Saturday, October 25, 2014

Una Giornata Particolare / A Special Day (1977) Review



Lucas Versantvoort / October 23, 2014

A special film about a special day. After five minutes of archival footage of Hitler arriving in Italy to greet Mussolini, footage that makes it quite obvious where Chaplin got his inspiration from for The Great Dictator, the first shot immediately encapsulates the oppressive nature of fascism and includes a veiled criticism. There’s a low angle shot of an apartment complex which blocks out all activities going on outside of it. Swastika flags and flags of Italy are being hung out in celebration of Hitler’s visit to Italy and then, in what has to be moment of subtle criticism, a man takes out his trash and dumps it in a nearby container while someone else in the background hangs up a flag of Italy and Germany. The act of emptying a garbage bag is visually similar to hanging up a flag, so it seems like director Scola is comparing fascism to trash. A very nice touch and that’s just the first shot.
            It is the day of the parade in celebration of Hitler’s arrival in Italy, but what we see is the rundown apartment complex. We enter one of the apartments to see Antonietta (Sophia Loren) waking up and – in one long shot – proceeding to wake up her kids (all six of them). In a Neorealist manner, we see the family’s morning routine, as Antonietta keeps bumping her head against the kitchen lamp, one of her sons draws a moustache on his face to appear more masculine in preparation for the parade, another son secretly smokes in the bathroom and, typically, the husband is revealed as the most juvenile of them all, as he’s the last one to be woken up. Eventually, everyone except Antonietta leaves for the parade, while she’s expected to take care of the house. The pet bird escapes, of course symbolizing her subconscious desire to escape, and lands near a man’s window. She rings his doorbell and asks for help. Unbeknownst to her, the man, Gabriele (Marcello Mastroianni), is a homosexual who was recently fired at the radio station he worked at for his ‘way of life’ and his beliefs. In fact, her ringing the doorbell is what literally stops him from committing suicide. They catch the bird and briefly converse and eventually she leaves. Suddenly feeling inspired, he decides to pay her a visit, realizing it’s about to be a special day. The rest of the film chronicles their ever developing relationship.
[Patriotic music plays]
            In terms of its story, Giornata has a lot in common with David Lean’s Brief Encounter. The major difference is obviously the role fascism plays in every aspect of this film. From the drab setting, to the fascist zeitgeist, to the overwhelming presence of masculine behavior, Giornata paints a world where fascism seems there to stay, a sense that’s only bolstered by the nationalist anthems the janitor is playing full blast on her radio ad infinitum and ad nauseam. Indeed, one of the best things about the film is how the ever-present radio provides a harrowing backdrop to the tender relationship between the two leads. Don’t make the mistake, however, of thinking this film is depressing. There are countless wonderful details in the depiction of Antonietta and Gabriele’s relationship. When she notices part of her stockings is wet, she pulls it under her toes so he won’t notice. When he’s grinding coffee beans, she quickly retreats to the bathroom to apply some makeup; she grabs the lipstick, but realizing that would be way too obvious she leaves it and pulls one of her curls across her face and squeezes her cheeks to inject some color. All these little details bring out the Brief Encounter-esque character of the film and it’s all the better for it.
            And let’s not forget the performances with both actors being cast against type. Sophia Loren was of course a 20th century icon, incredibly famous, so for her to take on a role as down to earth as this was daring to say the least. Though I’m no Loren expert, when I think of her, the word that springs to mind is ‘vibrant’, the exact opposite of Antonietta who only laughs once in the entire film, wears no makeup and looks tired all the while having to display a subtle dissatisfaction with her life with Gabriele symbolizing the possibility of escape. The same goes for Mastroianni. Though a famous leading man (having worked repeatedly with Fellini), here he plays a homosexual in fascist Italy. Mastroianni elicits a lot of sympathy and, most importantly, doesn’t overplay the gayness factor. He doesn’t prance around or anything. It's far cry from the clichés that saturated early Hollywood films. Instead, Gabriele’s little outbursts of joy, like him riding a wooden mini-scooter through Antonietta’s apartment, symbolize a desire to break free of a restrictive fascist regime that has no place for him. Bottom line is that if you like Brief Encounter and its subtle, human exploration of relationships, you will by definition like Una Giornata Particolare.

