Category Archives: Video games

HOW TO REVIEW part II: Rating

Presenting an evaluation of a piece of entertainment is not an exact science, but some traditional guidelines have formed for good reasons not least of which the rating scores.  Many things need to be addressed in order to give the reader a complete picture on what the prose novel, graphic novel, film, or video game entails.  But generally the most demanded part and biggest takeaway from a review is the overall rating.  It never takes the place of a full review but rather a conclusion.  It’s been said that in an essay like a review the structure normally goes a) tell them what you’re going to tell them, b) tell them what you want to, and c) tell them what you told them.  It’s a funny way of saying to introduce and end your argument in a way that summarizes it.  The rating is the concluding summary, and it’s important to communicate it consistently and effectively through all of your reviews.  I personally call it

The Verdict

 But first here some ways NOT to do it

My biggest pet peeve in reviews is the non-sensical rating system that some reviewers use.

The 10 Point System

In a 10 point review system, a 5 is a terrible movie and typically the first 5 points rarely get used.  Anything below 6 is merely to evaluate how awful the movie is.  That’s partly because users think it equivalent to school grades where below 60% is “F” for failure.  A 1-10 score rarely mean the same things to the same people.  The scale is too large.

 Additionally, systems with precise scores that include decimal points only serve to compare individual media, and over time reviewers are likely to accidentally rate a better piece .1 or .2 less in value than a slightly inferior piece of work.  Fractions in scores are difficult to keep track of, and no reader needs to know your score that precisely to understand what you think about it.

 Letter Grade System

Letter systems do not translate, and if you were/are an overachiever where a B+ in school is beyond horrible, you understand why.  Lettered grades do not mean the same thing to everyone.  Typically in school, an “A” is earned if you did everything correctly.  Only in weighted university courses does an “A” actually show how much better than others you are, and even when you do earn one, you aren’t necessarily perfect.  And media is seldom perfect.

4 Star System

 Most people confuse a 4 star system for a 5 star system and there is not enough room for critical evaluation.  Like the “thumbs up” system, there’s not enough room to accurately represent the media.  It sort of faces the opposite problem as the 1-10 system.  Is a 3 star movie great but not perfect or only just above okay?  It just does not flow.

 This brings me to the system that should be used:

5-star system with half star options

(It doesn’t have to be stars)

In order to give readers of this article good examples, I only present pieces of art where acclaim is largely consistent i.e. not controversial.  Also, pay attention to the words I use next to each star rating.  Using them in your review is tantamount to scoring them with the corresponding number.

5 stars – Masterpiece–

This is the highest echelon of praise and nothing but the best should be awarded such an honor.  Every 5 star awarded movie belongs in the best picture conversation for its entertainment value and elevated level of presentation executed with the utmost precision.  Every element involved from music to character complexity to special effects must be heavily scrutinized before being credited as 5 out of 5.  If a reviewer gives away 5 star ratings to undeserving art pieces, their opinion will not only be dismissed, but the greatest works will not stand out as such.  However, if never used, the reviewer’s opinion will be just as scoffed at.  For movies specifically, there is typically only one and sometimes two 5 star worthy film(s) a year.

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Well known examples of 5 star works throughout media: To Kill a Mockingbird (prose), Kingdom Come (graphic), Schindler’s List (film), Princess Monoke (animated), and The Last of Us (video game).

4.5 stars –Exemplary–

4 stars –Outstanding–

A piece awarded a 4 out of 5 rating has everything that can be reasonably expected of a particular work, but comes with a flaw or two.  This work executes its intentions well and leaves the viewer, gamer, or reader with an undoubtedly positive impression.  It is a worthy ambassador for its genre, but not the best.  A movie with 4 out of 5 may still be nominated for Best Picture and may win if there is no better competition.  There are evident problems that do not overshadow the greatness of the work, but such issues must be expressed in any descent review.

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Well known examples of 4 star works throughout media: Animal Farm (prose), Identity Crisis (graphic), Little Miss Sunshine (film), How to Train Your Dragon (animation), Diablo (video game).

3.5 stars –Great–

3 stars –Good–

Any work awarded 3 out of 5 is good, but still leaves much to be desired.  There are a considerable number of gripes concerning the piece in question that weight it down.  The disclaimer “overall” must be added when talking about the positive nature of its quality.  It is still worth watching, reading, or playing, though perhaps not always for the money it costs depending on the interests of the consumer.  This rating may bring down a highly anticipated work without insulting it.  To less hyped piece, a 3 star rating may deem it a pleasantly good surprise without overstating how good it is.

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Well known examples of 3 star works throughout media: A Farewell to Arms (prose), Persepolis (graphic), Moulin Rouge (film), Titan A.E. (animation), Dynasty Warriors (video game).

2.5 stars – Mediocre–

2 stars –Inferior–

When a work is 2 out of 5, the problems outweigh what it does right.  However, it is not a complete waste.  It has some redeeming value, but the overall impression is of something second-rate.  Such a project is not a good representation of the genre and may depend on clichés, gimmicks, or niche desires without artistic value.  The majority of works should be valued at 2, 2.5, and 3 where 3 rates as somewhat positive and a 2 rating is somewhat negative.  Designating something widely liked as a 2 may make readers question the reviewer’s judgment, fair or not.

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Well Known examples of 2 star works throughout media: The Giver (prose), Transformers 2: Revenge of the Fallen (film), Shrek the Third (Animation), Batman Forever –Sega Genesis (video game)

1.5 stars –Bad–

1 Star –Awful–

These are the pieces everyone hates, and they get uniform revilement from the community.  Media this far gone very rarely gets the “so bad it’s good” label attached.  It is difficult to sit through an entire viewing, but such a task can at least be done.  Though they’re not, they are often considered to be the worst such-and-such of all time.  Production value may be there or not.  If it is, then it is not executed well.  They can also damage a franchise, and the ones below this rating definitely do. Going below 1 star is not done on many platforms since anything at or below this rating is insulting.

There are not many well-known examples except for films and video games as these pieces often fade into obscurity.  Modern parody movies fall here most of the time.  I have personally seen stoners walk out of the theater during Meet the Spartans (film) calling it stupid.  I have not played it, but E.T. (video game) also has such a reputation.

0.5 stars –Abomination–

Example: The Last Airbender (film).

MWC-2010-08-16-TheLastAirbender(2010)

0.0 Stars –Worthless–

The actual worst of the worst. There is zero redeeming value, and it is physically painful to watch.  You have not heard of them, and it’s remarkable when they ever get off the ground as a project.

Concluding Thoughts:

Don’t reference Rotten Tomatoes (and others) when giving reviews.  Your opinion should not be influenced by what others think.  Do not compare.  There is no winning if you refer to them.  Either you’re a copy-cat or “wrong.”  Only reference Rotten Tomatoes when writing articles other than reviews.  You must build trust with your audience.  Do not reference IMDB.  It has no worth.

A number is finite, so take your time until you know how to rank it.  Reading your own words may help you make up your mind in that case.

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Black Ops 2 Multiplayer First Impressions

Call of Duty (CoD) games are like a box of chocolates as Forrest Gump would say.  You never truly know what you’re gonna get until you begin.  Even after whole days of playing, the long-term function and enjoy-ability of the game won’t be known until after Christmas when the online community has learned the game and has decided how it wants to play it.  Is this the perfect Call of Duty game that gamers have been wanting?  No.  Will it be considered the best or one of the best?  Perhaps it will; but only time will tell.  This is what I have gathered so far:

Company Treyarch, who created the first Black Ops, is clearly trying to be its inferior Infinity Ward counterpart, who created Modern Warfare 3.  This game, in a nutshell, is what Modern Warfare 3 (MW3) should have been and does not feel like a true descendant of Black Ops.

