Archive for October, 2007

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Smallville (S7 Episode 4) ‘Cure’ Review

October 24, 2007

When my sister told me that Dean Cain, formerly of that god-awful campy bastion of Saturday night television ‘The New Adventures of Superman’ and latterly of nothing whatsoever, was going to be in Smallville and playing a mad scientist, I groaned in anticipation of ‘Cure’ being yet another utterly lamentable excuse for an episode. We laughed at length about how Cain’s inevitably terrible villain would be a two dimensional pantomime figure with all the menace of a fish cake and about as much personality. We scoffed at a blatant publicity stunt, using an old Superman actor in a transparent attempt to convince people to watch simply as a contrived means of boosting ratings, and we laughed at the whole thing in a supercilious and charismatically ‘British’ way. We should really learn to keep our gobs shut because to my slack jawed amazement, ‘Cure’ was actually a relatively decent episode.

Smarmy, annoying, smug, paid to song beautiful Hollywood women, irritating to look at and generally a giant pain in the arse, I am of course talking about Dean Cain and not ‘West’ from Heroes (Grrrrr). Cain dominates the screen in this episode, but that’s mainly because he has gotten rather tubby in the intervening years since his last major television appearance.

In terms of acting, he actually manages to turn in a good performance (despite being given some excruciatingly terrible lines) and provides that rarest of things: a decent bad guy in Smallville. Clearly based on the DC character Vandal Savage (also a nigh indestructible, several millennia old immortal), the ridiculously named ‘Dr Curtis Knox’ manages to deliver just enough menace in his quest to resurrect a doomed lover that he genuinely adds something to the episode. Of particular note is his scene with Lex, where the two black hearted bastards exchange words before old shiny dome pumps several bullets into Knox’s chest and then walks away without a hint of remorse. It’s nice to see something suitably cold and evil from a man who so often comes across as lost in his own little la la Lana land.

The fact that Knox then gets straight back up again, rips the bullets out of his chest and starts shouting at Lex is just plain cool. What’s not so good is Clark’s timely intervention to save Lex, where he punches the nutty professor into a huge electrical transformer without a moment’s hesitation, apparently killing him. Lex Luthor as a cold blooded killer = good, Clark Kent as a cold blooded killer = just plain wrong.

There is a throwaway line later in the episode where Clark claims it makes him sick to have killed Knox to save Lex, but the fact that he doesn’t even bother to check the good doctor’s pulse before running off with Lex is pretty bloody silly. Though I suppose you could argue he was using his hearing or X-ray vision to check for signs of life.

The fact is Superman doesn’t kill people or even monsters like Doomsday very often, and when he does, it’s always an earth shattering event in his life. Clark blew a huge hole through a super soldier prototype last season with his heat vision and now this. The Smallville team risk turning their Clark into a very different animal from the one we all know and love from the comics if they carry on having him murder people left, right and centre.

Another huge plus for the episode is considerably more screen time for Chloe, who continues to practically carry the show on her own. Seeing that she is losing Jimmy and terrified that revealing her ‘Meteor freak’ nature to him would drive him away, she uncharacteristically jumps at the chance to be cured by Knox. The way she throws caution to the wind and rushes headlong into something she knows very little about for the chance at a normal life not only makes sense, but serves to highlight the emotional turmoil the character is going through at that moment. If I were in her position, I most likely would have done the same, despite it clearly being up there with electing George Bush as far as hilariously stupid ideas go.

Allison Mack continues to do sterling work, bringing a depth of emotion to her role that the other actors on the show can only gawp at and fruitlessly try to emulate. She is particularly good in the final scene, especially given that it is so atrociously stupid and contrived (more on that later).

It’s great to see a bit more of Clark and Chloe on screen together, and the best moment of the episode is yet another of their memorable exchanges. When Clark blasts into the daily planet offices ranting about finding Kara’s crystal and Chloe tells him to “Fly solo” because she is busy, Clarks reaction is absolutely perfect: “Chloe this is important”. Chloe’s counter reaction is even better and made all the more remarkable because Mack manages to deliver the tongue twisting line with perfect subtlety: ”I’m sure that it is, look, I know that from mount Olympus the view must seem like us mere mortals have nothing better to do than help you look for your crystal, but, believe it or not, I have important things to do too”. Score one for Chloe I think.

