Showing posts with label Charge Aught. Show all posts
Showing posts with label Charge Aught. Show all posts

Wednesday, December 23, 2009

Charge Aught!!!: The Decade in Movies, Part Three

aught-movies-3Part OnePart Two

Andrew Pankin, Alex Boivin and Jordan Pedersen have spent most of the last decade in darkened rooms – some of those rooms were movie theaters. Read on for their thoughts about the most important developments in the cinema of the aughts.

AB: What were movies like before special effects? Nowadays, people are all concerned about what film has the best CGI, at least as far as big summer sci-fi/action films go. Before movies like Terminator 2 and Jurassic Park came along, did anyone care? Sure you'd get something like Star Wars every once and a while but those predate the era when mind-blowingly awesome special effects ruled the cineplex.

The old adage that movies these days sacrifice story for explosions is well worn territory, but I can't help but feel it rings true. Take a look at Matrix Reloaded. Granted, Matrix 1 was a goddamn special effects spectacular for the ages, but Reloaded got too high on itself and gave us a CGI fight between Neo and a couple hundred Smiths that looked dated before I ever started college. Then on the other hand you have the Lord of the Rings, another series of films that by their very genre have to be loaded with things that aren't real. But unlike say something like the Star Wars Prequels, LOTR does its best to use as many real things, extras, monsters, what have you in the film. And for that reason it still holds up. No matter how good CGI gets, its gonna look crappy in a decade or so and you can't sacrifice more traditional facets of filmmaking like story, feelings, what have you to get them.

That's what worries me about Avatar. Yes, it's the best looking movie I've seen in a while but by the time we're writing the 2010's decade in review, we're gonna be talking about how dated it looks and how it's just Dances With the Last Ferngully Mononoke ThunderDelgo. I feel similar about 3-D. Yeah it's fun for a while but it can't last. In a short while we'll be writing about how it the trend was just a cheap trick to dupe the average moviegoer out of an extra four bucks. You'll cry just as hard at the first ten minutes of Up no matter how many dimensions it has.

JP: I'm more interested in the special effects that you're not supposed to be able to spot from a mile away.

Granted, all special effects are intended to allow filmmakers to do stuff they couldn't do without some visual trickery.  But I think some filmmakers (Michael Bay) begin the process thinking, "I'm going to cram as much obviously-CGI stuff into this movie as I possibly can so people won't notice the copious amounts of racism and misogyny."  And I guess that's not an awful policy?  I certainly know a lot of average filmgoers/high school kids who talk about "amazing graphics" (a misnomer which, by the way, makes me want to tear my eyeballs out) before they mention anything else.  For films like Transformers, then, filmmakers want audiences to point out the visual effects when they recommend the movie to their friends.

But there's another type of filmmaker who'd rather that you not notice the stuff that isn't real in his movie.  Boivin mentioned the LOTR trilogy, and I think Peter Jackson's a pretty good example (not so much outside of the LOTR trilogy, though).  Sure, those movies had their share of ghost and evil elephant armies, but those were far from the most impressive sequences in the trilogy (actually, those were probably the two crappiest-looking things in LOTR).  The things that stick out in my mind are the gorgeous CGI-assisted sets and the seemingly-infinite number of dudes at the Battle of Helm's Deep.  Rivendell, for example, could have been built on a studio backlot, but Jackson wanted it to look as if it actually existed.  So he shot some exterior shots at a national park in New Zealand and then added CGI to make it look "hyper-real" (if I may descend into buzzwordery for a minute).  And he could have hired a bajillion extras for the Battle of Helm's Deep (Joseph L. Mankiewicz did it), but even he didn't have an infinite source of money.  So he used CGI to add an extra layer of grandiosity to an already gigantic battle.  But the thousands of tiny orcs in that scene are a far cry from the clanging robot balls in Transformers.

AP: The digital revolution has made it easier for for filmmakers to put increasingly impressive visual effects in their films, and to do it cheaply. George Lucas has stated that he will never again shoot on actual film because of the lower cost and the ease of post-production manipulation. The cheapness of digital film stock has benefited more than just the washed up, CGI-obsessed sellouts - many amateur filmmakers or smaller studios have been able to drastically cut overhead by shooting on digital cameras and editing on the equivalent of a home computer.

Along with film stock (which shouldn't actually count as a "special effect," but more of technological advancement), the aughts have seen the increased ability for filmmakers to supplement their with computers. Directors who rely heavily on computer generated imaging seem to fall into two camps: those who make it the focal point of their films and those who use it as a tool to enhance the overall quality of their films. My colleagues have mentioned Avatar (which was 60 percent motion capture) as an example of the former and the Lord of the Rings Trilogy as an example of the latter (how else, except for CGI, could you convincingly portray a character such as Gollum?). The advent of superbly advanced CGI hasn't necessarily made it easier to separate the wheat from the chaff - it's just made it so we see more impressive chaff.

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Charge Aught!!!: The Decade in TV, Part Three

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Part OnePart Two

Between the four of them, Chris Holden, Stephanie Hemmingson, Jordan Pedersen and Andrew Cunningham have watched quite a bit of television this decade. Over the next three days, they’ll be discussing and debating the merits and shortcomings of TV in the aughts.

The filmification of television

sitcom-5 JP:  Realism's sort of a tough concept to pin down, though.  To me, shows that don't feature a laugh track aren't actually any more realistic.  30 Rock, after all, doesn't feature a laugh track, and nobody could convincingly argue that it's realistic.  The absence of laugh tracks in newer comedies is, I think, just another stylistic evolution.  It's also indicative of TV's continued movement away from "filmed theater" and towards something more akin to film.

The death of the multiple-camera setup seems to indicate as much.  Even though most television comedies weren't actually broadcast live, the vast majority of them were filmed "in front of a live studio audience" prior to the year 2000.  A multiple-camera setup was the only viable option for shooting in front of a studio audience; it allowed the director to shoot an entire conversation in one take (as long as the actors didn't screw up).

This was beneficial for editing purposes, but the format also attempted to replicate the experience of watching a live show.  A live show, after all, features a stage with only three walls (so the audience can actually see what's going on) and pauses for laughter (actors in sitcoms don't talk over the laugh track).

Divorced from the "live studio audience" concept, a television show would probably just seem awkward with a laugh track.  A set with four walls doesn't exactly leave room for an audience (who would ostensibly be doing the laughing).  But are shows without a laugh track any more realistic?  It frees the writers from having to write scripts with "punchline jokes" every other line, but it's hard to argue that this results in more realistic situations.  Comedies are predicated on the idea that people say funny shit every thirty seconds or so, which isn't particularly true-to-life.

Shows like Modern Family and The Office also use the "mockumentary" style to appear more realistic, but the laughs on these shows are still the product of writers sitting in a room and coming up with jokes.  And the jokes on these shows wouldn't be half as funny if the actors hadn't been chosen deliberately.  The situations, consequently, are no less contrived than they are on conventional laugh-track sitcoms.

“The dichotomy of truth and wacky”

SouthParkWallpaper1024SH: Sometimes I have a hard time trusting analyses like these that discuss a trend as if it were both revolutionary and independent of outside factors. I agree that recreating reality has been a theme of television this decade -- though I don't believe it's unique to the 2000s -- but I think its advancement has been deeply influenced by rapid improvements in technology. It easy to want to imitate real life when you can do so with stunning accuracy and high pixel counts on the cheap.

While these last ten years have been littered with gritty depictions of relatable characters and believable situations, it has also been countered by the extreme over-the-top and often bizarre satire of shows like 30 Rock and South Park (and if I MUST mention it, Family Guy, if only for it's raging pop-culture popularity). I would argue that two shows mentioned previously, Arrested Development and The Office take their "realism" and raise you a ridiculous.