Monday, October 20, 2014

Preliminary Complaints: Assassin's Creed Unity



Lucas Versantvoort / October 20, 2014

I recently saw gameplay footage of the upcoming game in the Assassin’s Creed franchise: Assassin’s Creed Unity. Though I stopped playing after the first and second games, I occasionally watched gameplay videos of more recent games in the series to see if it could recapture my interest. Sadly, this never happened, but since Unity will be the first game released on next gen consoles, I went ahead to see if Ubisoft was willing to make a bolder step forward. What I’m going to do is present something like a live commentary of a few gameplay videos and explain the thoughts that popped into my head.


I have to say, the game looks quite good. What I like most about it is the soft lighting that I feel captures the dusty streets of revolutionary Paris quite well. So, no complaints graphic-wise. Gameplay-wise however… The first important part of the above clip is a new feature called ‘Controlled Descent’. You can now parkour your way down a building quickly without relying on a haystack. What I find absolutely hilarious is that after about 20(!) games in this ongoing series, it only now occurred to the developers that descending tall buildings could require something other than a conveniently placed haystack (a feature that doesn’t make any sense anyway). That’s what you call innovation…
            A bit later in the clip, side quests are introduced. During a riot, you can choose to save the clergy, thus making people aware of your presence or let them be killed an remain undetected. There’s also random occurrences like street muggings. Someone will get robbed and you can choose to hunt down the robber and presumably return what’s been stolen to the original owner. The commentary doesn’t explain why you should do this though. What’s the incentive for chasing down the robber? This feels like one of those useless minute-long missions which are shoehorned in to lend some vibrancy to the city, but will become boring after one or two tries, because it just gets repetitive.
            A key element appears to be using the current gen engines to make the city feel alive. A new feature that’s being touted in the clip is being able to enter buildings seamlessly, i.e. without loading times. It’s nice to see that after 20 games of climbing and running over buildings, it’s finally possible to actually enter them…though how many buildings can be entered and what the point will be are questions that remain yet unanswered…
            Combat takes place at 2:40. The commentator explains how combat is supposed to be more challenging. Previous games were indeed way too easy, boiling down to pressing the counter button over and over again, making it more challenging to win a 1v20 fight without taking a single hit rather than stressing out trying to survive. Disappointingly however, while he’s saying how combat is more difficult, he takes down a guard without taking a single hit, so we’ll have to say whether combat is indeed more challenging.
            And…like most modern games these days, x-ray vision – or should I say, Eagle Pulse –  rears its head, allowing you to see enemy formations and plan your attack accordingly. Why you can use this in the 18th Century is beyond me, though it will likely be explained through some sci-fi nonsense regarding the Animus. Let me tell you, nothing makes me feel like an 18th century assassin more than the ability to see through walls…
            And then…stealth is finally showcased. You enter a building and have to move past a handful of guards undetected. What bugs me is the fact that there’s a dedicated stealth button that makes you harder to detect. You press the button and you’re in stealth. This would mean that if I’m crouching somewhere while not in stealth I would be more easily detected than if I were crouching while in stealth. It doesn’t make any sense and neither does 3:43 when our main character, bathed in daylight, moves forward while a guard mere meters away is facing his general direction and yet doesn’t see him. A real stealth game wouldn’t allow you to pull stunts like that.
            At 4:36, the commentator explains how, when you’re on high ground, you can have multiple icons fill the screen, showing you where you can start side quests. This is a pretty good addition as it allows you to remain in-game without having to scour a map in the menu. I just hope you can disable it…
            Alas, at 5:22 more nonsense rears its ugly head. Our main character goes down a street, but there are guards blocking his path. So, in typical Assassin’s Creed fashion, he scales a building to get past them. The same problem I mentioned with stealth applies here. What I don’t get is how the guards don’t see you scaling a building, even though they’re facing your way and are quite close. If you think this is nitpicking, then you have to realize that it’s little things like this that are part of the core gameplay. Remaining undetected is a key element of Assassin’s Creed, so obviously I’m going to notice it if remaining hidden is too easy and/or broken. Little things like this are immersion breaking. When part of the thrill is to remain undetected whilst approaching a target, it becomes more grating when gameplay surrounding that feature feels off.