Needless to say it all goes horribly wrong and Clark has to save Chloe from the clutches of Dr Knox. Clark then hands over the immortal nutcase to the Martian Manhunter, who does ‘something’ with him. This leaves the possibility of Dr Knox returning at some point in the future, something I would be genuinely pleased to see. In one of their incredibly rare smart moves, the writers don’t bother to tell us where he came from or how he became immortal, leaving it up to our imaginations. Having a kryptonite-free villain in Smallville is something that doesn’t happen nearly often enough.

Speaking of the Martian Manhunter, he pops up in another great little scene at the beginning of the episode. Now I say the scene is great for three reasons:

1. The exchange of accusations between him, Kara and Clark.

2. The bewildered look and innocent “let me guess, you’re from krypton as well?” from Lana.

3. Laura Vandervoort in her jammies. What? She’s growing on me.

Anyway, it appears that the Manhunter has been to Krypton at some point in the past, met Kara and her family and done something unpleasant to them because daddy Zor-El was a traitor. Kara is deeply unhappy about Clark’s friendship with the man from Mars and flies away from the farm in a huff, setting up a ‘Clark and Kara work against each other to find her crystal’ storyline that shows a decent amount of promise.

Lana pops up one final time to show us her ‘nifty techno-stalker room of genuinely freaky obsessive bald man watching’, which she is using to keep tabs on Lex. Confusingly, most of the images she is watching seem to be filmed from surveillance cameras that perpetually hover about six inches from Lex’s face without him noticing, but hey, this is all getting a little nitpicky so I’ll get on to the final important matter at hand: The standout stupid moment of the episode.

This is becoming a regular feature of my reviews and this week doesn’t disappoint. The episode ends with yet another irritating American pop song chewing away at your brain in such a way that it feels like someone is shoving a rusty cheese grater into your ear. For God’s sake, can we please have an emotional scene in this show for once without some warbly bint crooning shit at us in such a loud and invasive way we can barely hear the bloody characters speak?!

This however is a minor annoyance compared to what is actually being said on screen. Chloe and Jimmy have a rather awkward conversation where Jimmy, who earlier in the episode was caught on a date with Kara (I don’t care what they said before you leave me shouty corrective comments. If that wasn’t a fucking date, I’m the Pope’s cobbler) denies he is planning to plough her like one of the Kent farms fields and claims to prefer Chloe after all. They then go through one of the stupidest screen break ups ever, simply because Chloe doesn’t tell Jimmy that she is a ‘Meteor Freak’. As Jack Sparrow would put it “if you were waiting for the opportune moment…that was it”.

Although Allison Mack and Aaron Ashmore do a decent job of playing the scene to its emotional conclusion, I found myself shaking my head in frustration. Yet again we are forced to watch the same ‘he/she has a secret that they, for reasons totally unknown, feel they cannot tell the closest person to them in the whole world’ storyline, just with different characters. Quite why the writers feel that everyone in the whole bloody series should have a deep dark secret is beyond me, but I wish to god they would stop it because it’s a huge waste of time and makes no sense whatsoever.

The final shot of Chloe, standing lost and alone in the planet offices was pretty much a metaphor for the way she has been treated so far this season. I am getting really rather worried about this. The Smallville writers aren’t exactly big on subtlety and one has to wonder about the mounting pressure on Chloe. This combined with the constant heavy handed lines saying things amounting to ‘all meteor freaks become raving nutters in the end’, smacks of a rubbish excuse to have her flip out in a couple of episodes’ time and have her go on a rampage, only to be pulled back by Clark at the last minute. I sincerely hope I’m wrong about this.

Overall, ‘Cure’ was far from perfect, but it did give us a small glimmer of hope in the ocean of shittyness that Smallville usually throws our way. Dean Cain was actually good in something, Lex was evil and we got lots more Chloe, which is never a bad thing. The usual ‘rehashing plotlines’ issue was still annoyingly present, and Lana appears to have turned into a soulless robot who has no chemistry with Clark, but hey, on the whole this was a definite improvement.