This dichotomy of truth and wacky can be found in almost any form media if you look closely enough, and I believe that has existed in almost every arbitrary time period that we might define. However, I will not deny that this dualism has grown stronger as the visual arts become more scientifically sophisticated, and with it, the people watching. The happy medium of "sort-of-real-and-kind-of-funny" isn't cutting it. I think that's why a show like Scrubs was so popular. The characters were not particularly believable, each respresenting a select set of traits with some humanity thrown in rather than emulating a complex human being, but the humor came from hilarious extremes tinged with just enough humble truisms. The missing laugh-track and the somber moments of thought encouraged the audience to think for themselves on a set of lessons that were easy to relate to, all the while getting to laugh at some absurdity.

Maybe its the absurdity in trashy reality TV that makes it popular as well. As far as that subject goes, while I recognize everyone's valid points thus far, my irrational and undefined hatred will live on. 

Self-aware comedy

family-guy CH: Now Steph has got me thinking about the comedy of the past ten years. The more absurd kinds of TV she mentions were often tongue in cheek comedies, and I believe that's one of the defining trademarks of the humor of the decade - humor that doesn't take itself too seriously. The bizarre, over-the-top scenarios of Arrested Development or Curb Your Enthusiasm, for example, were pretty much delivered with the equivalent of a sly, knowing wink, as if acknowledging how utterly implausible they are. The Office goes even further, where a straight-man character like Jim is basically a stand-in for the audience, the lone bastion of sanity who is the only character to realize how nuts everyone around him is. It's comedy that is self-aware, creating massive spectacles and hyper-exaggerated scenarios that are not so much funny on their own, but that are funny because the show itself is acknowledging how absurd the entire premise is. 

And, because Steph mentioned Family Guy, I need to bring up its unique form of meta-meta-humor (inherited from The Simpsons' meta-humor of the nineties). There are many critics of show, who (correctly) point out its lack of plot and character development, and its over-reliance on throwaway gags. But Family Guy delivers something that I think has become the norm this decade - humor that counts on the audience to be hip enough to understand the icon that is being satirized, or the expectations that are being overthrown. Nearly every joke counts on the viewer to be privy to a pop culture reference, or some standard narrative trope that is being mocked. You're never quite sure what to anticipate, and while one can criticize the humor for being too invested in shock value and the element of surprise, at least it's not the set-up/punchline formula we've come to expect.

And now I'm going to change the subject as I finish up my portion of the discussion. As I've been thinking and writing about TV for the past few days, I've come to realize that the biggest shifts in the genre may have not occurred within the programs themselves. Rather, as Jordan alluded to earlier, the very methods of our own television viewing have changed radically. I remember when the first season of 24 debuted in 2001, and I religiously set my VCR and triple-checked the timer to make sure everything would record without incident. Failing to record even the last five minutes of an episode meant missing a cliffhanger that was impossible to watch ever again (at least until reruns that summer).

Nowadays, the very concept of making a physical recording seems quaint. If I miss a show, I just check Hulu the next day. And the advent of DVDs have made it much easier to procure entire seasons of television shows. In the age of videocassette, the concept of owning an entire multi-season show on tape was ridiculous; now, we can get every season of MacGyver at Walmart for twenty bucks. When I decided to watch Mad Men, for example, I didn't just have to jump into the second season cold; I could rent the first season through Netflix and catch myself up. 

So TV shows no longer have to count on their audiences to be sitting at their television sets during primetime hours every weekday night. The concept is incredibly liberating (shows like Lost, for example, thrive on repeat viewings, johnny-come-lately viewers, and the ability to catch up on a missed episode). At the same time, as ratings decline, one begins to wonder how the television moguls are going to be taking these new viewing methods into account. Internet TV has yet to translate into large amounts of ad dollars. I'm guessing the major development of the next ten years will involve TV networks finding some way to make this profitable; I'll be back in 2019 to see how true this prediction is.

Wrapping it up

AC: It's true that television studios are stumbling a bit as they find their way in the digital era, but the decade is full of shows that have been renewed or straight-up uncanceled throughout the decade - Joss Whedon's Dollhouse is one of the former, the aforementioned Family Guy and Futurama being in the latter group. Some of this is because of more conventional reasons (reruns, syndication) but a lot of it is because Hulu and DVRs make Nielsen ratings increasingly irrelevant and because DVDs and services like Netflix make attracting a new audience to your serial drama/dramedy/comedy a whole hell of a lot easier.

To bring this discussion to a conclusion: I think one major change in the TV of the decade has been stylistic, with reality TV cutting costs and lowering the bar for low-brow, and quality, artful scripted TV that blurs the line between television and cinema at the high end. We have seen, easily, higher highs and lower lows this decade than we've ever seen before.

The other change is in the way we, the viewer, watch TV. Whereas it was once nigh impossible to catch up on a TV series unless you tuned in every week, DVDs, Hulu, BitTorrent and TV on-demand have obliterated that hurdle - the sophisticated viewer can basically watch what he or she wants, whenever he or she wants to. This affords writers and producers more wiggle room when it comes to self-referencing jokes and long-running narratives.

Like Chris said at the beginning of this discussion, these circumstances have ushered in, nigh-simultaneously, a Golden Age and a Dark Age of television. The important thing is there's something for everyone here, whether you enjoy watching washed-up second bananas making asses of themselves or high-minded dramas with cussing cowboys.

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Charge Aught!!!: The Decade in Games, Part Three

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Part OnePart Two

Rob Kunzig, Craig Getting and Andrew Cunningham have spent most of the decade with their eyes glued to their monitors and television sets, and over the next three days each will pick his three favorite games from the decade and offer them up for group discussion. The fruits of their labor await after the jump.

Rob – Bioshock, a lesson in replay value

bioshock RK: While I'm here, I might as well throw out my third game of the decade. It is, in my opinion, the best title on the 360: Bioshock.

Rapture, the underwater utopia built by Randian separatists, is the most engrossing atmosphere this side of City 17. It's an art deco wonderland gone to hell, splattered with blood, springing leaks everywhere you go. Anyone familiar with Irrational Games' System Shock 2 will be familiar with the audio logs sprinkled throughout the ruined city, shading in the beautiful architecture with the voices of its dead inhabitants, hopped-up on gene therapy and their own arrogance. 

It was also the first game to explicitly reference the quandary of choice in video games. While Bioshock sold itself on the ability to choose a path of good or evil, it seemed to be aware of the fact that there was, really, little choice. The levels were linear, despite appearing open-ended, and the game's principal moral choice ends up having little consequence. But, as it turns out - spoiler alert - you're a test-tube assassin, gentically programmed for the sole purpose of assassinating Rapture's founder, Andrew Ryan. You discover your origin during a showdown with Ryan, in which he orders you to kneel, stand, and run with the beguiling command "would you kindly?" Your condition becomes a metaphor for the impossibility of true choice in games.

I'm still in awe of Bioshock. Andrew - I remember you saying the game actually improved with its second playthrough. 

AC: It's definitely a game that benefits from a second playthrough. Aside from playing through twice to make the other choices (which in Bioshock, sadly, effect gameplay in very minor ways), the vast variety of armaments with which you're presented is guaranteed to make no two playthroughs the same.

Aside from the guns (mostly conventional, though their design is interesting) and your trusty melee weapon, the wrench, you're also given "plasmids," gene-modifying superpowers which let you encase things in ice, set them on fire, or electrify them - one even lets you send an angry swarm of bees after your opponents. Other modifications let you walk more quietly or explode things more easily or turn you invisible when you stand still.