Guns

The guns in this game kill quickly with sparse amounts of recoil.  While that is the favored style by most gamers, it requires less skill to manage recoil and creates a first-shot-wins sort of game where gunfights are too quick to be enjoyed.  Snipers have gone to a fully useful state as they are in MW3 and CoD 4, and that change is welcome.  Less recoil on most guns, however, makes the sniper rifles less useful because they have less of an advantage in long range gunfights.  Shotguns are functional in the correct short-range situation for them and are worthy guns to use as they were in MW2.  Light machine guns, however, are laughably terrible with increased muzzle flash and worse handling than ever before.  How some guns are just not useful is a pattern that unfortunately remains constant throughout CoD titles.  The knife is again a one-hit-kill and the lunge has been completely removed where the character no longer teleports slightly to achieve the kill.  However, the knife range has been increased to create a similar effective kill radius to previous CoD games.  When not electing to have a secondary weapon, the game equips the player with a knife at the ready instead and the knife is always selectable at any time no matter which weapon the player is holding.  Gamers knifing in a state of panic are less effective, but knifing overall remains a strong- if not an overly strong choice.

Pick 10

As all additions to the guns performance are attachments, this restricts the player’s ability to use less functional attachments in lieu of attachments that used to be perks such as Stalker, Sleight of Hand, and Quickdraw.  The pick 10 system in which customization of the character equipment before battle allows for 10 choices creates a vacuum of certain options.  Secondary weapons (except for launchers), secondary attachments, and tactical grenades cannot compete with other items and will only be used for classes that intend to utilize them fully in their selected play-style.  Customization has reached a new pinnacle, and it will lead to more specialization.  While that is good for some players wanting to break out of the norm, it leads to certain specializations that the game will be better left without.  With so many ways to find and destroy the enemy, it will be difficult to protect yourself from and death without making a mistake.  CoD players worry that the pick 10 system will break the game to become unplayable, but that is not the case.  What is unfortunate about it is that less powerful perks and items will go the way of extinction and less of the spectrum will be seen in the game.

Scorestreaks

The addition of rewarding gamers for objective play expands upon the first version of this idea seen in MW3.  It is more than welcome a change.  However, the player must keep in mind that merely playing the objective such as capturing a point of interest will not help.  Only successfully completing objectives and disrupting opponents will lead to any reward.  The game is merciless and only the best players will be able to gain scorestreak rewards.  In my opinion, the bar for earning the rewards is set way too high and is only reachable through using the Hardline Perk –or else forget about scorestreaks.  Additionally, the middle earnable rewards such as the Death Machine and Dragonfire are too weak for the amount of effort required to get them.  This will lead to a surplus of Unmanned Aerial Vehicle (UAV) radar spam, leaving players exposed all too often.  This combined with the inability to choose which scorestreak to unlock next will leave players using the first one available, the UAV.  However, Treyarch delivers on the promise to make shooting down UAVs easier than ever.  UAVs are always visible if the player has an open sky above their head as most UAVs are directally vertical and they do not blend into the sky as they do in MW3.  The Ghost Perk hiding players from the radar when moving is unlocked at a very high rank, and with the extra incentives to go Prestige and restart from rank 1, Ghost will be less used than the previous two Call of Duty games.  The result should be high action with players finding each other often and some frustration with constantly being exposed.

Maps

Designed for fast combat, the spawn points and the maps are closer together than the previous Black Ops game.  Proposed to not lead to a quick death but not leave the player too far from the action, the first ends up happening.  The maps and spawns in BO2 are far worse than in the previous Black Ops though a slight improvement over MW3.  The spawn points clearly need adjusting from Treyarch.  The maps, however, cannot be adjusted and will persist as one of the worst things about BO2.  With such promise in the map design of Black Ops, the Treyarch team decided to mimic MW2 style maps with multiple stories and increased complexity.  It results in more camper friendly maps where players can stay still longer and gather easy kills cheaply.  The map design works better than objective play than Infinity Ward games, but leaves the gamer wanting Black Ops maps back.

Playlists

The new playlists of Multi-Team and Hardpoint work surprisingly well in BO2.  Multi-Team plays similar to a Free-For-All match with constant threat on any side with some objective play and teamwork involved.  Hardpoint was done very well except for the fact that the player does not continue to earn score while occupying the objective while it is absolutely necessary for the team to gain points.  That, like many things, needs to be adjusted when it comes to the worth of score for certain actions.  All of the other playlists seem to function well like the original Black Ops when taking into account map design flaws.

Functionality

The game even before public launch (with more available players) has a good connection between players.  Lag is still present but more hidden and jumping location is less common.  Hosts who quit the game still interrupt the game like any other Call of Duty with the lack of dedicated servers.  While not MW2 quality in connection properties, it is better than the last two games and perhaps can be improved upon.  It still utilizes the same Quake III engine for player mechanics that has been in use since 2005.  While heavily improved upon and tweaked, it means that “head-glitching”, where players can shoot behind cover with only the top of their heads exposed, is back in full force.

Presentation

The game’s sound is equipped with extraordinary brilliance.  A sound test shows the true extent of the game’s capabilities.  However, player footsteps are too quiet and ambient noise is increased.  While the original Black Ops had difficulty with direction of footsteps and sounds, BO2 intentionally makes the option of hearing the enemy a less viable one and leaves players more susceptible to surprise.  The graphics are a step up and prove that Treyarch put effort into this game, but still lag considerably behind other series like Halo and Assassin’s Creed.  Colors are extremely vivid and make it easier to pick out enemy players from the background than previous titles.  The presentation of the maps in more dramatic and the voice acting is as boring as they come.  Layout of the game is intuitive and easy to navigate.

Extras

When searching through the select screens, players will see more extra features than any other CoD game by far.  All stats are instantly searchable, theater mode (recorded games) is back, and there is a league option of play that will supposedly match players on skill as well.  Additionally, the CoD Elite application is easily accessible and there is an all new COD TV application that will highlight popular videos, screenshots, and clips of BO2.  Customization of emblems and guns has more variety than ever just like the classes and ways to play the game.

Overall

Black Ops 2 will not be bring back anyone jaded about Call of Duty games from being bored, but it will serve as a functional and fair game.  It gets a lot of things right, but will require some adjustments.  It does not feel like a Treyarch game and instead a spiritual melding of Modern Warfare 2, objective rewards, and balance.  That may be what many are looking for, but I personally disagree.

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Halo 4 Campaign Review

343 continues the tradition of light, sound, and magic in the latest installment in the Halo Franchise and the first of three in the Reclaimer Saga.  Gameplay, an epic score, and story culminate into an experience which is not to be missed.  Though it may not stack up as the favorite campaign in the franchise, it is a welcome addition that expanses the Halo universe and sets up the major theme in the new line of story.

 

Gameplay (Heroic difficulty)

 

Halo 4’s gameplay borrows the most from Halo: Reach with the way human and Covenant weapons work as well as armor abilities with some additions.  Like Reach, Halo 4 introduces a variety of new vehicles such as the Mantis and Pelican.  The Covenant weapons behave mostly the same with the replacement of the Plasma Rifle with the “Storm Rifle.”  For those unfamiliar with the way weapons behave in Halo, damage from one of the standard weapons (the battle rifle, assault rifle, DMR, Covenant Carbine) are not enough to kill an enemy of sufficient health like the alien enemy Elites (or fellow Spartans in Multiplayer) without an entire clip unless complete with headshots.  The new strain of weapons comes from the introductory enemy “Prometheans,” which were [No Spoilers] developed by the ancient Forerunner alien race.  The weapons mimic the human and Covenant weaponry with slight differences in handling and special characteristics.  They do not feel like new weapons, but variations of existing ones, which is not a bad thing.  Promethean enemies also mimic Covenant enemies, but only in respect to health and difficulty of dismantling.  Promethean Knights are more satisfying to extinguish than Elites while Promethean Crawlers are nimble and between the difficulty of a Covenant Grunt and Jackal, though less satisfying.  Kill them with headshots.  The humor and adorableness of the Grunt is unfortunately stripped away in Halo 4 with the exception of the option to add a birthday party explosion when dealing a headshot in the options menu.