The best thing about the episode was having a decent baddie and I NEVER thought I’d say these words, but please Smallville writers, Bring back Dean Cain!.

6.7/10

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Smallville (S7 Episode 3) ‘Fierce’ Review

October 24, 2007

It’s a difficult thing when writing reviews to be positive about the subject matter, especially when the subject matter in question is Smallville. As I mentioned in my last review, I have always seen Smallville as something of a missed opportunity. The 60 odd years of rich Superman mythos the show has the chance to draw on is some of the best material ever produced by the comic industry, so you would think that maybe after 6 seasons of the show, the writers would have come up with something a little more engaging than ‘Krypto freak of the week’. Alas, sadly not.

The episode revolves around the Smallville harvest festival beauty pageant, which is simply a paper-thin excuse for dirty old Kansas farmers to encourage the impressionable local girls to get their kit off. Kara, doing her bit to prove that blondes aren’t in fact dumb (irony), decides to enter. Terrific idea love, you’re an extraterrestrial from a million light-years away with the power of a god, and what do you do? You prance about in a bikini and start fancying Jimmy Olsen. Jesus, what are the writers thinking? Kara had the potential to be a great character and a decent foil for the flannel shirted emo-ponce that is Clark.

Imagine for a second what Kara could have been like in the right hands. A plucky, spirited, down to earth Kryptonian who dragged the reticent Kal-El out of his constant moaning and making moony eyes at Lana and forced him to face up to his destiny. Someone to help him share the burden of power, someone to force him to realize that he is destined for greatness, and someone to smack him in the chops and tell him to stop being such a twat all the time. What we got was a whinging teenage brat who has so far only managed to annoy the tits off me.

However, there was a tiny hint of this hidden potential revealed in the episode’s best line. Kara says “Kal-El…Clark, You’re not human no matter how much you want to be. We can harvest corn and pump mochas all we want, but its not going to make us one of them…If you think you can just spend your life hiding here on the farm growing old with Lana, you’re fooling yourself” This has slight echoes of Marlon Brando’s Jor-El in the movies. Now if only they could convince Laura Vandervoort to act as well as Brando, we might be on to something.

At one point in the episode, Kara almost looses control of her heat vision, which sets up another ‘mentoring’ scene between her and Clark. The sight of Clark burning a face onto a watermelon was cool enough, and his massive overreaction when Kara exploded it trying to do the same thing was nicely in keeping with the character overall. However, once again, Clark not being able to fly is a huge problem. The decision to give Kara the power of flight when Clark still lacks it was downright bloody stupid because it robs scenes where he is teaching her things of all their impact. Kara actually says, ‘Get back to me when you can fly earth boy”, implying that she doesn’t need to listen to someone who is clearly far less powerful than her. Superman should not be playing second fiddle to anyone, even if he isn’t wearing the suit yet.

But it’s more fundamental than even that. When Smallville launched, I recall hearing the phrase ‘no tights, no flights’ banded about, informing us that Clark would not be flying until the very end when he becomes Superman. However, this rule has clearly been broken already by Kara’s inclusion. It’s almost as if the writers said ‘Shit guys! Heroes has people who can fly! Quick, we need a flying character!”. As with so many things in Smallville, I find myself thinking ‘what the hell is this?’ A show about Superman? Or a show about his mates and distant relatives? Clark does almost nothing in this episode other than talk and get beaten up and in a show about Superman that’s just not on.

Anyway, getting back to the point. It turns out that three of the beauty pageant entrants are in fact Krypto freaks who can control the elements. One, a powerful cryokinetic, uses her ability to kill off another who was apparently betraying them, and then attempts to kill Jimmy for his blatant eavesdropping on one of their secret villains’ evil club meetings. Cue Kara saving the day instead of Clark. Terrific.

One of the ‘weather girls’, as Chloe dubs them, (am I the only one who kept thinking of ‘It’s raining men’ whenever someone called them that?) sees Kara and so they involve her in a plot to, I kid you not, break into the town time capsule to get a treasure map. Kara notices the treasure is Kryptonian (why is every Kryptonian Artefact ever landed on earth in fecking Kansas?) and rushes off to get it. She clearly manages this, but subsequently gets arrested after winning the beauty contest because she trashed the capsule. All of this pointless meandering eventually leads to the final confrontation between Clark and the Weather Girls.