In one playthrough, I'm a sneaky wrench assassin, with my swinging speed and melee attack jacked all the way up - foes can't hear my footsteps, and when they try to pursue I disappear into thin air. In the next, I'm an incendiary powerhouse, setting enemies on fire and sending grenades raining down on their heads. It's the rare game that not only encourages multiple playthroughs, but really needs them, to bring out all the nuances of the gameplay.

CG: I find it remarkable (in a good way), Andrew, that armament choices enhanced your enjoyment of a game all about the illusion of choice.  That's good design.  Plain and simple.

Chiming in third, I'll be the one to point out the game's flawed ending, with the caveat that I couldn't stop gushing about it until said final moments.  Why would a game that handled encounters and environments so well end with a minion-throwing superman of a boss?  Fontaine as a plasmid-soaked junkie is not an inappropriate image, but the encounter with Andrew Ryan is just so much better.  It builds up for hours and then completely deprives you of the battle entirely.  All your plasmids, all your weapons, rendered irrelevant.  Here's a golf club.  Would you kindly take care of business?

I do worry about the sequel.  I feel like a lot of BioShock's better devices - its use of audio logs, varied weaponry, and excellent environments - will feel a lot less fresh the second time around.  And they're starting to wear out their welcome in other titles.  I know I'm pretty tired of talking heads in the top corner of the screen, ordering me left and right (Borderlands much?).  This felt organic to the world of Rapture with its careful critique of the gaming artifice.  Games with lesser ambitions?  Not so much.

Andrew – Super Mario Galaxy, a fresh-faced throwback

i_13158AC: I've been agonizing over my third choice for a couple of days now - every time I think I've found one, something in me says "no, there has to be something more monumental." What I came up with after days of internal debate was Super Mario Galaxy.

The Nintendo of the new millennium has been on a rollercoaster of falling and rising fortunes, of fresh new ideas mixed with tired old ones, and throughout it all the company's attitude toward the "core" gamer, the crowd that still has a soft spot for them but has largely moved on to the Xbox and Playstation, has been ambivalent at best. Still, every now and again they pitch something to the old guard that really knocks it out of the park - Galaxy is just such a game.

It can't beat Super Mario Bros. 3 or Super Mario 64 in terms of impact, but it brings back the varied environments and challenges of those games while wringing a few last drops of innovation out of the dry ol' dusty ol' boring ol' platforming genre. Playing it (or watching it played) can be breathtaking thanks to its planet-hopping concept, cinematic score, and gravity-bending physics, and the whole experience is driven home by one of the smoothest control schemes and the sharpest graphics the Wii can offer.

Hey, third-party studios, wonder why your stuff doesn't sell on the Wii? It might be marketing. But it might also be that you haven't put out a game that looks, feels and plays as gracefully as this one does.

CG: I, too, had a hard time picking my third choice - mostly because there were a bunch of good games whose overall effect on the industry isn't as cut-and-dry as say, a Bioshock or Civ IV.  There's also the looming shadow of something like World of Warcraft, whose popularity is almost frightening yet remains unplayed by any of us three. 

To get a little graphic, I shamelessly poopsocked [ed: WHAT.] Super Mario Galaxy - and I didn't even own it.  It remains the only Mario game in which I collected every last star (though I put it to bed rather than truck through the entirety of Super Luigi Galaxy).  You're right, though, Andrew.  It couldn't even begin to measure up to SMB 3 or Mario 64 in terms of impact.  What could possibly be left for a 3D platformer to revolutionize that 64 hadn't already attempted?  But it does, to me anyway, represent near-perfection of a genre that has long fallen by the wayside.  Sure, 2D platformers are on the rise (I'll casually name drop 'Splosion Man once more), but the third-dimension seems to have moved on open-worlds and first-person perspectives.  Galaxy succeeds because, like most of Miyamoto's creations, its core mechanics - mostly just making a plumber jump - are sound enough and fun enough to entertain the player.  I'll split hairs by saying I was saddened to see flight confined to the hub world, but...yadda yadda yadda Stones lyrics.

By freeing Mario from the confines of a solely-terrestial environment, Galaxy allowed for greater creativity in level design.   Not only did the crazy gravity mechanic create new ways to play, it also ingeniously updated some classics.  Ghost levels could be a series of floating space platforms.  Races could take place on rivers in the sky.  Smart camera restrictions turned some levels into variations on the 2D formula.

I barreled through Galaxy, unable to stop myself because it just so damn fun.  From a more critical perspective, however, I wonder where you go next.  Okay, you release a retro-flavored multiplayer 2D Mario.  And you can polish up a bunch of ideas that didn't make it into the first game.  But then what?  Isn't space the final frontier?

RK: Is it possible for a self-professed gamer to have never played through a Mario title?

If I am that rare species, forgive me, and shelter me. I've dicked around with the Kart games, and I've watched enough playthroughs to give me an idea of what it's all about. Except Galaxy. I've never so much as seen a gameplay video.

What I do know is this - in 2007, the year of Call of Duty 4: Modern Warfare, Bioshock and Mass Effect, Galaxy stole many a Game Of The Year award. A Wii title, in the 360's proudest year.

There's a parable, here, I'm certain.

Craig – Portal, and the advent of the first-person puzzler

3132PortalBox00 CG: The end of the decade saw more genre mash-ups than we ever could have hoped for (or wished to avoid).  Puzzle Quest taught us that you could use Bejeweled to play an RPG.  Countless scores of shooters, action-adventure games, and hero-based RTS titles milked the RPG for all it was worth, mining it for character customization options and persistent experience systems.  But one particular mash-up stands above them all: the first-person puzzler aka Portal.

It's not surprising that Portal's ancestry includes Narbacular Drop, an offbeat little title from a student team at the DigiPen Institute.  It's also not surprising that Valve saw their cool idea and immediately said, "Gimme!"  Then they slapped some vague Half-Life fiction on it, ran it through the Source Engine, and pumped some devious humor into it.  Oh yeah, and then Valve had the keen sense to pack it in with The Orange Box, thereby giving gamers hungry for more Half-Life a game they didn't even know they were ravenous for.

Portal's insidious level design, clever use of atmosphere, and endearing antagonist made for such a memorable experience, you'd think the game lasted 20 hours they way it ingrains itself into your memory.  It actually only takes five or so the first time through (at least for me, anyway).  But the pacing is just spot on.  The gradual ramping up of difficulty.  The introduction and - spoiler - destruction of the Companion Cube.   The You-Thought-It-Was-Over-Already Final Chapter that takes you behind-the-scenes at Aperture Science only to bring you face-to-...weird robot eyes with GLaDOS.  And your reward at the end: the witty pen of digital troubadour Jonathan Coulton.  Played all in one go, Portal makes for one hell of an afternoon.

AC: I can't say as I, ahem, poopsocked this one, but in retrospect I feel like I did - I had seen one trailer for Portal a few months before and that was all the hype it needed, an ad campaign that (like the game) did more with less. It's a short journey, but it's so sharp and inventive that every obstacle, nearly every line of dialogue is meaningful and memorable. No game-padding fetch quests, no cutscenes, no backtracking purposelessly trying to find the one NPC you have to talk to in order to move the story forward. It's a novel game and it's a tight game, with scarcely a second wasted. More like this please.