Just like the first clip, at 3:12 and 3:59 the main characters behaves in a way that should alarm guards etc. He’s within meters of characters looking straight at him and yet nobody moves an inch. Is this supposed to be the ‘improved’ stealth system the commentator speaks of?
            At 4:22, the main character uses a smoke bomb to stealthily assassinate someone. This is fine in and of itself, but how can two nearby guards walking toward the now dissipating smoke not be suspicious of the hooded man walking out of the smoke?
            At 6:10 stealth and stealing are showcased, but it appears stealing in Unity is about as difficult as putting your left foot in front of your right foot. It all boils down to pushing a button to activate stealth mode and then simply standing next to the character in question and holding a button for a second or two to steal the item. Again I have to wonder why stealth mode is even an issue here when nothing really changes visually. You’re still standing right next to the guy regardless of whether you pushed the stealth button or not. How does it automatically make you ‘blend in with the crowd’ more?
            The leap of faith is still present at 7:30. Also wondering why a haystack has been placed inside the Notre Dame… 8:18 is even more ridiculous. A large crowd is gathered in the Notre Dame. Meanwhile you jump into a haystack just a few meters away and kill a nearby guard by pulling him inside the haystack using your knife. Does absolutely nobody see this? Does nobody hear the guard’s scream? And again: what is a haystack doing in the Notre Dame?
All in all, my various complaints all boil down to problems regarding gameplay. It increasingly seems that Unity is being presented as The Next Big Step in the franchise and yet all I’m seeing are gameplay issues, both big and small, that still plague this series after all these years.I'll keep my eye on it

Stray observations:

How can it be that the first game in the series did a better job of animating the main character’s movements when walking through a crowd than Unity?

Why does almost everyone in Paris speak English with a British accent…?