Sadly it’s rubbish and serves only to highlight another of the Smallville writing team’s massive blunders. The fight basically goes like this: Clark turns up, one of the Weather Girls chucks some Kryptonite at him completely by accident, he falls over groaning, Kara turns up and annihilates the Weather Girls in about three seconds and saves Clark.

One of the biggest issues for Superman as a character has always been providing adequate challenge for him and the same holds true in Smallville. The trade off for this in the comics and movies of course, is that he can do things other heroes simply can’t. Spiderman catches falling people, Superman catches falling planes. However, in Smallville, the problem is far more pronounced because he doesn’t have a bunch of intergalactic warlords or skyscraper sized metal men to fight. The writers ‘ ‘Krypto freak’ solution has always failed to deliver anything particularly special or memorable because you never even for a moment think Clark is in any real danger. Despite the fact that he almost always gets floored by Kryptonite for at least part of every fight, he wins instantly when that threat is removed. The show’s decent fights always involve some other nemesis, such as a phantom, or a possessed Lex, and I for one would really like to see more of the villains from the comics in the show to up the ante a little.

Adding Kara into the mix has made things much worse. If it’s hard to find a decent challenge for one Kryptonian, then crikey Moses its going to be pretty fucking tough to find a decent challenge for two. Again I wonder what the hell the writers are smoking?

Chloe once again gets the thumbscrews treatment, which seams totally unnecessary. Alison Mack and Tom Welling’s partnership really was the highlight of last season, nicely blending chemistry and humour to create a lot of fun scenes. Aided by Mack’s capable performances, Chloe quickly became my favourite character on the show. Quite why the writers feel it necessary to torture her escapes me. First they give us the preposterously shit new ‘Daily Planet ‘editor insulting her at every turn, and now they show her relationship with Jimmy beginning to hit the rocks as a prelude to him buggering off with Kara. This, in addition to a massive reduction in her shared screen time with Clark, makes her feel hugely underused and far less compelling a character. To her immense credit, Allison Mack continues to grab hold of every hackneyed, clichéd, stumbling line of dialogue and deliver it well in spite of itself.

Finally, we have the ‘standout stupid moment of the week’. Lana turns up at the Kent farm and has a peculiarly soulless reunion with Clark, then tells him nobody can know about her coming back from the dead, not even Chloe. Then they go to the harvest festival together.

WHAT?! Hang on a sec, she comes back, acts like the world will end if her best friend finds out she’s still amongst the living and then toddles about her home town, in broad daylight, with a man who isn’t Lex Luthor. What in gods name are they thinking? For a woman supposedly capable of playing mind games with a Luthor, Lana Lang appears to by quite possibly the stupidest evil genius in history. What’s next I wonder? Lana tells Clark that she has to go into hiding then has to dash out because she’s going to be on Jerry Springer with the caption “I married an evil baldy genius but I prefer my men in plaid”. Jesus guys, you could at least try to think these things through.

Overall, ‘Fierce’ was simply ‘more of the same’. A run of the mill episode that didn’t really have much of a point to it and simply rehashed old ideas yet again. I can only hope that the season picks up somewhat as time goes on because if this is the shape of things to come, we are in for a long and decidedly boring ride. On the plus side though, Lois wasn’t in it, so they did get something right.

4.5/10

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Bioshock: A Shock to the System or Simply Shocking?

October 6, 2007

Spoilers!: Be warned although I wont go out of my way to divulge details of the plot, I might. This is entirely dependant on what mood I’m in and possibly what I ate that morning. I wont do anything as fuckwitted as wandering about town in a tee-shirt proclaiming ‘Bruce Willis is really dead! – The Sixth Sense’, but you get the idea. If you read on and I ruin something, it’s your own fault!

So, Bioshock then.

Hailed by many as the spiritual successor to System Shock 2, this is the latest in a string of impressive releases from 2K Boston/2K Australia/Make your fucking minds up about a name Studios (previously Irrational Games). An FPS with a few RPG elements thrown in, it attempts to convey the idea of a Randian dystopia gone wrong situated on the ocean floor, and it must be said, it mostly succeeds.