The problem with a game like Portal in an industry like this is that it'll be damn hard to craft the inevitable follow-up. Valve has done little more than confirm a sequel's development, but it has confirmed it. It'd be great if the second Portal was like the first one - sharp and short and full of impact, a digital punch to the cyber-gut. What's more likely is that the Portal sequel (and any further exploration of the universe) will be more like the Katamari Damacy sequels, each expanding on the core concept in ways that are pleasant and interesting but rarely as meaningful as the first entry. It's like eating cookies - eventually, no matter how good the cookie, you just have to say "I think I may throw up if I eat any more cookies, thank you."

RK: Gabe Newell, are you reading this? You must be a very happy man.

Andrew, I also dread the follow-up to Portal. But I'm surprised there haven't been more mini-expansions - Portal's witticism and modular design could easily accommodate scores of map packs.

This is where I think Portal dropped the ball: the game needed a map editor. Sure, a functional editor for the Xbox 360 might have been out of the question, but there's no reason the PC-gaming public couldn't be let loose upon the program. Who knows - Valve might scoop up a few extra designers, as they swapped Portal's devs from grad school.

Were the internet flooded by ham-fisted puzzles and graceless attempts to recreate the genius of the original, perhaps I would regret my proletariat urges. But couldn't Valve at least give us the chance to defile their masterpiece?

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Charge Aught!!!: The Stuff You’ll Tell Your Grandchildren About

lg_47lg75_lcd_tv Yesterday, we talked about the stuff that didn’t define the decade. Now, in the last of our three collaborative pieces, listen to us talk about what will.

netflix Rob: In the event that some imprudent female agrees to bear my spawn (and she, in turn, finds someplace damp and secluded to lay her eggs), I'll tell them about the year their great-grandparents disconnected the cable. Up until that day in November 2009, their grandpappy hadn't lived a day without a connection to cable television. When the screen went blue, he thought: Now, everything will change.

Except it didn't. Instead of camping on the couch, they gathered computer chairs to stream Survivor on their desktop computer. House used to come courtesy of Fox 5 - now, it came courtesy of Hulu.com, with a brief plug for Fox in the beginning.

Netflix DVDs fluttered in and out of their mailbox. And in between red envelopes, they booted up their son's Xbox 360 and streamed movies directly to their television.

They unplugged cable, and not a damn thing changed. As a matter of fact, I can hear them watching Survivior right now.

bling1233607244 Craig: I wonder if we'll have figured out the Economy of Free by the time I have grandkids.  We're mired in the transition right now, though some people think there's a way to work it all out. Will we all be paying premium subscriptions for our true interests while consuming everything else like so many supermarket free samples?  Or will the availability of media lead to a depreciation of value until everything is ultimately worth nothing?  "Mooooommm, Grampa's moaning about the death of culture again," I can hear them say.

I'm sure I'll have to explain why Napster was a big deal.  And why a band staked their reputation on bringing it down.  Peer-to-peer file sharing spurred an economic revolution that's been slowly slipping arsenic into the music industry's (among others) drinking water for years now. But my grandkids might not even know what a record company or its assassin - the p2p client - looks like. "Where's Pirate Bay?  What is a 'lime' wire?" they'll ask.   By the time my offspring procreate, "peer-to-peer" will probably be the name of a bizarre bedroom maneuver.

sony-ps2-update Andrew: For any gamer, the Playstation 2 and the 2000s go hand in hand. It had, literally, something for everybody - the "casual" gamer, the "hardcore" gamer, people stuck in the 90s with their platformers or people who couldn't get enough of the then-new console first-person shooter. It had puzzle games, it had beat-em-ups, it had sandbox games, it had racing games (both infuriatingly and boringly realistic and arcade), it had high-octane action games, it had retro ports, it had rhythm games, it had epic works of art, it had some of the weirdest, most unclassifiable shit anyone had ever played, and it had RPGs in spades - any gamer who can't find something to play on the PS2 just wasn't trying hard enough.

Even the Xbox 360 and the Nintendo DS, its heirs apparent in terms of gameplay variety (to say nothing of its actual heir), can't approach it in terms of the sheer volume of experiences present. It was the right system for the right time like no system had been before or has been since, and when my grandkids start talking to me about the virtues of the Xbox 3.14159, I'm going to give them a good slap in the mouth and tell them that in my day we played games in standard definition with wired controllers, and we liked it.

dial-up-PC Chris: My grandchildren are going to be born with a 10G network already streaming into their skulls, and I'm guessing they're not going to understand how much of a hassle the Internet was back at the beginning of the millennium. My family didn't get broadband until 2005, which meant that for the first half of the decade I was forced to squeeze my Web browsing through the constrictive conduit of a 56k modem.

In particular, I intend to bore my grandchildren with tales of the obnoxious ritual of "signing on" to the Internet. The sounds of a dial-up modem might be some of the most wretchedly ear-piercing noises on the planet. (And God help you if you accidentally picked up the phone while someone else was logged in!) In the Dark Ages of Dial-up, this cacophony was a sacrifice you had to be willing to make; without it, it's almost too easy to take the Internet for granted.

Nokia_5110 Pankin: I'll regale my grandchildren with the tale of my entry into high school when my folks presented me with my first cellular telephone. I'll try to describe its lumpy, gray shape, its little rubbery buttons, its extendable antenna that I always suspected didn't improve call quality at all. It was supposed to be for emergencies only, but as I lived a rather unexciting life back then, it spent most of its time sitting powered off in my backpack. But I couldn't have had much fun with that thing if I wanted to: it didn't even send text messages, let alone take pictures, browse the internet, or make my coffee in the morning.

My grandkids will probably struggle to envision any device that isn't voice-activated or that lacks a smart-board-esque touch screen. With the rise of bluetooth, they likely won't have ever experienced talking on the phone with something that's not attached to their ears (or surgically implanted into their ears at that point). Still less will they be able to appreciate the portability revolution that my new cell phone represented. But I think it will be important to educate them of the history of the gadgets upon which their lives will be based, in order for them to fully appreciate the subtleties of their generation.

frodo Steph: The first thing I'm going to do when I have grandchildren is read The Lord of the Rings to them, even if they're too young to understand it. After thus forcing them to re-live my own literary childhood, I'll withhold the blockbuster films from them until they're old enough to fully appreciate the sacrifice.

It's taken me this whole decade to come to grips with the movies released between 2001 and 2003. At first irrationally furious, I stampeded around for almost two years complaining about their imperfections. Someone had finally put together the technology necessary to tackle a serious fantasy novel, and yet I bitterly hated every shortcoming. These movies polarized viewers, some defending the purity of the original books while others gushed over the special effects and attractive male leads. I hated the latter group most of all.

Over time, I've realized that my frustration was primarily based not on the fact that there were errors, but that these movies came so close to perfection and only missed because of poor decisions. They really were impressive, and they left quite a cultural ripple. But I'll make sure my offspring understand how much we book-purists had to suffer before accepting them.

_wikipedia_commons_thumb_b_b1_Vinyl_record_LP_10inch.JPG_800px-Vinyl_record_LP_10inch Gene:  I have a bad feeling that I'll be recalling to my grandkids about how condos in Newark cost about a nickel in my day and that I could've been a very rich man after it became the gentrification capital of the metropolitan area.  By then, I'll just have a shabby brownstone in Williamsburg.  More likely, I'll be recounting the moment in time when consumers wanted their music to be simultaneously less and more difficult to listen to.

stewart_colbert Jordan:  I'll tell my kids about how truly daring journalism emerged in the unlikeliest of places:  Comedy Central.  How unexpected that the people speaking truth to power (or at least saying the stuff we were all thinking but were too afraid to say) turn out to be comedians who ended up on late night TV because their acting careers didn't work out.