 

My choice of difficulty, Heroic, is less challenging then previous Halo campaigns due to the abundance of options.  Being able to choose between armor abilities come across, seven varieties of primary rifles, three kinds of grenades, and other specialized weapons makes playing the way a gamer desires easier than ever.  Without the “Famine Skull” option turned on, ammo will be plentiful enough to dispatch hordes of enemies if used efficiently.  However, the game rarely gives a player the tools needed for success and instead requires him/her to earn it by killing the enemies with the weapons desired.  Gameplay is occasionally varied with vehicle missions; though rarely as difficulty as gun gameplay in order to not frustrate those who want to get back to the gunfights as soon as possible.  There even comes a time near the end that feels like “Star Fox” (1993).  Gameplay is overall satisfying and loaded with fun.  Legendary difficulty will be a challenge for any gamer, and along with the all “skull” options turned on, Halo Legendary-All-Skulls-On (LASO) it remains one of the most difficult challenges in video games.

 

Presentation

 

Halo 4 boasts spectacular visuals both during gameplay and cut-scenes equal to if not surpassing the previous best in the franchise, Halo 3.  The mass quantity of visual content seems to be limited only by the aging Xbox 360 console.  The only time when I feel the visuals don’t shine is during a jungle mission in which the organic plant matter lacks the realistic feel the rest of the game is treated with.  The old look of Master Chief’s visor is also missed from Halo 3, though that may just be personal preference.  Sound in the game is an improvement over the franchise’s already award winning quality.  Each action makes a sound that conveys distance, orientation, and magnitude with excellence.  This game is best enjoyed with a surround sound headset.  The most drastic improvement is in gunfire sounding more realistic for human guns and more thought out for alien weapons.  Also changed is the score to the game.  Now renowned composer to the previous Halo games, Marty O’Donnell, has been replaced by “Massive Attack” producer Neil Davidge.  Seemingly inspired from O’Donnell’s work, the soundtrack sounds familiar, though not replicative or emulative.  It works well in the campaign at all times, enhancing suspense and feeling throughout.  However, only some of the music is enjoyable for casual listening to outside of the game.  The music, visuals, and sound shine as well as previous Halo installments and are a primary reason to be wowed by the campaign.

Halo 4 Soundtrack

 

Story (No Spoilers)

 

Halo 4 establishes both morally ambiguity and its concentration on the Master Chief character within its opening scene.  Master Chief is a Spartan super soldier and like all Spartans was kidnapped as a child and turned into something not entirely human.  Spartans are emotionally dysfunctional and sociopathic at times, being closed off and unable to connect to the world around them.  However, the presence of Spartans and in particular Master Chief John-117 spared humanity from annihilation at the hands of the Covenant armada.  John is left in effect a machine doing nothing but his duty with militaristic style and undo resolve.  Ironically, the one connection 117 has is to a digital artificial intelligence, Cortana.  Left alone together adrift aboard the UNSC Forward Unto Dawn spaceship, Master Chief laid in suspended sleep while Cortana had nothing to do but think and rewire herself.  In Halo 4, Cortana comes back more human looking than ever, and is breathtakingly rendered.  Symbolizing Cortana’s evolution towards humanity and being more a young woman than robot, her expressive face tells stories within the story.

 

The story of Halo 4 centers mostly on Cortana’s “rampancy” –an increasingly fatal dysfunction that A.I.s develop after 7 years of service where they literally think themselves to death.  Cortana has been in commission for 8 years.  Throughout the campaign, it becomes the source of urgency as her dysfunction elevates in severity with Master Chief hoping to get Cortana to her maker before she is destroyed.  343 Industries leaves 117’s and Cortana’s relationship ambiguous and largely unspoken, though highly complex.  The highlight is the conversation in which Cortana asserts that she wants to find out who the machine is -him or her?

 

Outside of the overarching story line with Cortana, the premise is the fighting of an ancient enemy left behind by the Forerunners.  With no spoilers, I can elaborate little about the enemy itself and discuss only on its effect.  In truth, it lacks the thrill of the Covenant battles in passed Halos with a lull in the middle of the game.  However, at the end of the mission that feels to lack direction, cut-scenes bring back excitement with new developments and information.  The best part of this story line and the developments with Cortana is the ending that has a huge and one of the most satisfying payoffs in Halo video games.  I do, however, suggest that gamers familiarize themselves with Halo fiction outside of the game.  In particular, the internet mini-series “Halo: Forward Unto Dawn” is so tied into a central character of Halo 4 that it is a must watch (See my review here).  In addition, forerunner fiction from “Halo: Legends” and/or the novels will supplement the experience.

 

With questions left unanswered, it is clear that Halo 4 leaves many things for the latter two installments of the Reclaimer Trilogy to explain.  The campaign is not a completely rounded out story all by itself -nor does it seem 343 intended it to be.  Many in-between parts dealing with protagonists aboard the UNSC Infinity and outside of Master Chief are to be dealt with in “Spartan Ops,” the online chapter multiplayer experience.  Overall, it achieves a story worthy of high praise and keeps this gamer looking forward to Halo 5.

 

VERDICT: 4/5

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Forward Unto Dawn Review

343’s Message to Hollywood:

If you’re not making Halo live-action, we’ll do it our-fucking-selves

(No Spoilers)

An unprecedented event in the video game medium, 343 Industries with Microsoft has produced a webseries to tie into the story of its next installment in the Halo franchise.  With good acting, a healthy budget, and creativity, “Halo: Forward Unto Dawn” (2012) soars as an epic chapter in popular art.

The forerunners of Halo, Bungie, and the reclaimers of Halo, 343, have taking great effort and pride in their storytelling.  With “Forward Unto Dawn,” 343 is making it clear it wants no stone left unturned.  The story follows Cadet Thomas Lasky (played by Tom Green) of the United Nations Space Command (UNSC) through his time at the Corbulo Academy of Military Science amidst a war between the rebelling colonists known as the insurrectionists and the central government.  The supplemental videos to the webseries establish that Lasky is morally conflicted, believing that the insurrectionists have a right to freedom as his military family including his revered Orbital Drop Shock Trooper (ODST) brother along with his classmates encourage him to join their counter-insurrectionist cause.  His lack of zeal is reflected in his poor performance his freshman year and is the bane of his squad immediately.  As Lasky gets provoked by his squad, it instigates determination and creativity on the part of Lasky -only on the edge of victory to learn of an allergy which may warrant a medical discharge should he choose to take it.  On the eve of his decision and after sharing a kiss with squad member Chyler Silva (played by Anna Popplewell), the alien axis known as the Covenant surprise attacks the school and the planet, leaving horror and destruction in their wake.  As Lasky and his surviving classmates run and hide, they are momentarily saved by Master Chief Spartan-117 and attempt to follow him to safety.