Plot

Andrew Ryan is a man of vision, a man who believes that the intelligent should not be constrained by the stupid, that the fruits of a mans labors should be his own, to do with as he will, and apparently, that it’s a perfectly feasible idea to build an underwater city in the 1940s. He therefore rounds up a veritable cavalcade of professors, artists, doctors, visionaries and…er…pole dancers and heads off to create ‘Ratupre’. A secret sub-aquatic utopia cut off from the uneducated masses and conformity-demanding governments of the surface world.

The city beneath the waves prospers, with the genius population creating artistic masterpieces and scientific breakthroughs left right and proverbial center. However, it is one of these breakthroughs, specifically the discovery of an ocean floor life form that produces pure stem cells (dubbed ADAM), that spells the beginning of the end for Rapture. The ADAM allows the population to begin ‘splicing’ their DNA, and thus change their own genetic code as desired. At first this simply leads to people doing rather mundane things like having genetic ‘plastic surgery’ to make themselves more beautiful, or changing their sex on a regular basis. But then the growing feud between the ideological Ryan, and Frank Fontane, a one time Mobster and kingpin of Raptures black market smuggling operations explodes, leading to the creation of offensive genetic modifications (otherwise known as ‘Plasmids’). Soon enough there are riots in the underwater streets, and pyrokinetic, teleporting composers are fighting machine gun wielding superhuman botanists for control of the city.

To cap it all, the over-exploitation of the ADAM producing sea slugs has lead to their extinction in the natural world. Apparently the only way to procure a fresh supply of this splicer equivalent of crack cocaine, is (and this is where the plot nosedives from ‘rather improbable’ to ‘George Lucas’) to implant the remaining captive slugs into extensively spliced little girls called ‘little sisters’. They are given the unenviable task of running about the place with massive hypodermic needles sucking the blood out of the corpses littering the streets, drinking it, and processing it into useable ADAM. Of course these little sisters require protection and this comes in the form of the ‘Big Daddies’, massive ogre like chaps in metal diving suits who batter anything stupid enough to try and ‘harvest’ the ADAM from said syringe wielding moppets.

So in summery, everything in Rapture has pretty much gone from something good, like ‘Monkeys in top hats’ to something bad, like ‘Essex’.

Into this mess falls your character, the victim of a plane crash that conveniently dumps him in the drink right next to a lighthouse that serves as an ‘entrance’ of sorts to Rapture. The basic aim of the game is to find out what the hell is going on in the under water city, why it all went so horribly wrong, and above all, to get out alive.

Good

Bioshock is a very good game.

In the run up to its release, as is so often the case these days with ‘big’ games, the industry media, who seem determined to ruin the chances of any decent upcoming title before it comes to market by spunking an endless selection of puerile fuckwitted fanboytastic previews on it, were all over Bioshock like a cheap hooker on Rob Lowe. Coupled with this was ‘Creative Director’ Ken Levine’s nasty habit of releasing smug ‘developer diaries’ in which he and his team (complete with ‘token hot female employee hired only to make the workplace appear enlightened in stupid videos and pander to the spotty, pocket mining 13 year old twat demographic’) waxed lyrical about just how wonderful Bioshock was going to be and managed to look more pleased with themselves than God must have done when he created tits.

I got to the point where I actually wanted Bioshock to be crap simply so that Ken Levine would get his face smashed in, though of course that would require an industrial drilling crew to tunnel their way through his sternum in order to find his face, since its currently lodged along with the rest of his skull, somewhere in his small intestine.

It could so easily have been a total disaster, and I’ll begrudgingly admit that it’s a testament to Ken and the gang’s skills (modesty aside) that Bioshock turned out the way it did.

The game is gorgeous, with wonderfully atmospheric environments that look like a twisted, crumbling, art deco version of Atlantis. The enemies you face are suitably evocative and never look out of place, though they could do with more variation since there are only a few types (see the ‘Bad’ section). There has been much written and said about the water effects in Bioshock, and they are quite impressive. Not as impressive and the gushing (badum-tish) previews would have you believe, but still pretty good. Water doesn’t flow and move realistically around the environments, filling up rooms and spilling out of doorways when you enter, but it does do a very good job of falling down the odd staircase and sitting around lackadaisically in pretty puddles.