But like 'em or not, Jon Stewart and Stephen Colbert play a huge role in our public discourse.  Politicians and pundits now have to watch their mouths for fear that The Daily Show or The Colbert Report will catch them with their pants down.  Dudes are thorough, too.  When they called out Glenn Beck for exhorting his viewers to invest in gold while being a paid spokesperson for a company that sells gold coins, I was truly impressed.  The dang New York Times picked up the story.

Objectivity has become something of a sacred cow in television journalism.  Broadcasters almost never call out the hypocrisy or sheer stupidity of politicians or fellow broadcasters for fear of appearing biased (or petty, in the latter case).  Colbert and The Daily Show concern themselves primarily with entertaining their viewers, and the best material turns out to be the stupidity of those in the public eye.  And while verbal gaffes make for great "Moments of Zen," the shows thankfully focus on more substantive issues.  It's no wonder so many young people look to Colbert and Stewart more than any other TV journalist.  They're never afraid to speak the truth, as long as it's funny.

Maybe, though, I won't have to tell my kids about these shows.  Hopefully they'll still be on.

tara-reid-drunk1 Boivin: I plan on constantly regaling my children with my account of where I was and what I was doing when I found out the United States had invaded Iraq. Me and three of my friends were in my basement and we were watching Van Wilder of all things. I don't say this because the Iraq War had this immense impact on me or anything, but rather I just want future generations of Americans to associate one of the most misguided military adventures in modern history with Tara Reid. Remember her? My grandchildren will...as a warmonger.

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Tuesday, December 22, 2009

Charge Aught!!!: The Decade in Movies

aught-movies-2 Part OnePart Three

Andrew Pankin, Alex Boivin and Jordan Pedersen have spent most of the last decade in darkened rooms – some of those rooms were movie theaters. Read on for their thoughts about the most important developments in the cinema of the aughts.

slumdog-millionaire-tyra-banks-show JP: Is it just me, or are the Oscars way more quirky and foreign than they used to be?

What qualifies as Oscar bait these days seems far off from the yearly crop of presumptive nominees just ten years ago.  I can't imagine that films like Little Miss Sunshine and Juno would have been as fawned-over by the Academy if they had been released in the nineties.  Although films by director like Ron Howard and Steven Spielberg still receive nominations, they have generated considerably less buzz in the aughts.

"Yeah, Frost/Nixon was okay, but did you see Slumdog Millionaire?!  It had a freakin' dance sequence at the end!"

Academy voters seem much more eager to vote for (or at least nominate) contenders that might have seemed left-field a decade ago.  That Up and An Education sit alongside more conventional choices like Invictus and Up in the Air among this year's list of presumptive Best Picture nominees seems to evince the view that the concept of a "prestige picture" is morphing.  And films that would have been sure-fire nominees in the nineties often fail to even be nominated in the aughts (see American Gangster or Cinderella Man).

It almost seems as if the film industry is undergoing a transformation akin to the ascendancy of alternative rock in the nineties (and parallel to that of indie rock in the aughts):  the alternative has become the mainstream.  A Best Picture win for a film like Slumdog Millionaire has made at least a nomination for a film like Precious almost a certainty.  Crash's dark-horse victory in 2005 (*cough* bullshit *cough*) made it commonplace for other film festival pick-ups to receive nominations or even statues.

So whaddya think?  Have the Oscars always been this quirky?

Oscar 2 AP: I think the Academy is always secretly happy to see new types of films get nominated, even while it outwardly (in practice, if not openly) discourages the practice. "Sure, The Dark Knight was the best picture of the year," I seem to recall many experts saying last year, "but it will never win Best Picture. It's just not an Oscar Film."

Some claim that the gimmick of expanding the list of Best Pic nominated films from five to ten this year was somewhat driven by the hope of including other genres than the prestige film in the festivities. Maybe with ten nominees, for every five Preciouses, we'll get one The Hangover or District 9. Others argue that Academy voters are happily set in their ways and we'll just see more of the same. This is all conjecture, since no one seems to know why or even how the change to this well-established format came about.

While we have seen some increasingly quirky indie (or at least indie-looking) Best Pic nods, they've always been one among many; the majority of nominees have remained traditional, predictable fare. I do agree that we've seen a shift that's corresponded with changes in the film industry over the last decade - more audience favorites as opposed to experts' selections. And with an expanded field of nominees, I'm hopeful that said shift may also expand.

brokeback_mountain_14 AB: I've begun to realize in the past few years, perhaps just because I'm becoming older and therefore automatically wiser, that the Oscars are less a means of rewarding greatness in film than about celebrating the Academy and the movie industry itself. I don't see this as necessarily a bad thing, Oscar Night is one of my favorite nights of the year, but I've learned not to pick Oscar winners based on merit but rather on how they fit the Oscar formula:

1) Big issues (race, homosexuality, mental retardation etc.)?
2) Director/actors who have gotten enough buzz/have it coming?
3) Biopic?
etc.

I've become less passionate about hoping my favorite film wins and more about the politicking of the Oscar process. Take for example Crash's big upset in 2006. Part of me couldn't be more mad that this pandering exercise in white guilt took the top prize over what is honestly one of the best love stories of our lifetime, Brokeback Mountain. And yet I can't help but be intrigued by all the obvious decision making on the Academy's part, clearly they're a bunch of old fogies who are more comfortable awarding an inferior movie that confirms and absolves them of their own prejudices/what have you than they are giving Best Picture to a much better movie about the Gays.

If you ask me to pick my own personal Best Picture of 2009, I'd go with Inglourious Basterds: I saw it five times in theaters and now own it on DVD. But will it win Best Picture at the Academy Awards? Probably not (though with this newfangled 10 movies thing it has a much better chance). But asking the Academy to pick Basterds for best picture would be like asking me personally to pick Precious- not their/my taste, ain't gonna happen.

Tune in tomorrow for the conclusion of the story, same bat time, same bat channel!

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Charge Aught!!!: The Decade in TV, Part Two

aught-tv-2

Part OnePart Three

Between the four of them, Chris Holden, Stephanie Hemmingson, Jordan Pedersen and Andrew Cunningham have watched quite a bit of television this decade. Over the next three days, they’ll be discussing and debating the merits and shortcomings of TV in the aughts.

It’s all dumb

AC: Hey you guys, let's not draw the smart/dumb line at reality television, even if the Lord Jesus hisself descended from Heaven to executive produce The Wire. As long as Two and a Half Men is still on the air, it's fair to say that stupid scripted TV is going strong. And what about all those dramatic duds, the high-concept network shows like Kings and Flash Forward that fizzle three or four episodes in? And the shows like Lost and Heroes and Battlestar Galactica that do nothing but ask questions without ever bothering to answer any of them?

Also, Jordan, Futurama is coming back to Comedy Central with new episodes in June.

In defense of reality TV

127_amazing_race_468 CH: Is it up to me to defend reality TV then?

I mean, there's a lot of trash out there. But there are certain reality TV shows that I quite enjoy watching - the game shows, in particular. Both Survivor and The Amazing Race have managed to make their mark as well-edited, exciting, high-concept competitions. Similarly enjoyable are the "slice of life" shows in which cameras follow around photogenic people performing interesting jobs. Steph mentioned Deadliest Catch (my family's favorite), but I can also bring up Ice Road Truckers, Whale Wars, and Parking Wars as three other examples. These are reality shows that are all perfectly digestible fare that I don't feel guilty about in the slightest - shows that avoid the manufactured melodrama and public embarrassment of a lot of inferior reality schlock. And, first and foremost, these programs tell good stories, which is all I ask for out of my television. Such reality shows might not be able to match the "great" TV mentioned earlier, but they're a hell of a lot more interesting than the flat characters and stock plotlines on your run-of-the-mill forensic crime show (how many CSIs are there, again?).