Like the boot camp portion of “Full Metal Jacket” (1987), the school pushes young soldiers to their limits while demeaning and challenging them, though less militaristic and more prestigious.  Corbulo Academy establishes itself and a major theme of the earlier episodes with the story of Roman General Corbulo, who when asked to take his own life by messengers of Nero Caesar did not hesitate to loyally do so shouting “Axios!” (“I am worthy!”) and falling on his own sword.  Unlike “Full Metal Jacket,” after all of the training portion of the series is over, it does not disappoint with continuing suspense and action.  The invasion of the Covenant armada is as suspenseful as the best thrillers even though viewers that have been gamers of Halo for years know the enemy well.  343 makes good use of a strange, viscous enemy that has camouflage technology.  The acting through the school episodes and the invasion carries the series well, developing empathy with every character involved without weakness.  Acting is bolstered by good special effects with clear views of CG aliens with unparalleled quality in made-for-internet entertainment.  Though brief, it cinematically provides enough to satisfy any Halo fan’s wish for live-action Covenant.

The supplemental episodes are a must for anyone who wants to get as much out of the story as they can.  The music and direction are key supporters, while its only weaknesses are the structure of a webseries and having a not completely satisfying ending.  The set design and style shows off an authentic Halo universe that shines an a example to Hollywood on how to make a Halo movie.

343 meets the challenge of Halo live-action well to not only promote Halo 4, but provide new fiction for the Halo universe.  It develops the character of Thomas Lasky, who as industry officials already revealed will appear in Halo 4.  It gives continued investment in the world outside Master Chief and leaves audiences wanting more.  Undoubtedly, “Halo: Forward Unto Dawn” will be regarded as the greatest mini-webseries yet.

VERDICT: 4.5/5

Halo 4 comes out November 6th at midnight everywhere

Halo: Forward Unto Dawn comes out on Blu-ray December 4th, 2012, and is available for viewing on Halo Waypoint and Machinima Respawn on YouTube

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Halo 4 vs. Black Ops 2

Comparing Story, Campaign Experience, Multiplayer, and Other Game modes

This November 6th you have an important decision to make.  Weigh the options and choose carefully.  Of course, I’m talking about whether you should buy Halo 4 or Call of Duty: Black Ops 2, though you could and should buy both if you are not strapped for cash.  For some, the choice is made with extreme fanboy prejudice and state how the other is trash.  Others figure their budget and free times are too short and are looking for the most efficient purchase.  Perhaps you might be deciding which one to give as a Christmas gift or which one you want to ask for this Christmas.  If you’re weighing your options, look no further for an objective view.

To judge these games before they come out, we must observe their predecessors and the expected divergences in these sequels.  Halo 4 is the 7th Halo franchise video game and the 6th first person shooter in the series (not counting Halo: Anniversary).  It follows the story where Halo 3 left off with main protagonist Master Chief John Spartan-117.  The latest Halo game before it is Halo: Reach.

Call of Duty (CoD): Black Ops 2 (BO2) is the 9th Call of Duty game and is the 6th what is referred to as “modern” Call of Duty in which the multiplayer engine, killstreaks, and player perks are present.  BO2 is a direct sequel to CoD: Black Ops made by Treyarch Studios.  The latest CoD game is Modern Warfare 3 (MW3) made by Infinity Ward.

SETTING & HISTORY:

The world of Halo spans the galaxy where humanity has colonized foreign planets to such a degree that few humans have been to or know someone from Earth.  Previous to the first game, prequel Halo: Reach began during the insurrection where colonies war for independence while the United Nations Space Corps (UNSC) maintained that cumulative resources are needed to support those colonies not self-sustaining.  To combat the insurrectionists, the central government created a super soldier “Spartan” program taking children and augmenting them for their cause.  However, the theocratic alien alliance known as the Covenant launched a surprise genocidal campaign against the humans declaring them an affront to their gods and obliterated humanity on planet Reach.

The first in the original trilogy of Halo games began after the fall of Reach when the Covenant discovered one of seven super weapons called “Halos” left over from a long extinct alien race known as the Forerunners.  The Covenant believed that activating the Halo would initiate “The Great Journey” to transcendence, when in reality its purpose is to wipe out all sentient life in order to extinguish an overwhelming alien parasite known as the Flood.  The last Spartan, Master Chief John-117, ended the war with the Covenant, destroyed a Halo installation, and exterminated the collective mind, or “Gravemind,” of the Flood at the end of Halo 3.  Severed from contact with all civilization, Master Chief froze himself in cryogenic suspended animation while his A.I. companion Cortana stands beside him with nothing to do but think as they float aimlessly through space.  When he wakes up 4 years later, Halo 4 begins.

For further analysis of the Original Halo Trilogy, see my article on Video Game Story Quality

The original Black Ops game took place during the Cold War between the Soviet Union and the United States.  The main protagonist, covert black operative Alex Mason, fought through conflicts such as the Bay of Pigs and the Tet Offensive in Vietnam.  At the beginning of the game, he is strapped in a chair and interrogated to eventually discover that he has been brainwashed by the Soviets.   Numbers flash through his head and is repeatedly asked what the numbers mean.  Mason finally remembered what became planted in his head and uses it to stop a deadly chemical weapon known as Nova-6 being used against the USA.

Black Ops 2 takes place in the year 2025 aside from some flashbacks to the 1970s.  Frank Woods, a supporting protagonist in the original Black Ops, leads through the story of the 1970s while Alex Mason’s son faces the brave new world of near-future tech.  Drones led military presence, and as old Frank Woods suggests, the enemy steals the keys.

STORY (versus):

So what happens when the enemy does steal the keys?  David Goyer, best known as the cowriter of the Christopher Nolan Batman trilogy, gives us the answer in BO2.  While Goyer’s involvement is the #1 reason to anticipate a story to compete with Halo, his work on the first Black Ops is only okay.  However, the premise is stronger with more room for creativity and profound value.  A future setting implies a warning and contemporary elements such as YouTube and the 99% movement make this world more plausible.  Call of Duty games may not have a history of great storytelling, but they have been good enough in the past.  Expect BO2 to be the CoD’s strongest story yet at the hands of David Goyer.

To say that the company who began the Halo franchise back in 2001, Bungie, created the Star Wars of video games is an understatement.   With the next trilogy of Halo 4-7 (the Reclaimer Trilogy) in the hands of 343 industries, the question remains whether 343 will continue the tradition of masterful storytelling in their first original game after Bungie finished their involvement in the franchise with Halo: Reach.  The expectation is absolutely positive.  Microsoft created 343 solely for the purpose of caretaking the Halo franchise and the company has already proven itself in storytelling with the superb “Halo Legends” anime short collection and the New York Times Bestselling “Forerunner Trilogy” of books.  On top of it all, they won’t be starting something that was not meant to be made.  In Halo 3’s ending, Master Chief floats aimlessly in the ship Forward Unto Dawn when it ominously approaches what appears to be an artificial Forerunner planet.  The direction of the new trilogy will be focusing on Master Chief more as a character than an allegory and delves deep into his past becoming a Spartan super soldier and how it relates to the Forerunners’ legacy.  In previous Halo games, a machine left behind by the Forerunners known as 343 Guilty Spark constantly refers to Master Chief as the reclaimer of what the Forerunners left behind and even refers to him as a Forerunner.  As the made-for-internet series “Forward Unto Dawn” leads into the story of Halo 4, watch it and catch up on Halo fiction in order to receive a rich experience out of the game’s campaign.

SPECULATION: 67% Halo 4, 33% Black Ops 2

CAMPAIGN EXPERIENCE (versus):

Halo has had a consistent standard of campaign gameplay that differs little from game to game.  While adding features and new enemies, the practice has always been a linearly directed gunfight and clever outmaneuvering of your opponent while picking up weapons left by your fallen adversaries.  The campaign mode is fun and is open enough to let the players kill off their opponents their own way while having the option of playing with up to 3 other players.  The graphics have been some of the best this generation of consoles has seen, and the cinematography is breathtaking art.  The increased difficulty and options to modify gameplay after the player finds skulls in game account for most of its replay value.  For its music, art, and story, campaign mode is worth experiencing several times like a movie.

