crumbling home world? Maybe a little. Not to downplay storytelling in games, but it seems many fans feel those deeper considerations toward theme, story, and “accurate” characterizations are better suited for discussions of Bay’s films.

Rise of the Dark Spark, released Tuesday for both current-gen and previous-gen consoles, will merge the formerly stand-alone “Cybertron” universe with that of Bay’s films. Screenshots and trailers suggest that its game design and physics with be very similar to Fall of Cybertron’s “Havok” engine, with developer Edge of Reality taking over for High Moon. Early reviews range from mediocre to downright negative, unfortunately, I’ll reserve judgment until I play the actual game, but all signs point to Dark Spark as a rush job that may potentially tarnish this game franchise’s otherwise decent reputation.

sm-orig1

Slender Man finds role in adaptive horror gaming

In 2009, a competition on the somethingawful.com forums challenged users to create paranormal images. Victor Surge, using little more than creativity and Photoshop, authored the photo above (click here for full image).

Other users, taking note of the strange figure’s elongated limbs and exaggerated features, named it “The Slender Man.” Within weeks, Slender Man became a viral sensation. As memes are specially equipped for mutation and adaptation, other web users offered their own versions of Slender Man in photographs, short fiction, and videos. Some, like the Marble Hornets YouTube series, garnered widespread attention and soon became the go-to source for Slenderlore.

Many fans were introduced to Slender Man through the hugely popular video game Slender: The Eight Pages. Developed by Blue Isle Studios in 2012, The Eight Pages is a free, downloadable title that improves upon its simple predecessor, Slender.

The game included many conventions of the survival horror genre: limited resources, investigative features, and an ongoing sense of dread. From a first-person perspective, players were challenged to locate eight pages hidden in a darkened forest. Slender Man’s pursuit of the players becomes more pronounced and erratic as each page is recovered.

An impressive audio system of ambient sounds adds to an engaging aesthetic of fear. In a game market that has become burdened by developers who needlessly try to meld action and horror into convoluted, run-and-gun campaigns, The Eight Pages brings a measure of innovation, even with its “less is more” design.

Slender: The Eight Pages also moves horror games in another positive direction. The pages the player is tasked with finding change locations with each play-through. Though there are limits to how many different spots each one will be hidden in, there is a certain level of fresh suspense to each game session. Of course, the faceless, teleporting, otherworldly entity on the player’s tail adds to that feeling. Overall, these variables border on something I have long waited to see in the horror game sub-genre, and that is an “adaptive” horror experience.

slender

To further explain, we might look at a similar concept. Adaptive difficulty has been around for well over a decade. It describes a process of an artificial intelligence’s internal, real-time reaction to external activity. As early as the mid-2000s, video games were given the capability to “react” to a player’s actions, dialing back the difficulty of certain in-game scenarios and increasing it for others in an effort to create a more varied gameplay experience.

However, most gamers can tell you that several play-throughs of certain games ultimately enables them to decode these internal patterns and reverse the efforts of the AI. While certain sequences may still give players a hard time, their conditioning to a game’s parameters will almost always allow them to advance without struggle.

Adaptive difficulty is featured more in multiplayer modes that do not include many scripted, narrative events (as a story campaign often does). A good example is Valve’s 2008 zombie shooter Left 4 Dead. Though a single-player campaign is possible, this game was clearly intended to be a cooperative effort where up to four players can team up to lay waste to an overwhelming number of zombies and “Special Infected,” like the bloated, bullet-sponges called Boomers.

There is no set pattern to the enemies’ attacks, and there are many moments when players will find themselves completely surrounded. The game adapts to encourage or impede players’ rates of success.

left4dead

I’d be interested to see developers create a game that included an adaptive brand of horror rather than difficulty. Many of the frightening moments in franchises like Dead Space and Resident Evil follow a script. Once they happen, players know to expect them.

What if such a game existed in which each scare and spine-tingling moment occurred randomly? What if we couldn’t predict each window-shattering attack? What if game environments were so fluid that literally every inch of physical space was open to enemy attacks? Imagine every play-through of a game including a potential threat around every corner.

Slender: The Eight Pages and its sequel, Slender: The Arrival, are steps in the right direction. Outlast, recently ported to PlayStation 4, remains a fresh entry in the genre but still fails to re-create its initial play-through’s scares. Since 2012, there have been rumors of a game called Sound of Silence, an offering that will read players’ choices to create a setting catered to their specific fears. The extent of the game’s ability to do so has only been shown in brief previews, and no demo yet exists. Reports suggest we could see a release sometime this year.

As media in the business of haunting becomes more formulaic, weighed down by clichés, remakes, and “re-imaginings” (a rallying term used by the unoriginal), what we need is an art form with a clear sense of what we fear. As the next generation of game consoles gets off its feet, we are seeing technology capable of renewing the horror genre.

The newness of adaptive difficulty has faded. Let’s turn creativity toward readapting the entire gameplay experience, especially in horror games. After all, regardless of how we dress it up or the level of gore we cake it in, we have and always will fear that one thing: the unknown.