Jordan blamed our laziness for the rise of reality TV and the number of great serial dramas languishing in obscurity. I love The Wire as much as the next critic. But sometimes, I'm not looking for what amounts to a 13-hour movie when I watch TV. Rather than devoting hours of my life to television with grandiose cinematic ambitions, sometimes all I need is a 60-minute distraction while I do some homework. It's not only allowable to pepper your gourmet fare with some fast food - occasionally, it's a nice change of pace.

Okay, maybe it’s not all dumb

punkin_chunkin_streetsigns JP:  My definition of reality TV is probably self-servingly arbitrary:  when you mentioned Deadliest Catch, I thought, "Well, that doesn't count because that show isn't retarded."

I don't have a problem with the Discovery or Science Channel (boo-ya Punkin Chunkin) reality shows because they don't subscribe to the "put a bunch of assholes in a house and you'll have world-class entertainment" theory.  The aim of these shows is to explore the ostensibly interesting careers of their subjects, not to watch a bunch of douchebags tear each other apart because somebody drank all the Diet Dr. Pepper.  I reserve my purest vitriol for shows like The Surreal Life, Tool Academy, and I'm Rod Blagojevich's Wife; Help Me Pay my Husband's Legal Fees, and I'm truly confounded when smart people waste their time with them.

It's hard to argue against the "TV as a distraction" motivation mostly because I don't use TV for that purpose.  And if it's proper to "rank" motivations for watching TV, I'd probably put "background noise" somewhere on the lower tier.  Also, is any TV show so uninvolving that you can actually get homework done while you watch it?  And does that argument really work in its favor?  You could make the same argument for smooth jazz or muzak.

Reality or realism?

AC: I'm with Chris about variety being a good thing. A "smart" person is not necessarily "wast[ing] their time" if they watch a show that doesn't meet some arbitrarily-defined standard of intellectualism. And, as with so many things, this all comes down to taste - if I think Freaks and Geeks is an overrated, boring teen drama and I find It's Always Sunny In Philadelphia to be so devoid of relatable characters that it's a show to be endured rather than enjoyed (it's like watching Seinfeld except all the characters are George Costanza), that's my call. Likewise, if I think Kid Nation is an adorable show, I can sit down with some chips and some friends and laugh without feeling bad.

Changing topics, though, I think that "reality" in television is something that really defines this decade. Besides actual reality shows, which purport to show the audience a (highly filtered) slice of the lives of some "real people," the scripted dramas and comedies of the new millennium also strive for realism in many ways. Consider the rise of the "mockumentary" in sitcoms, ushered in by the British and US versions of The Office and shows like Arrested Development - through their use of cameramen and talking-head segments, the shows are at least pretending to be dealing with real people and real situations. The single-camera setup of such shows also makes for more realism in setting, allowing for fleshed-out, three-dimensional spaces, much more so than the three-fourths of a coffee shop that most of Friends happened in.

With dramas like Deadwood and The Wire, the show's creators painstakingly recreate locations and places in time to serve as backdrops for their shows, which often try to deal with the challenges of actually living in those places in times. Consider the dead-accurate early 1960s of Mad Men and compare it to the kitschy, inconsistent representation of the 1950s that Happy Days served up week after week - many scripted TV shows this decade are more real than shows have ever been, and that's part of what makes these shows powerful, artful enterprises.

pic01 CH: One good facet of this new "realism" Andrew mentioned is the decline of the laugh track in comedies. In previous decades, us poor audiences were forced to rely on canned laughter to tell us what was and was not funny. Even Seinfeld (my vote for best sitcom of all time) still relied on short gags and one-liners to get a laugh. Shows such as The Office, Arrested Development, Scrubs and the ever-improving Parks and Recreation have rid themselves of the laugh track altogether. By relying on funny situations, and not just single jokes, the shows are able to development more of an identity for themselves. The writers must create actually amusing characters and plotlines, and not just rely on the interchangeable quips of the sitcoms of yore.

I agree that this realism also comes through in the complexity of the sets of shows this decade. Gilligan's Island was filmed on a Hollywood backlot with a bag of sand and a few fake trees; for Lost, they actually built a town in the middle of the Hawaiian jungle. I have many issues with Lost, but it's one of the few prime time network shows that is worth watching in high definition - it looks absolutely beautiful.

Tune in tomorrow for the conclusion of the story, same bat time, same bat channel!

Continue...

Charge Aught!!!: The Decade in Games, Part Two

aught-games-2

Part OnePart Three

Rob Kunzig, Craig Getting and Andrew Cunningham have spent most of the decade with their eyes glued to their monitors and television sets, and over the next three days each will pick his three favorite games from the decade and offer them up for group discussion. The fruits of their labor await after the jump.

Rob – The sound strategy of Civilization IV

646032-civilization_iv_front_large RK: Next is Civilization IV. Stop groaning. Yes, Firaxis Games' latest installment in the ridiculously pedigreed turn-based series is, indeed, the superlative strategy game this decade. There's no gimmick to Civ IV - just fluid, engrossing gameplay, a refinement of what we've enjoyed about the series since its inception. Players build a society from a single city, cultivating the countryside, establishing infrastructure, germinating culture and building a military.

More than any other title, Civ IV allows gamers to pursue victory through peaceful avenues. Building libraries, universities and wonders increases the likelihood of a Great Person being born in your cities, and your culture's combined influence is capable of assimilating other cities. During one session, my libraries were so full of knowledge, my wonders were so wondrous and my Great People were so ineffably great that a rival society's outpost city hoisted my flag (of course, I slaughtered their cattle and razed their capital city 20 turns later. Keeps 'em guessing).

Civ IV is beautiful to behold. Oh, and it devours days. Be warned. 

CG: I've always been simultaneously intrigued and befuddled by turn-based games in the Civilization mold.  I'm incapable of denying Civ IV's perfection of the genre, but the vast expanse of options at any given moment always intimidates me into submission.  I find this to be true of this genre as a whole.  I greatly enjoyed reading about one man's experience playing Galactic Civilizations 2 (which then inspired my own Starcraft chronicling), but I didn't last more than half an hour with the game myself.  Perhaps the pace is too slow.  Or perhaps I'm too worried about the eventual ramifications of my choices.  Am I increasing my population fast enough?  How did the computer make battlecruisers already?  Am I doing anything right?

I won't let my ineptitude stand in the way of recognizing the Civ stands out as true sandbox gameplay.  I simply need help stopping my enemies from kicking down my sandcastle. Perhaps Civilization Revolution, the streamlined, hand-holding version developed for the 360 would be more up my alley.

AC: Civ IV and games like it are the reasons why the Strategy genre will always be stuck in its niche - these games are all well done and polished to an exquisite sheen, and deep as all hell. That's the problem. They're all rabbit holes, and once you get in it's hard to climb your way back out. This is precisely why all strategy games since Ensemble Studios' seminal Age of Empires II have left me cold. As a grown-ass man with a real and a fake job, my free time is an increasingly precious resource. If I'm ever to play even a quarter of the worthwhile experiences out there, I've got to stick to games that are quick and concise, or games that can be played in short bursts - neither of these apply to strategy games, which require hours to learn and more hours to master. I'm probably missing something, but I'd rather play ten Braids than even consider wrapping myself in the thick, warm but potentially suffocating blanket of a strategy game.

Andrew – I want to roll Katamari up into my life

825998d7d6a8bcd500c656cd7a4eceb7-Katamari_Damacy AC: I would be remiss if I let this whole discussion go by without giving Katamari Damacy a mention. Though the core concept is all too familiar now, this was truly a strange beast in 2004 - as the diminutive green Prince of All Cosmos, you were tasked with recreating the galaxy's stars after your capricious father destroyed them during a bender. You did this by rolling your katamari, an extremely adhesive ball, around and picking up objects.