Thursday, October 9, 2014

Catherine (2011) Review



“Oh myyy…what a disappointment.”
–Me

I’ll say right away I bought Catherine, because it was made by Atlus and I really enjoyed Persona 4. I know saying I bought this game for the story when the marketing had all the erotic subtlety of Playboy would be something close to lying, but believe me when I say: I bought this game because I believed (and it was advertised as such) it would break some new storytelling ground in video games in terms of sex and relationships, topics that aren’t exactly being dealt with on something approaching an intellectual level in the video game industry, so yes, I was intrigued by this game. Sadly, it disappointed me which was made all the worse by the fact I believed this game would deal with the above topics with a modicum of taste and subtlety.
            So, let’s quickly recap the story. You’re Vincent, you’re afraid to commit, you’re in a relationship with Katherine and you have a group of friends you see all the time in a local bar who try to help you with your relationship issues. There’s been a series of strange deaths with young men found dead with faces that look like something out of The Ring. That evening Catherine hooks up with you. Vincent wakes up the morning after all confused to find Catherine in his bed. As you might expect, this kicks off the story where you must choose in a variety of ways if he’ll maintain his relationship with Katherine, despite his commitment issues, or say fuck it and hang out with Catherine. This all has sorts of consequences. What makes this a game are the choices you make and the platform puzzles you play in Vincent’s nightmares every night. As it turns out, all those dead men died in their sleep when they failed these puzzles, hence the other sheep in your nightmares; it’s a shared nightmare. So, the puzzles symbolize his fears and desires as he struggles to get to the top without succumbing to the pressure.
            Before delving into the game’s failings, I’ll get the things I liked about it out of the way. Despite its repetitive nature, the platform puzzles were occasionally fun. I liked the colorful, anime look, though the low frames per second (typical for Atlus) hurt my eyes. I thought the text messaging component of the game was interesting. I also liked the notion of the bar as a central hub where you can hang out and inspire other guys suffering from the same nightmares to keep their spirits up, thus increasing their own chances of survival. I can’t think of anything else, unfortunately…
Subtle storytelling at its finest...
            Like I said, I went in expecting a well-told, mature story about relationships, sex, fear of commitment and all that jazz. What I got was over-the-top, supernatural nonsense. I was okay with the puzzles, but toward the end, the story jumps the supernatural shark to such a degree it’s not even funny. You’d think from the summary above, it couldn’t be that bad. Well, it all takes a turn for the worse when it turns out Catherine might not even have existed. The photos Vincent has of her on his phone have disappeared and none of his friends know what he’s talking about. He remembers though that the only person he saw her talking to was the bartender. He confronts him and he is revealed to be the orchestrator of the entire thing, of all the nightmares, murders, etc. Catherine turns out to be a succubus, made to fulfill Vincent’s fantasies. Once he was seduced, he was transported to the nightmare world. Because he was afraid to commit to Katherine, having Vincent die in the nightmare world would free her up for the good of the species, i.e. others could then…procreate with her. Yes, you read that right. What starts as a story about relationships etc. quickly turns into a supernatural nonsense fest that is as far removed as possible from the core themes and anything resembling mature storytelling. Now, I get that it’s a cultural thing, that the fear of low birth rates is a big deal in Japan, but why does it have to be packaged in such an increasingly ridiculous story?
            So, you beat the final stages and you make some final choices which (combined with how your position on the alignment meter) determine which ending you get. I got the True Katherine ending which is ludicrous in and of itself. Though they’ve already broken up, since she thought he was cheating, Vincent decides to tell Katherine the truth. He tells her that he really thought he was cheating on her, but it was all in his head. I’ll say that again: he tells her that he really thought he was cheating on her, but it was all in his head…and Katherine actually falls for this. Yeah, how about you don’t rekindle your relationship with the crazy man? How does one actually fall for something like this? You break up with someone in real life, only for them to come back to you saying, ‘no wait, it was all in my head. I didn’t actually cheat on you.’ If I were Katherine, I’d tell Vincent to seek help…of the psychiatric kind. Needless to say, I didn’t bother checking out the other endings, though a quick glance on YouTube suggests they aren’t any better; such artistic and classy endings also exist like hooking up with Catherine the succubus and creating an entire harem thus becoming king of the underworld; or hooking up with Trisha (the host seen in the beginning) who actually reveals herself to be Ishtar, goddess of fertility. Not only that, she also explains that the whole point of the nightmare world was for you/Vincent to prove your worth, so that you could replace the bartender as her consort. Apparently, he was cheating a lot.
Do I need to say it again? We were promised an adult-oriented experience with themes like relationships, sex, fear of commitment and all that jazz…and what we got was supernatural nonsense, a game that promises you to push boundaries, only to fall back on tired (anime-influenced) clichés that say nothing meaningful about relationships. My diagnosis is that the game itself and its creators are probably suffering from fear of commitment, the fear that the game wouldn’t be a success if all it had were ‘normal’ people trying to figure out life and relationships.
Captain obvious symbolism? Check...
What triggered this review is the baffling amount of positive reviews from the gaming press. A common phrase found time and again is that “you’ve never played anything like this before.” Though technically correct, it feels like a kneejerk response to convince ourselves and the world that our beloved hobby is actually capable of boundary pushing feats. On the surface it seems like a game dealing with topics not often found in games (relationships, sex and so on), one of those games approaching ‘art’ that we can show the world as one of the great gaming achievements. Only upon close examination do you find out this game is flawed from every conceivable angle. The story is uninspired, nudging along at a snail’s pace and betrays itself and jumps the shark toward the end; the characters are one-note, uninteresting and unsympathetic; the morality system is simplistic and feels tacked on; the music, though occasionally pleasant rearranges classical music in a desperate attempt to make the game feel artsy; the puzzle dreams feature symbolism as subtle as Catherine’s marketing campaign; the puzzle gameplay gets repetitive; and, most damningly, it’s a game that in the end has nothing interesting or meaningful to say about its topics.
If you think I’m being too harsh, well, that’s your own problem, but make no mistake, criticizing Catherine to such a degree as this isn’t exactly easy for someone who enjoyed Atlus’s Persona 4. If you think I’m wrong in bashing Catherine, remember I judge the game based on the standards it sets for itself. This game tries to be adult-oriented, to be serious about relationships etc. but winds up as a supernatural clusterfuck whose pretensions at mature storytelling are surpassed only by its countless clichés and poor design choices.