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Arkham Knight release puts Batman back in black

Rocksteady Studios debuted the first trailer for its new game Batman: Arkham Knight last Tuesday. By Internet standards, the video is old news. Since fans have had over a week to digest the next-gen-fueled spectacle, I think it’s time we attempt a more in-depth analysis of it. Rather than speculate on the game’s plot or our collective geek-out over the trailer, let’s investigate the deeper issue of Batman’s characterization in the Arkham video game series.

The nature of any cross-media adaptation is that the end product is an accumulation of traits defined over time. For a property like Batman that has been (re)adapted numerous times since the early 1940s, this basic truth is all but hitting us over the head with an onomatopoeic “BOP!” While similar in some ways, each iteration has been slightly varied, a necessary byproduct to a character that has evolved along with the culture that spawned it.

The Batman featured in the trailer for Arkham Knight is a collection of representations dating back to Tim Burton’s 1989 film version. A voiceover from Bruce Wayne’s late father plays through the majority of the video. I’m intrigued at how many portrayals of Batman still find creative ways to display his eternal struggle with that one, fateful night on which he was robbed of his parents. But his more noticeable traits are the physical ones, and for this, Rocksteady depicts a fully black-armored Batman for the first time in its proposed trilogy of games.

It’s a notable departure from the lightweight, Nolan-esque Batman outfit featured in Warner Bros. Montreal’s Arkham Origins this past year. Though the modified costume lacks the eye-catching yellow emblem (meant to distract thugs with firearms) of its comic book counterpart, it puts our hero in a position to do battle with some of his tougher adversaries. Two-Face and Penguin’s thugs are effortlessly handled in the trailer, and I am anxious to see what other challenges are thrown at this darkly clad Dark Knight.

It looks like transportation won’t be a problem for Batman either. If rumors are true, players will have access to the Batmobile for the first time in the franchise’s history. Most references to Batman’s signature vehicle still lean toward the version driven in the campy 1960s television series starring Adam West. As the Christopher Nolan film series has become an endless source of reference for recent iterations of Batman, the vehicle we see in Arkham Knight is very close to the tank-like “Tumbler” we saw in Batman Begins and The Dark Knight. Apparently, the Batmobile will be the only drivable vehicle in the game. If its usefulness is anything close to what is featured in the trailer, players will have a huge asset at their disposal.

Another mystery of this latest outing is an exact setting. Beginning with Arkham Asylum in 2009, Rocksteady has done a fine job framing the story in a manageable space. The sequel allowed players to explore a limited, walled-in section of Gotham City functioning as a prison. Arkham Knight looks like it may be set in a similar environment, but the aftermath of Arkham City’s conclusion may force the story line to another location. Recent reports state that Gotham has been separated into three islands and will include a space five times larger than Arkham City.

What has most fans talking is the possible identity of Arkham Knight’s main antagonist. Contrary to many fans’ first impressions, the game’s title is not a reference to Batman. Early reports suggested that we may finally see Hush take center stage. After three games of The Joker as a primary villain, Hush would be a welcome change.

I’m surprised at how underused he has become since his 2003 debut in the pages of Batman. In this hugely popular story line, Hush allies himself with just about every rogue in the Batman mythos to give the hero his ultimate physical and mental challenge. His identity is revealed to be Thomas Elliot, a childhood friend of Bruce Wayne who had recently returned to Gotham after a lengthy absence. To make matters worse, Elliot is fully aware of his former friend’s alter ego and uses this knowledge to his advantage.

Though the true mastermind of the overall story line shockingly turns out to be The Riddler, Hush easily steals the show. Future story lines in the Gotham Knights series fleshed out his backstory, and many fans appreciated his role as a sort of anti-Batman, a twisted reflection who actually orchestrated his own parents’ murder. Despite Hush’s positive reception, he was scrapped from appearing in The Batman animated series that ran from 2004 to 2008 on Kids’ WB, instead replaced by Rumor, voiced by Ron Perlman.

It was not until the game Arkham City that Hush made his first real appearance outside of comics. As an added bonus, his voice work was done by Kevin Conroy. It is without a doubt that Conroy’s long tenure voicing Batman allowed him to emphasize the characters’ antithetical relationship. In the game, their shared history is alluded to, but this version of Hush remains unaware that Bruce Wayne and Batman are the same person. It would be phenomenal to see Hush take the spotlight and lead a similar “villains united” campaign against Batman in the upcoming game. Perhaps it is Hush’s voice we hear issuing an ominous warning to Gotham in the trailer’s opening frames?

All of this is, of course, speculation. And though the footage we have so far is quite impressive, I urge viewers to keep in mind that none of it features anything from the actual game, as developers prefer to save that footage for later previews. It’s been intriguing to see the video game trailer evolve into something so theatrical. With visuals this impressive, it’s no wonder Batman’s latest adventure will be released solely for the Xbox One and PlayStation 4 consoles. (Sorry, 360 and PS3 owners: it’s time to upgrade.) Hopefully, Rocksteady’s direct involvement with this sequel will help fans get rid of the sour taste Arkham Origins left in its wake.

Batman: Arkham Knight is slated for an October 2014 release.