The most remarkable thing about this game was that its appeal knew no bounds. Its sequels have seen diminishing returns on this, but in 2004 and 2005 anyone playing Katamari Damacy would quickly see a crowd of people develop just to watch what was happening on screen. The sense of scale was and is unsurpassed, especially in levels where you start as a tiny katamari underneath a car in a parking lot and end picking up trains and houses with no trouble at all. The shrieks and grunts that people and animals made as you rolled them up proved an endless source of hilarity, as were level designs that had cows and bears flying around all over the place.

This game showed the potential of the Wii mentality years before the Wii was released - it was developed on a shoestring, sub-$1 million budget, emphasized gameplay over graphics, and had a pick up and play control scheme that anyone could learn, even people who had never played games before. People who had never owned a console before in their lives were asking me how much Playstations 2 cost just so they could buy and play this game. We need more games like this.

RK: Yet another game I never played for lack of Playstation 2. It seems I missed quite a bit.

Watching Gene roll people, cows, buildings etc. into a giant kicking, screaming ball, I suspected that a deeper meaning was lurking around behind all the bright colors. It's a critique of capitalism, apparently. Not to diminish a clever and elegant argument, but I'm one idiots clapping and screaming for the prince to go back and get the giraffe he missed. I can't testify to the game's mechanics, but I can say this: the lay person passing Killzone 2 might mistake it for Halo, or Call of Duty. Anyone passing by Katamari will know it is Katamari. In an incomprehensibly crowded field, it is singular. 

CG: Katamari's unique type of gameplay is refreshing in a sea of copycats and homages-to.  To elaborate on the mechanics for you, Rob, it featured a control scheme wholly unique to the budding dual-stick revolution kicked off by the Dual Shock controller.  Press both sticks forward, you go forward.  Both back, you go back.  Push one forward and the other back and turning commences.  Aside from a few extremely complicated arcade mech games, I'm not sure I've ever seen a game use this kind of control scheme.  Another way it remains, as Rob put it, singular.

Also, can I just gush about the preposterous soundtrack for a second?  Weird poppy electronica.  Oddball Engrish jazz.  Heartwarming Japanese children's choirs.  It all clicked in that weird way where you're not really sure you like it until you discover yourself instinctively putting it on in the car.  The infectious nature of the soundtrack matched the bizarre, whimsical fun of rolling up shit for no reason other than to roll up more shit.  It's some of the most innovative fun I've had in a long long time.

Craig – The shadow of Colossus

sotc1 CG: Having already discussed Passage, I'll acknowledge my fascination with the rise of the videogame auteur.  Yes, we have our Miyamotos and Kojimas, members of the old guard who can still dictate industry trends.  But we've got new ones, people dedicated to advancing not just How we play but Why.  Fumito Ueda, of Ico and Shadow of the Colossus, comes to mind.  SotC, in particular, stands out as an example of elegant game design.  The choice to limit the enemies to sixteen massive colossi embodies an elegance often missing in an industry of level-grinding and backtracking. 

SotC caught my eye when I read a preview that described it as a game with nothing but boss encounters.  I'd been playing a lot of Warning Forever at the time, and I thought the idea of slaying sixteen giants - and nothing else - sounded cool.  I wasn't prepared to feel remorse when I defeated them, but I did.  The game's puzzle nature diminished replayability; I often feel like I mourned not just the colossi, but the experience of beating them.  Spoilers in this game weren't just story nuggets like "Atlas is Fontaine" or "Dude, you're Darth Revan!"  The gameplay itself could be spoiled, and that it is tied intrinsically to the self-sacrificing journey of a boy who only wants to revive his lost love makes the every ounce of play precious.  Furthermore, the ending satisfies while retaining an element of surprise - despite in retrospect seeming inevitable.  Not only does it flip the game's core mechanics on its head, but it dares to show the player the awful results of the protagonist's Mephistophelean bargain.

Despite not having touched the game in years (I'm convinced knowing what to do will cheapen the experience), I can still hum portions of the soundtrack, particularly this tune of triumph.  The music direction in SotC reminded me a lot of Valve's approach: use music only when you have to, it makes the silence more meaningful.  Nothing plays when you wander the empty landscape in search of the giants.  Rarely have I seen sound design do so much to enhance a sense of loneliness.  And that loneliness intensifies the bond between the player and Agro, the horse.  Agro is there for you, always, but like a real animal, it might take him a while to get there. 

SotC's bare bones narrative style is it's biggest strength.  Great emphasis is placed on the game's world and on how the player interact with it.  There's not much else you need to do, I feel.  Andrew, you may now commence framerate hating.

AC: At its root, I suppose it could be described as "framerate hating," but I see it as one of the more serious problems a game like Colossus can have - the game attempts to absorb you into its eerily quiet, carefully rendered world. Its boss battles are similarly absorbing, albeit in a fantastically theatrical way. And yet, whether you're scaling a 500-foot beast or riding Agro across an empty plain, the framerate always chugs along clunkily, the Playstation 2 laboring to render Team Ico's artistic vision.

At best, it's a distracting nuisance, something you gradually and unwillingly become used to as the game unfolds. At worst, it's a menace, breaking that fabled "immersion" and drawing you out of your epic quest to wonder "lordy, couldn't they have optimized this a little bit better?"

Maybe it's just "framerate hating," but I think it's a crying shame that Sony (as the game's publisher and Team Ico's sugar daddy), with its deep pockets and (at the time) unquestioned dominance of the home console market, let technical issues mar what would otherwise be one of the medium's heretofore greatest triumphs.

RK: Yet another PS2 title I had to admire from afar. I spoke earlier about the sense of wonder that makes good games truly great - Shadow of the Colossus, perhaps even more than Half-Life 2 or Bioshock, left me awestruck. And I didn't even play it.

I'm convinced it's the lighting. SotC exists in a weird half-light, suggestive and (appropriately) ambivalent. Not to toss out any spoilers, but the cruel plot twist left many of my friends heartbroken - some even cried. To provoke an emotional response of such magnitude with a game that is, essentially, a series of well-designed boss fights, is an accomplishment in and of itself.

For what it's worth, gamer blog Destructoid named SotC their top game of the decade. I can't say I agree, but then again, I can't really argue against it.

Tune in tomorrow for the conclusion of the story, same bat time, same bat channel!

Continue...

Charge Aught!!!: No, You Didn’t Define the Decade

andy_richter_controls_the_universe_the_complete_series_dvdNot everything can be memorable – today, our crack writing staff says some words about the stuff that no one’s going to remember ten years from now.

The only surprise? No one actually wrote about Andy Richter Controls the Universe. Or The Matrix. Shit, in retrospect, we really dropped the ball.

uss_enterprise Craig: In a decade predicted to have flying cars and helper-cum-warrior robots, the closest we came to such monumental breakthroughs was the advent of space tourism.  People paid decadent amounts of money for the opportunity to visit the International Space Station.  Equally decadent amounts of money were promised as prizes for engineers able to come up with commercially viable options for space flight.  In the end, the bulk of us remained Earth-bound.

Only seven people this decade have earned the title "space tourist."  Seven.  That's not even one per year.  And I'm sorry, but the company doing this is called Space Adventures.  That sounds like a kiddie roller coaster or a game for my Intellivision (Remember Intellivision?  Me neither).  In the meantime, we've got Sir Richard Branson claiming he can send what are effectively airplanes with More Power into space.  I was promised hover cars and ubiquitous android servants.  I'll believe Space Tourism when I actually see it.

kindle Rob: I don't care how big Jeff Bezos is smiling - Amazon's Kindle wasn't a big deal. Even if the whole e-reader thing doesn't sink tits-up into obscurity, history will view their clunky, trendy device as laughably primitive - like the Game Boy, but with less fondness.