The weapons are all nicely realized and feel necessarily chunky and robust. One of the nicer aspects of the game is the upgrade system, which has you using ‘Power to the People’ machines to staple all sorts of crap to something like a shotgun to make it work better. Each of these modifications looks appropriately ‘home brewed’ and retro enough to fit in with the games 1960s setting. Only the wrench is un-upgradeable, but this is presumably because a wrench cannot be made more ‘wrenchy’ by stapling crap to it. However, in a masterful piece of game design, the developers have included many ‘tonics’ (basically modular upgrades for your character) that allow you to improve the effectiveness of the wrench. By the end of the game, I was able to kill pretty much anything apart from a big daddy with a couple of swings. So rather than simply being a glorified crate smashing tool (Bioshock actually lets you open containers rather than breaking them, see that Valve, that’s called ‘common fucking sense’) the melee weapon is actually useful throughout.

The plasmids all look pretty good too, from the blackened, cracked and glowing skin that appears on your hands when you splice ‘Incinerate’ to the sub dermal electrical energy crawling through your veins when you activate ‘Electro-bolt’. Their effects vary in terms of attractiveness, but overall, they do the job.

Of special note should be the game story and script. Much like System Shock 2 there are various ‘Audio Diaries’ left laying about for you to find as you make your way through Rapture. This is a wise move since the developer had to not only satisfy people who own PCs and therefore understand what a decent game with a decent story feels like, but also the millions of slack jawed, shit-for-brains , Xbox live retards who have the misplaced audacity to call the Halo series ‘The best games ever made’ and only require things to go ‘boom’ in a game to get a raging stiffy about it.

If you want to “push duh shiiiiiiney buttons and watch da baddies fall down” you can, whilst your fuddled little brain tries to tune out the likes of Andrew Ryan taunting you with witticisms you can’t understand. However, should you actually be intelligent and sensible enough to have played Deus Ex and understood the whole thing, you can rest assured that there is a genuinely decent exploration of human nature, a mans right to creative freedom and the principles of objectivism to be found here. Take a second to read that last sentence again. Now think, when was the last time you could say that about a game?

Propping all of this up is by far Bioshock’s greatest achievement: its sound design. The world of Rapture creaks and groans in exactly the way you would imagine a decaying underwater metropolis to as it struggles to keep the ocean out. The thumping footsteps and haunting groans of the big daddies imbue them with a form of personality that graphics alone simply couldn’t. Even the bizarre dialogue uttered by the splicers and little sisters is both perfectly in keeping with the games overall themes and well written enough to make its constant repetition by said NPCs bearable. There is something genuinely haunting about hearing the shambling footsteps of a male splicer just around the corner whilst listening to him sobbing loudly (yes, men crying in a video game) and mumbling ‘I am a success, I AM A SUCCESS’. There is also something to be said for a game where a deranged, mutated doctor in a blood stained lab coat catches sight of you as you poke your head round a corner, runs toward you shouting to nobody in particular “Nurse, help me find this patient” then proceeds to try and smash your brains in with a lead pipe whilst yelling “It’s just a standard procedure!”.

All of this would be totally unimpressive if the voice acting were not some of the very best in the business. The audio cast in Bioshock is brilliant without exception and makes the laughable efforts of other titles (Resident Evil’s slack jawed ‘look at me, I’m acting!’ morons for example) look…well…laughable.

So all in all, a flawless experience then?

Heh, not quite.

Bad

Ok, so I have explained why Bioshock is one of the best games of the year, but now let me explain why it is also one of the most disappointing.

Imagine one of the most beautiful, immersive game worlds in history. Imagine sound design that makes the world breathe exactly as it should. Imagine scrambling through the darkness of rapture, with two bullets to your name and your heart thudding as you hear the splicers closing in around you. Imagine the shitty industry hype setting up the ‘Big Daddies’ as one of the biggest challenges in gaming, and it actually turning out to be true. Imagine the heart thumping, adrenaline pumping thrill ride of fighting one.

Now imagine that you are some sort of immortal who suffers no penalty from death. Suddenly it doesn’t seem so scary does it?