BO2 takes a hard turn away from the traditional Call of Duty experience while keeping the core of gameplay the same.  In recent CoDs, each game has been going for a larger shock factor than the other and has been underdeveloped –thought of as an attached obligation to have in the game rather than a key component.  With quick deaths in the game, play style is extremely rigid with trial-&-error being the main key to success.  Black Ops 2, however, differs in one significant way in being able to choose paths in a non-linear fashion with more choices allowing the player to game in the way they find the most fun.  This change will also radically increase replay value.  Distracting however, are the lackluster graphics which lag severely behind rival first person shooters (fps).  CoD’s campaign is often completely ignored by those who buy it for multiplayer alone.  Overall, expect BO2’s campaign experience to rival the fun of Call of Duty 4: Modern Warfare back when single player gameplay was still paid attention to.

SPECULATION: 57% Halo 4, 43% Black Ops 2

MULTIPLAYER (versus):

Like single player campaign, Treyarch changes 5 years of stasis with Black Ops 2’s changes to multiplayer.  “Modern” CoDs have given the player 3 special abilities called “perks” giving the choice between a certain set within each slot with a primary and secondary weapon, a grenade, and a tactical grenade such as a flashbang.  BO2 changes that with its “pick 10” system allowing more customization than ever before while letting the player make cost/benefit analysis.  BO2 changes the endgame from previous CoD games from (sort of) impressing other players with earned rank and camouflage to having complete free range in customizability.  BO2 also changes killstreaks (rewards to players for kills in a row) to “score-streaks” rewarding objective play.  Most importantly, BO2 has removed all elements in the game that reward players for being bad at the game such as deathstreaks and perks that only activate after the player should have died.  Until now, Call of Duty has been comparable to college football without a playoff: loved but hated for being so imperfect.  Treyarch is out to make BO2 the most competitive CoD yet with skill and good decision deciding the winner in matches.  To reflect this attitude, BO2 is introducing the new “call-cast” feature and makes watching professional and otherwise competitive matches more fun than ever.  There will, however, likely be overpowered weapons and setups which dominate game lobbies with homologous, cheap characters.  The technical prowess of the series has not improved and has in fact declined.  The original Black Ops and MW3 boast some of the worst online connections in video games; however BO2’s connection cannot be accurately predicted at this time.  This game will undoubtedly be better than MW3 and has a chance to be the best CoD multiplayer yet, though without a beta there is still a significant chance BO2 will disappoint.

Halo 4 is evolving its multiplayer system rather than revolutionizing it.  Halo’s online gaming atmosphere is more casual than CoD’s and is more fun to some with better connections and less cheap, game-breaking elements.  343 is attempting to adapt some elements of Call of Duty into its game which gamers often find lacking in Halo.  It will increase the pace of the game with sprinting being an inherit ability in each player and will reward players for score-streaks with airdropped ordinance.  The types of vehicles will be expanded upon, and like before is apt to only enhance the online experience.  With Halo’s online gaming community being more focused on fun rather than frustration, Halo’s multiplayer is the clear choice for causal gamers while appealing to hardcore gamers alike.

SPECULATION: 58% Black Ops 2, 42% Halo 4

Other Game Modes (versus):

Spartan Ops is a new game mode that is essentially online multiplayer with a story.  Following the end of the campaign, a new breed of Spartans spars aboard the UNSC Infinity Spaceship and arrive at the Forerunner planet where the main story takes place.  The story of Spartan Ops will progress in free weekly episode downloads like a television show.  This is a grand evolution not just in Halo, but gaming in general for its production value, story in multiplayer, and price.

Zombie mode is an incredibly popular game-type Treyarch introduced in CoD: World at War with “Nazi Zombies.”  Its appeal is mainly conceptual and aesthetic gaining a following in a similar way to cult films.  To some, it has been second only to multiplayer mode, while others find the experience completely boring and appealing only as a gimmick.  Zombies mode has been expanded in BO2 with somewhat of an open world story mode, the traditional survival mode, and a new versus type where players on opposing teams try to screw over and outlast each other.  While Zombies mode would capably be competing with the survival-type mode of “Firefight” in Halo 3: ODST and Halo: Reach, it instead is up against a grand new multiplayer story mode.

SPECULATION: 60% Halo 4, 40% Black Ops 2

Call of Duty: Black Ops 2 is the most ambitious Call of Duty game to date as company Treyarch attempts to revitalize a creatively dying franchise.  Halo 4 is 343 Industries’ move to evolve the Halo franchise more than any of its predecessors.  Halo 4 will be a fantastic game with solid game mechanics, a deep and complex story while adding to what is already great.  Black Ops 2, while ambitious, is still a bit of a question mark whether the problems of past CoD games will plague it or if it will be the game that players have wanted the franchise to become since the first modern Call of Duty.  What is known for sure is Halo 4’s higher production value and artistic advantage as well as CoD’s addicting online juggernaut of a presence whether the game is good or bad.

The choice between the two should be determined by the type of gamer you are.  If you have no online connection with Xbox Live service, then the lack of Spartan Ops may tip you in the direction of BO2 if you enjoy the Zombie mode.  If you are new to first person shooters and lack skill in gaming, the online gaming community of Halo may be the friendlier option.  If you are an art and story appreciator, Halo 4 is your choice.  If you are into highly competitive gaming with your friends, BO2 is more your style.  All things being equal, Halo 4 is likely to be a better game, but both are worthy choices.

Continue following Leather Wing Media at leatherwingmedia.wordpress.com &/or follow the twitter handle @JBryanJones for post-launch coverage of Halo 4 and Black Ops 2.  Expect a review of Halo 4’s story and a first impressions article on Black Ops 2’s multiplayer.

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The Future of Consoles: A Futurist Projection of Gaming

Answering the Questions to Arrive at the Conclusion

With the next generation of console gaming on the horizon with the Wii U, new Xbox (codenamed “Durango”), and new PlayStation (codenamed “Orbis”), speculation is all abuzz concerning home gaming’s uncertain future.  Some people forecast the fall of systems, while others look forward to having many generations after.  This is currently the longest drought of new home systems in history with the latest generation coming from 2005 while the cycle had historically been 4-5 years like clockwork since 1985.  While the Wii U releases in November 18, 2012, the Durango and Orbis will not be released until late 2013 at the earliest.  Meanwhile, other gaming platforms such as tablets, smartphones, and computers are updated at least every season.

Will Hardcore Gaming Disappear and Smartphones Inherit the Earth?

Gaming culture and the number of hardcore gamers are only growing, despite the shrinking market.  While dollar games like “Angry Birds” may be in the pocket of every Tom, Dick, and Harry, blockbuster games like the Call of Duty series where revenues are the highest get the most attention.  Will dollar games and free to play games kill large expensive titles like Call of Duty and Assassin’s Creed?  The answer is easy: No.  With more people owning the latest smartphone in America than the latest home console, if cheap phone games were going to kill large titles, they would have already.  The truth is, cell phone and tablet games just are not as large, not as breathtaking, not as good a quality as blockbuster console games are.  So if big games are not going away, we must find out what is next in store for blockbuster games by examining current and past generations.

Is Interactivity the Answer to Gaming’s Future?