Much was made about the Kindle's popularity when it launched in November 2007. Slender, chalk-white and intriguing, the Kindle could store hundreds of books and download newspapers, magazines and blogs in four shades of gray with a wireless modem.

If this sounds good to you - $399 worth of good - then perhaps you helped Amazon boast that it sold out of the Kindle in 5.5 hours. However, the Internet superstore declined to say how many Kindles were sold, and reports have since indicated that Amazon was hedging its bets with a limited production run.

We can debate the Kindle's success as a device in another place, at another time - for the record, I think it's clumsy, cold and incredibly creepy - but the real question remains: will people buy eBooks? If Amazon is to be believed, the answer is yes - the company reports a spike in sales for the 2009 Christmas season. I say no. As an avid reader and gadget freak, I fall within Amazon's target demographic, and i still say anything over $199 is too much.

The entry of Barnes & Noble's e-reader Nook suggests that the game may truly be afoot. But as the book (ahem) closes on this decade, I can safely say the Kindle was a novelty item for the disposable-income class - far from special, and even farther from revolutionary.

zune-tattoo Andrew: The iPod's meteoric rise to power this decade is remarkable in part because the music player stands virtually uncontested, but even so there are some who, out of contrariness and spite, will buy other products in spite of lingering incompatibilities and shortcomings. One such product was Microsoft's Zune.

The Zune, with its big ol' screen and Microsoft backing, was supposed to be the first serious competitor to Apple's iPod. It let you share files between Zunes, it played movies, it avoided Apple's awful Windows version of iTunes, but alas and alack, sales were awful and word of mouth didn't help much either - both of my Zune-owning friends endorse it with hearty and convincing mumbles of "it's okay" or "I didn't want an iPod." Our nation's President saw fit to deny Zune ownership when accused.

Once, people attached the phrase "iPod killer" to the Zune - now, its most associated phrase is "we no longer carry the Zune family of products."

yahoo_logo Chris: On January 3rd 2000, a mere two days into this decade, Yahoo.com's stocks closed at an all-time high of $118.75 a share. At this point, Google was a mere blip on the radar of the Internet, and Yahoo! was the undisputed king of the search engine, of free email, and perhaps of the entire World Wide Web. This was supposed to be the future - one website that would offer games, news, stock quotes, sports scores, and email all in one place.

But Yahoo! reached too far. It managed to survive the dot-com-crash of 2000, but since then it's been struggling to establish an identity or direction. Despite the fact it still claims a large number of users, Yahoo! has since become the fuddy-duddy of the Internet world - a relic from a previous age that is long past relevant. Yahoo! missed the bandwagon on social networking, but their true killer has been Google. Yahoo! Mail lost to Gmail in terms of mail storage and convenience, and one can't help but compare Yahoo!'s cluttered homepage to the bare minimalism of their rival. Attempts by Yahoo! to procure other Internet start-ups like Flickr haven't prevented a large round of layoffs at the company earlier this year. If the aughts have seen Google's rise to power, they have also seen the decline and fall of the Yahoo! empire. 

human_cloning Steph: The fear of cloning seems to have been swept away behind the swell of more important moral dilemmas. In 2003 we cloned a horse. We eat cloned meat all the time, and we can almost make pork out of a living animal without harming it. Someone could give birth to a cloned human baby right now! But these sorts of announcements rarely have the cultural impact that we expected from a decade of such rapid technological advancements.

There are always the few who carry the banner of fear and those who are willing to make money off of them by creating low-profile movies, though Gattaca tapped out most of that market in 1997. The 2000s seemed to have had bigger and better fears to worry about like 06/06/06, 2012, abortion, stem cells, and war -- to name only a few. About half the states in this country have cloning laws, loosely slipping between therapeutic vs. reproductive, research vs. medical. It's like this debate dropped right off the radar this decade. Maybe because the 2000s have been so riddled with the moral consequences of the digital age (such as pirating digital media, the potential dangers of cell phone usage) scandals (capped off nicely with the celebrity gossip-tainment of Tiger Woods' private life) and the age of grand politics (see every election since 2000), we quickly forget about the minor cultural impacts of things like creepy science.

jake-gyllenhaal-shirtless-prince-of-persia-02 Gene:  Wasn't this the decade that videogames were supposed to gain widespread cultural legitimacy through adequate film adaptations?  Finally, we were going to shake the camp and mediocrity of the 90s productions and finally give our beloved titles the treatment they deserved.  Arguably, comic books have gone through this rite of passage in the aughts that seems to elude even the most 'cinematic' of videogames.  To be sure, there's little purchase in the idea of cramming the interactivity of a game into the static medium of film.  But the exercise remains some sort of benchmark for someone.   And dammit, Peter Jackson's Halo had some legs right?  It would certainly be better than the Uwe Boll collection, or Final Fantasy: The Spirits Within or the last Street Fighter movie, or Max Payne, or Hitman.  Maybe Prince of Persia will finally set things straight and put an end to the debate over whether Jake Gyllenhaal is totally hot or not. 

enron Pankin: I remember when some guy named Ken Lay was sentenced to go to prison over some corporate scandal. I don't recall all the details, but I know the whole affair involved a big accounting firm getting in trouble, a bunch of workers losing their pensions, and the Houston Astros having to change the name of their home baseball stadium (Enron Field became Minute Maid Park in 2002).

Everyone was up in arms about the scandal and how despicable the key players were to steal all that money and then try to hide it. "We have to do something," was the public outcry, "about the corporate structure of this country and how easy it is to get away with these horrible crimes!" But lo and behold, nothing really changed: reform was minimal (who here has heard of the Sarbannes-Oxley Act?) and corporations continue to thrive and lie and cheat and steal to this very day. At least we now have more stadiums named after banks and insurance companies than energy companies...

arrested-development-segway Jordan:  Damn.  I guess the Segway wasn't created just to make cops and tourists look stupid. Remember when Ginger (how could they expect it not to be silly when it had such a silly name?) was touted as an innovation that would change the way cities were planned?  I don't know about you, but I definitely started mentally rearranging funds in expectation of a flying car. Alas, my Jetsons-themed pipe dreams were just that.  When they revealed the Segway on Good Morning America on that (not) fateful day in 2001, I swear you could hear the entire country groan.  "A scooter?  Really?"

In the end, though, the Segway belly-flopped because it over-hyped itself.  The Vespa reintroduction to the American market wasn't anticlimactic because manufacturer Piaggio correctly predicted that an expensive specialty transportation device wouldn't become ubiquitous.

Begs the question, though:  which one's more femmy?

shit_my_dad_says_headstone Boivin: The Golden Age of the Internet was supposed to break the corporate hold over movies, music, television, etc. and totally free up the way in which people entertain themselves. No longer would some square in a suit decide what you're watching/listening to.

Well, that didn't necessarily happen. While Youtubes and the MyFace (my new band name, btw) certainly allow access to a wide range of artists, it's still the same four or five companies actually releasing them when they "hit it big". And the internet hasn't even become that revolutionary a way of distributing music or movies either. Remember when Radiohead released In Rainbows for whatever you wanted to pay for it? Every single band jumped on that wagon, right? No, not right.

Seemingly worst of all, they're making a "Shit My Dad Says" sitcom. Is nothing sacred? Man, these big corporations, man...

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