This is the almost game breaking position Bioshock puts you in. When you die, you are revived at a ‘Vita Chamber’ (basically a big cloning tank thing). But rather than using this as an in game explanation for why you are being booted back to the last checkpoint you passed, and then reloading your last save-game, Bioshock literally resurrects you a second or so after you die and leaves the world exactly as it was. No loading of saves, no punishment, no replaying of content, it just plops you back in the game world and says ‘there there, its all better now, go kill those nasty monsters for being so mean’.

I played Bioshock on the hardest difficulty setting and the first time I came across a big daddy that I could fight, I nearly shat myself when it stormed across the room and killed me in about two seconds. ‘This is good’, I thought ‘I’m going to go back in there, and find a way to show that motherfucker who the real ‘daddy’ is. Imagine my utter disgust when I got back to said room only to find that the big daddy still bore the scars from our last encounter. He hadn’t healed the admittedly minuscule amount of damage I had done to him when I died. For a second, I stood there stunned, then I walked up to him, disbelieving, and whacked him over the head with my wrench. Three seconds later I was respawning at the vita chamber and making my way back to the daddy again. Sure enough, his health was exactly as it had been immediately post-wrenching. In a horribly mangled word: Un-fucking-believable.

I simply cannot describe how utterly terrible the death system in Bioshock is. Why a developer goes to all the trouble of creating some of the most compelling, challenging and downright fucking vicious enemies in gaming, and then makes them all seem about as threatening as a cross-eyed care-bear with Parkinson’s is beyond me. Realizing that I could beat every big daddy in the game to death with my wrench (which would admittedly take about six million years) was one of the most crushing disappointments I have ever experienced in gaming. Nothing is scary when you know that death is a non-issue. If a mutant freak in a waistcoat beats me to death, so what, I’ll just resurrect repeatedly and beat him to death whilst shouting ‘fuck you hard difficulty setting’. Admittedly, I would also be moaning my tits off if the game forced you to replay the last two hours of content whenever you died, but there should at least be a balance.

As alluded to in the ‘Good’ section, the enemies, although varied in terms of aesthetics, are depressingly bland in terms of behavior. For a bunch of mutant geniuses, they are surprisingly retarded when it comes to dealing with intruders. ‘Run at him and cut him up’ is the sort of behavior you expect to see in any northern British city on a Friday night, not in an underwater one full of supposed visionaries. The main problem is a distinct lack of variety.

There are only a few types of splicer whom you will see again and again but with slightly different clothing. It seems mighty unlikely that every single citizen of rapture is going to assign themselves to one of five or six ‘classes’ and stick rigidly to the same behavior patterns, but that’s exactly what they do. Why couldn’t they have switched weapons mid fight? Or done intelligent things like set traps or rip a pipe off a wall and try to hit you with it if you disarmed them?

The hacking system in the game is also noteworthy for being total shit. It’s basically ‘Pipe Dream’ but wedged improbably into a 1960s steam punk setting simply because some nobber on the development team thought it was ‘cool’ and ‘retro’. What it is, is really really repetitive, fucking annoying and sometimes outrageously unfair since some of the ‘puzzles’ it throws at you have no possible solution. It’s pathetically easy when it is solvable and lacks the depth and complexity necessary to make it a worthwhile addition to the game

Another major problem is the ‘resource’ system. In the very early stages, you are armed with nothing but a wrench, a plasmid and a revolver. For about half an hour, I enjoyed some fantastically tense game play where I was scrambling about, juggling between shocking splicers with my electro-bolt and twatting them in the skull with my wrench, or trying to shoot them in the eye with one of my very limited supply of bullets. Every time I pulled the trigger and missed, it was accompanied by a wince at the wastage of such a precious resource. Similarly, I was at several points, wandering about on the very brink of death, desperately hoping that I would be able to make it to the next aid station or med kit before a splicer managed to plug me. It was brilliant, though mostly because I hadn’t discovered the death system at that point.

However, pretty soon, I began finding more and more med kits, EVE hypos and ammo clips. Suddenly, I could afford to miss and not worry about it. I could take a few hits and simply top myself up when needed. I could use my plasmids as often as I liked and it didn’t matter.