Nintendo believes home gaming interactivity is the wave of the future.  Nintendo has a history in experimentation in this arena with new interactive ways to play games like the Virtua-Boy, R.O.B., Zapper, Power Glove, Power Pad, Balance Board, and more.  However, back in the early days where gaming almost died, it saved gaming with great games alone.  Nintendo seems to have forgotten this lesson even after the recent failure of its Wii system and is attempting to compete with smart phone and tablet games with its next gaming system, the Wii U.  The Wii U will be using a tablet-like controller to allow users to interact with their games in ways they never have before.  Will this translate into good games or profits?  Perhaps it will if these features have a clear purpose.  However, we can already see that Nintendo is taking a similar tactic to tablets by bringing in big titles from the heavy hitting Microsoft and Sony home consoles such as “Batman: Arkham City.”  At E3 2012, Nintendo demonstrated the ability to control the familiar remote-controlled batarang with the controller‘s balance system instead of joysticks.  However, console games imported to systems they were not made for, namely tablets, have already crashed and burned.  And if this is merely a small additive to the game leaving most of it unchanged, is this merely a gimmick instead of the revolution in gaming it was supposed to be?

Nintendo seems to be investing in a failing product concept.  Just what is to blame for its failure?  Are compatibility issues with games being untranslatable to the neighboring consoles the main cause of concern for Nintendo?  If they thought that, they should have stopped where they were instead of diving in headfirst.  It is possible that third party creators just are not inspired enough to integrate these unique features into the core of their game design.  And if interactivity was the only thing to blame, the rhetorical question lingers as to why Sony and Microsoft came out with their own versions of the Wii controller, including the Kinect?

Why Does One Console Beat Another?

To get an answer, we must again reflect on the 1980s and early 1990s.  The Nintendo Entertainment System (NES) and Super NES were perhaps the most dominate and universally loved home gaming consoles to ever come.  They had many add-ons, but at their core they had two things: great hardware & great games.  The Nintendo Wii lacks both of these and is instead is based off these formerly added-on gimmicks in addition to old franchise titles.  What does the most successful console of this generation, the Xbox 360, have? Great hardware & great games.  What about the console generations before it?  It’s the same thing with the PlayStation 2 and Nintendo 64.

So we have found a pattern of success: great hardware & great games.  So are these two things separate?  While great games cannot cause great hardware, it is possible that advanced hardware begets exemplary games.  However, whether it is the best hardware does not necessarily matter.  The specs on the Xbox 360 are technically inferior to the PlayStation 3, yet it is killing it financially.  Just how inferior is the Xbox 360 technologically to the PS3?  Well, it turns out not very much.  In fact, gamers still debate on which system games look better or perform better on.  The difference in performance between likened hardware quality systems must be dependent on other factors.

If Higher End Systems Perform Better, Why Not Make a New Generation Earlier?

While previously, the answer was available technology and production costs, today’s answer is much more political.  The costs not of the console are the source of holding companies back, but the production costs of games.  Whenever new technological limits are available to the game makers, the capitalist race to the consumers ends up with more expensive physics engines and graphics.  The days when companies without a meaningful amount of capital can compete are gone.  This not only affects third party developers, but consoles’ companies’ game studios.

This route is only possible because of an understanding in the game production community.  They look at what the others are doing and only move forward when they are supposed to.  The result is not as good for consoles as they think, however.  Without new technology, they find themselves unable to excite customers.  In addition, consumers just end up waiting for the next generation saving their money rather than investing in a 7 year old game system that will just end up being replaced with a system that is not backwards compatible.

What Should Microsoft, Etc., Do and What Will They Do?

For the first time in console history, players are not as impressed with gaming as they are demanding of it.  The people demand higher quality graphics and features that are nowhere near current day consoles’ technological capabilities.  There is more frustration and “why haven’t they done this?” than awe.  Why isn’t there a browser in the game systems?  How come parts of my characters still phase through walls?  This is 2012 goddamn it.  Those are just a couple of examples.  We ask the question of whether gaming is dying or not because we are underwhelmed.  What game companies should do is meet expectations and consumer demand.

What gaming companies will do is nickel-and-dime consumers with bullshit like on-disc downloadable content (DLC), subscription fees for services such as Xbox Live, and make used games harder to play if not impossible.  It is also likely that the upcoming generation of consoles will last even longer than the lifespans of the Xbox 360 and PS3, though technological advancements will leave them in the dust.

Will the Next Generation be the Last?

It depends.  As consoles become and more like computers and vice versa, it is becoming evident that the line between them will eventually disappear.  However, the prolonged economic downfall in the United States and around the globe will add to the problem of limited precious metals for electronics.  Through the inevitable course of time, the fluidity of technology attaching electronics to each other will render gaming systems obsolete.  Playing games from computers on televisions with controllers will be the ultimate eventuality, though it may not be before the 13+ years it will take for the fifth PlayStation and fourth Xbox to be realized.  Consoles have an expiration date; it’s only a matter of time.

Computers are obsolete after 3 years and are considered ancient at 6 years.  The current generation of gaming consoles has lasted 7 years thus far, and the generation after is projected to last about a dozen years.  Computer hardware superiority will become even more obvious than it is now and will later lack the hang-ups that PCs have now such as dependable processing power and graphic cards after the years excel them over consoles.  Playing games on televisions with controllers is not a comfort that consumers are willing to relinquish, and with modern PCs, they won’t have to.  The price of a console could be added on to making a moderate PC brilliant and able to play and do everything consoles can and some things they cannot.

Exemplary games on high tech hardware will crown the winner of the next generation and every update thereafter.  Consoles can avoid extinction, though it is not likely.  With all these questions and debating, the answer was always there: the consumer is always right.

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Why Blockbuster Failed: Personal Experience

A Cautionary Nonfiction Tale

Blockbuster has failed.  Since 2009, Blockbuster closed over 80% of US retail store locations.  On September 23, 2010, Blockbuster filed for bankruptcy before ultimately being purchased by Dish Network at auction in 2011.  Many business analysts attribute an archaic business model to the company’s downfall.  While that was part of the reason, there is more to the story.  I happened to be working at Blockbuster at a pivotal juncture in 2007-08, and my experience tells an inside story about the fall of the video rental giant.

Blockbuster severely mismanaged the battle against the up and coming Netflix entertainment provider.  At the time, Netflix rose ever higher in popularity through its flat rate DVD by mail service, as their on demand internet streaming media library was smaller, more expensive, and less available than it is now with integration with video game consoles and widespread faster internet speeds.  In my region, the big push to compete came with Blockbuster’s unlimited DVD by mail and in store exchange service, which admittedly sounded like a deal worth doing.  All employees at the store had to offer the service and were all excessively pushed into upselling higher numbers.  However, no employee at the store ever saw any sort of reward for their efforts -including myself who consistently led the region.  The practice of upselling quickly went into decay.

Blockbuster mismanaged its employees even further and left costumers angry.  Every time an employee had to clock in or out it had to be during the exact minute it which it was scheduled.  During an employee’s lunch, the worker had to clock back in during the 30th minute, not one minute before or after.  A ten minute break forced the same process.  The computer on which we did all this required the manager’s key to access.  Furthermore, we were severely understaffed.  A busy Friday night would have a line perpetually 10-20 customers long with only two employees at the registers to process the line, upsell products, register costumers, answer phones, and restock shelves.  The lack of stocked shelves and our inability to get through the line and having to holding a simultaneous conversation on the phone with other irritated people often left costumers livid.  Problems like (easily preventable) identity theft and our “restocking fee” as a part of Blockbuster’s “no late fees” campaign also left members fuming and took up too much time.  Our constantly being understaffed also meant that we had no time to organize the shelves even though we knew they were in disarray.

Blockbuster upper management lacked common business sense to the detriment of the company.  Due to their decision making, when a customer came to us with a scratched or otherwise defective disc, we were forced to restock it for another customer to complain about the same thing the next day.  It is far underestimated how many Blockbuster members left due to the frequency of malfunctioning discs.  In addition, when we had to downsize a formerly new release to just another title on the shelf the practice included destroying the majority of the discs in order to drive up the price when selling used ones.  Instead of receive tax breaks for donating the DVDs or games to troops overseas in Iraq or to children’s hospitals, Blockbuster’s practice mutilated and discarded them in the garbage.

People usually like to attribute Blockbuster’s fall to Netflix’s success, but that perspective is incomplete.  Having had the inside the track on the eve of their financial meltdown, I saw mismanagement at every opportunity.  During the entirety of my employment, I did not see upper management once.  Directly thereafter, I found myself working in a successful movie theater.

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The Ten Best Batman Stories

Batman is one of the most celebrated characters in fiction, having starred in 10 live action films, 9 animated features, 28 video games, and countless comics and novels. With the upcoming release of the anticipated Dark Knight Rises movie, I decided to pile together my top ten Batman stories across all media. I can’t say that I’ve scoured the endless volumes of Batman tales that are continuously churned out, but I have ordered my personal favorites in having been an avid Batman fan since I was 3 years old.

All of the movies since Adam West’s campy rendition of the character in 1966 have been considered as well as the most widely acclaimed graphic novels. All works with Batman in less than a starring role or where he shares it with another hero were excluded as well all television series such as Batman: the Animated Series and Batman Beyond. All stories were measured by their standalone merit.

Disclaimer: This is not an evolving list and only includes stories released before July 2012 when this article was first posted.

Honorable Mention) Year One –by Frank Miller (Graphic Novel)

In 1986, writer Frank Miller was charged to bring back Batman as the dark figure of the night he was before the censorship of the Comics Code Authority in the 1950s. In addition to his “The Dark Knight Returns,” he wrote the hugely successful “Year One,” recounting the first year of Bruce Wayne’s dawning of his alternate persona. Batman lore owes a debt of gratitude to Miller, having rebuilt him as a brutal vigilante against street crime and corruption with all of the dark mentality that came with being one. It was the major inspiration for the movie “Batman Begins,” though it was not a direct adaptation. However, it does not make the top ten because it’s unable to stand on its own despite its lasting impression on future comics. Needing to recreate Gotham City’s image holds this story back, not being able to take the gritty environment readers know today for granted. This is the giant whose shoulders other stories stand on and come become even greater.

10) Arkham Asylum –by Paul Dini (Video Game)

In the dwellings of the psychotic criminals he put away, Batman faces trials from many high profile villains after they take control of Arkham Asylum in this sandbox style video game. Few other stories go as deep into how Batman always finds a way to win. While it adds little to the Batman legend, this is the perfect introduction to any incoming fan to learn about the tales of his supporting cast and his past triumphs. The classic voice actors Kevin Conroy and Mark Hamill are brilliant as Batman and the Joker respectively and add another level of legitimacy to the game. Its sequel, Arkham City, is similar in function and quality of story, so I’m putting them into the nine spot together. In this game, you feel like you are Batman.

9) Gotham Knight –by David Goyer, Josh Olson, and Alan Burnett (Animated)

The producers and writers of “Batman Begins” collaborated with six revered anime directors to create six chapters chronicling the time between the events of “Batman Begins” and “The Dark Knight.” The result is a deep, dark, introspective look at the detective, urban legend, and man that is Batman. It is certainly one of the most creative pieces for the Caped Crusader. It is best enjoyed by fans of anime art styles rather than mainstream audiences who expect a seamless full length story.

8) Arkham Asylum: A Serious House on Serious Earth –by Grant Morrison (Graphic Novel)

 

In “A Serious House on Serious Earth,” the inmates of Arkham Asylum, led by the Joker, take over the crazy-house similar to the way it was done in the “Arkham Asylum” video game, albeit predating the game. Batman submits himself willingly to test his own sanity within the asylum’s walls, curious himself to see if his mind can withstand the scrutiny. The nature of madness is explored as is the feasibility of rehabilitating the criminally insane during the scenes telling the infamous hospital’s backstory through founder Amadeus Arkham, which run parallel to Batman’s introspection. The painting of Dave McKean is a strong, essential part of the narrative, contributing more to the story-telling than any other graphic novel’s artwork in memory. The bizarre and symbolic imagery warrants multiple reads and makes a case for surpassing a major inspiration, “Alice in Wonderland,” in story quality. However, the story is hindered by a lack of a strong plot and stakes. While the theme is strong, it seems to end too soon – just when it was reaching an apex of its thesis. It leaves the reader wanting, which is a mark of a good story that is not quite complete. If Grant Morrison’s novel was somehow combined with Paul Dini’s “Arkham Asylum,” it would be unsurpassable.

7)The Killing Joke –by Alan Moore (Comic book)

Stop me if you’ve heard this one: “There were these two guys in a lunatic asylum…” Arguably the best Joker comic, it has gained notoriety as having expounded the limits of the Joker’s mad nature and for having paralyzed Barbara Gordon (previously known as Batgirl) with a bullet in her spine and taking naked photographs of her in pain. In following comics, Barbara was reimagined as Oracle, Batman’s wheel chair ridden go-to computer genius. In this story, Joker tells one of his many accounts of his origins and an inspirational one for the 1989 movie “Batman.” Joker’s goal: to drive Commissioner James Gordon insane from one bad day like both he and Batman have had.

6) The Dark Knight Returns –by Frank Miller (Graphic Novel)

It has been ten years since the death of Robin Jason Todd and the subsequent retirement of the Dark Knight. Society crumbled without the presence of Batman –even with the Joker in a catatonic state with no Batman to complete him. Bruce Wayne now seemingly seeks a good death in reprising his role as the caped crusader and ends up taking in a girl as the new Robin. While there are many highlights including the Joker, Two Face, and gang members, the moment with the longest impression is the end of the novel when Batman goes head-to-head with Superman, the “boy scout” who has become more or less a puppet of Ronald Reagan. Miller attempts to dive into the morality of Batman’s existence as a vigilante, however not as well as other stories in the countdown. “The Dark Knight Returns” is action packed enjoyment.

5) Mask of the Phantasm –by Alan Burnett (Animated)

This derivative of the Batman Animated Series revisits the past of the Dark Knight when recent events collide with old memories of Bruce Wayne’s love interest. It brings forth the best of the tone, music, voice acting, and animation style that made the Emmy winning Animated Series so revered and outstanding. This is the single best story concerning Batman’s vow to his murdered parents to extinguish the evil that took them and his sacrifices to fulfill that promise.

 

 

4) Death Mask –by Yoshinori Natsume (Graphic Novel)

Too little delved into is Bruce Wayne’s training before he returned to Gotham to assume the role as the Dark Knight. In this manga style graphic novel, Batman’s old ghosts from his training in Japan come back to haunt him when the detective finds that a murderer is stealing faces. This often overlooked novel tackles the symbolism of Batman dressed as a somewhat demonic looking being to incur fear. It is a fresh and riveting mystery where Batman battles an embodiment of an inner demon.

 

 

3) Whatever Happened to the Caped Crusader? –by Neil Gaiman (Graphic Novel)

Deriving its title from Alan Moore’s tale of Superman’s end, “Whatever Happened to the Man of Tomorrow,” writer Neil Gaiman correctly observes that Batman’s legend could never end like Superman’s with a wink and a smile. Batman would never stop his crusade or his obsession to rid Gotham of crime, an impossible feat, not until he was dead. One of the biggest difficulties in writing such a story is that fans would not be satisfied with Batman’s death, thinking that it should have happened in a different way. However, the brilliant structure of the novel has both enemies and friends of Batman recounting their own versions of his death at his surrealistic funeral from Selina Kyle to the Joker, from Alfred Pennyworth to Superman. All versions strongly describe a different characteristic of Batman from obsession to fear mongering to selflessness. Many seek a definitive volume detailing how the legends of the various superheroes end. For Batman, “Whatever Happened to the Caped Crusader?” is that volume.

2) Under the Red Hood –by Judd Winick (Animated)

The unpopular character reprising the role of Batman’s Robin sidekick, Jason Todd, was voted by readers to be killed by the Joker by calling a 900 number. The result was the graphic novel “A Death in the Family,” on which the animated “Under the Red Hood” is based off of in addition to the graphic novel “Under the Hood.” This unexpected masterpiece comes out during a time of mediocre Batman animated features without the classic voice actors of the Dark Knight and the Joker but still excels with John DiMaggio and Bruce Greenwood in their roles. It ambitiously tackles Batman’s struggle to not kill and cross the line between vigilante and criminal with the Red Hood, a mysterious figure who does just that. In showcasing many characteristics that make Batman uniquely him, “Under the Red Hood” does it best with the most superb dialogue existing in Batman lore.

1) The Dark Knight –by David S. Goyer & Christopher Nolan (Live Action)

There is little I can say to add to the evaluation of Christopher Nolan’s indisputable cinematic masterpiece. The “Dark Knight” movie’s high entertainment value and the Oscar winning performance of Heath Ledger is the take-away for most viewers, but to those who understand Batman, it is so much more. It, in fact, changed the Academy Awards indefinitely by not being nominated for best picture and sparking outrage among audiences and critics, prompting an expansion in the number of films that could be nominated in the following years. This sequel to “Batman Begins” philosophically challenges the essence of Batman with his counter point, the anarchistic madman known as the Joker. In this story, the Dark Knight himself is a parable of guardians and protectors in all forms from government to police to vigilantes. His imperfect yet incorruptible design transcends heroism. In the end, this story makes a case for the justification of Batman’s very existence.

So here’s to hoping that “The Dark Knight Rises” will join this list…

Other Honorable Mentions:
The Long Halloween (Graphic Novel), Subzero (Animated), Batman Begins (Live Action)

All projects are collaborative and take the dedicated work of many to complete. For simplicity’s sake, I only named the writers of the works in my top ten Batman story countdown.

For more information on the top graphic novels, I recommend visiting IGN at http://comics.ign.com/articles/624/624619p1.html

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Video Games Story Quality

A Case for Getting Games Recognized for Story Telling Excellence

Video games are often ridiculed as low forms of entertainment by mainstream media, older generations, and those who have never played them. The first thing that comes to mind for them is the mindless zombification of a child obsessed with something they do not see the appeal of. However, video games are not only a valid form of entertainment, but a story telling medium capable of a narrative that rivals all others.

While games are mostly revered for their gameplay and technical prowess, the directive style should not be underestimated. The interactive element of games allows for a degree of investment and directive flexibility. In a decent game, players can feel submersed into being the character they control. With modern technology, video games are every bit as capable as television and cinema in sound, art direction, voice acting, and other narrative tools. Recent video games make the case that their medium should be as recognized for its story telling as much as other media.
Assassin’s Creed is a historical fiction game that takes place in the Holy Land during the Third Crusade following a member of the Assassin’s Brotherhood, Altaïr. In the game, players are modern day bartender Desmond Miles being forced by a seemingly malevolent organization to access the memories of his ancestor, Altaïr, through the use of a machine called the Animus. The open world environment that gamers experience is cinematically majestic and detailed, especially in Jerusalem. Assassin’s Creed gives life and an authentic feel to the city that would be nearly impossible to create in a two hour movie. As the game progresses through Altaïr’s trials against the Knights Templar, it becomes increasingly morally gray. The conflict over the “Piece of Eden” artifact leads to questions about religion and government that cannot be easily answered. The final boss battle itself becomes largely a philosophical debate, both sides of which are relatable and understandable. In fact, it is comparable to the great conversation in Brave New World with the supreme ruler. The story of Assassin’s Creed has since lived on in 4 sequels, a line of novels and graphic novels, and Sony is reportedly pursuing to make a film version. For its seamless dive into the mysterious history of the Third Crusade, art direction, and the moral questions it raises, Assassin’s Creed exemplifies the greatest of its style of video game story telling.

 
The Halo Trilogy is a science fiction video game series following humanity’s war against a theocratic alien alliance known as the Covenant. In the year 2525, the Covenant declares the human race an affront to their gods and launches a genocidal campaign. After the fall of the Reach stronghold, players assume the role of a “Spartan” super soldier, John-117 (otherwise known as Master Chief) throughout firefights across linear stages. 117 is a man of few words, and he shows sparse amounts of emotion that never gets in the way of his directives. His background as an augmented soldier makes him the perfect allegory as a weapon of war mostly striped of his humanity. Yet he is as necessary as he is unbeatable in a shootout. During the first Halo game, it is 117’s mission to stop the Covenant from activating an ancient super weapon (created by the now-extinct Forerunners) called the Halo ring, which would exterminate all sentient life. The Covenant believe that invoking the power of a Halo ring will bring about their divine “Great Journey,” when it’s true purpose was to eradicate an unstoppable parasitic species known as the Flood –which kills and controls the bodies of sentient life forms.  The pursuit of “Great Journey” is symbolic of cult delusion in which death heralds transcendence.  In the sequel, the players assume the role of a Covenant combatant, the Arbiter, in addition to John-117. This direction really helps gamers understand the ignorant Covenant and their fanaticism. The Halo Trilogy concerns grand themes that have roots in World War II, but from a new perspective. It exemplifies the necessity of war and the importance of reason above zealous faith. In essence, John-117 shows the importance of a mechanistic society over theocracy. Yet it also shows with the Arbiter that people can be victims of circumstantial ignorance. The Halo franchise has not only spawned 8 games with 2 more planned, but is complimented by a series of novels, graphic novels, and an anime miniseries. Halo shows that video games are capable of creating an expansive universe that not only rivals the Star Wars and Star Trek franchises, but is highly symbolic and takes on deep themes.

Possibly the best direct example of a video game’s story outshining cinema is the Star Wars franchise’s The Force Unleashed. In this game, players are the Sith Lord Darth Vader’s secret apprentice, Galen Marek (codenamed “Starkiller” by Vader). An anomaly in the Force, Marek’s power far outweighs what audiences have seen in any movie with spectacular theatrics such as the taking down of a star destroyer Imperial ship. Marek is instructed by Vader to unify those with anti-Imperial sentiment to serve as a distraction in a plot to ultimately overthrow Emperor Palpatine and to rule alongside one another. The end result of this effort is the formation of the Rebel Alliance. The Force Unleashed is a fantastic story which showcases evil’s self-defeating nature. The confused nature of Darth Vader seen in the Star Wars prequel trilogy is ever present, as it is never quite clear how loyal he is to Palpatine, yet he is always in character. The progression of Galen Marek’s moral ambiguity acts like the reverse of Anakin Skywalker’s descent into darkness, and it is extremely gripping seeing how it plays out. This video game not only matches the best of the Star Wars movies, but arguably surpasses them in almost every aspect. It raises the bar on plot, complexity of characters, intensity, entertainment, and strength of themes.

These video games show that their medium can compete with the stories of cinema, television and novels.  Such stories are so captivating that they are bleeding into novels, animation, and many others like Prince of Persia and Resident Evil get film adaptations, if not always successfully. These representatives show that video games effectively tell stories that exist in history, new creative worlds, and in universes previously realized by other media. Therefore, the video game medium should not be discounted as a form of story-telling, deserving a similar level of recognition and respect as other forms.

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