By the latter stages of the game, I was carrying more weapons about my person than your average American inner city teenager and I had ammo popping out of my ears. I was stumbling across med kits, money, ammo and EVE so ridiculously often that I was unable to pick most of it up due to a full inventory (which the developers neglected to put a management screen in for) and could happily mow down anything in my path without even bothering to aim properly. I mean who in gods name was leaving all this shit lying about? ‘I know’ thinks Jonny splicer ‘I may be going slowly insane is this crumbling sub-aquatic dystopia, but rather than masturbating myself to death whilst whistling the national anthem, I think I’ll go raid the local hospital for medial supplies, and then toddle about the city leaving them in piles of refuse and on otherwise totally unadorned tables’. It makes no sense, and worse, it removes even more tension from the game.

To cap it all, the knock on effect of this massive imbalance of late game resources is a drastic drop in difficulty. It goes from ‘Hard isn’t really hard enough’ early on, to ‘A monkey could beat this by poking the buttons with his cock’. Big daddies go from being a rock solid challenge in the early game, providing you actually attempt to take one down properly and don’t simply resort to zerging him from the vita chamber, to being a chore in the late game that takes seconds to dispatch. Even when facing the ‘elite’ big daddies in the final stages of the game on hard, all it takes is eight tripwire crossbow bolts strung across a corridor, and a single normal pistol round to ‘aggro’ the daddy and you can stand there picking your nose whilst he blindly charges toward you and murders himself.

Being able to set traps for enemies = good, being able to set traps their AI routines have no idea how to notice or avoid = bad.

The levels in Bioshock are well designed for the most part, with plenty of secret areas for the inquisitive to discover. However, the last level of the game lacks any kind of creativity and resorts to a boring linear trudge through ‘Halo 2’ style dingy corridors whilst shooting things with some of your millions of bullets. It’s as if the developers just thought ‘fuck it, the rest is pretty good, lets just knock up some of the usual FPS bollocks and let’s ship this thing’.

The same thing applies to the final boss battle. Much like Gears of War, Bioshock suffers from the same ‘mostly awesome game with infrequent and unsatisfying boss battles syndrome’ (early game big daddies aside). The finale has a very ham fisted, tacked on feel and floats disjointedly aside from the rest of the game.

Finally the endings are a huge let down. As with so many games which offer the player the ‘choice’, there is no middle ground whatsoever. You either turn out to be a head-up-arse paragon of virtue and light who makes Florence Nightingale look like an unsympathetic whorebag, or a despotic tyrant who would employ Hitler as a tea boy in order to teach him the ropes. Its brain meltingly irritating to purchase a game that supposedly offers choices, only to find that the choices aren’t really choices at all but instead the game only contains a single choice: depressingly predictable path A or depressingly predictable path B.

I understand that every game can’t be expected to be as complex and involving as some of the great PC FPS/RPGs, especially when it has to cater to the ‘Xbox live’ morons. But for the love of god 2K, you could have given us something a little more involved than ‘murder the little girls or save them’. Dead Rising has more possible endings that this for Christ sake.

The most depressing thing of all is that had Bioshock been as complex as something like System Shock 2 or Deus Ex, it would quite possibly have been a genuinely worthy successor to the former and maybe as good as the latter. As it is, it comes of as a slightly poorer imitation that would have been nigh on perfect if only the developers had spent more time actually developing and less time sucking each other off in an orgy of backslappy hype-mongering.

Conclusion

Bioshock is one of those rare games that actually makes a decent attempt at pushing boundaries, and certainly in terms of story, looks and art design it succeeds. It’s brilliantly written and has a few genuinely interesting points to make about the world we live in. Also any game with this many literary references clearly has something going for it. The game play itself is brilliantly executed, the world immersive and the sound design simply staggering.

That said, it’s shallow, the enemies lack variation, the hacking is repetitive rubbish and the death system is almost unforgivably shit. Luckily though, none of these gripes is enough to make Bioshock a bad game. I just can’t help looking at it and thinking that it could have been one of the very best games ever made.

Rating: 9.1/10

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Smallville (S7 Episode 2) ‘Kara’ Review

October 6, 2007

Every week I sit down to watch Smallville hoping futilely against hope that this will finally be the episode that begins the show’s elevation from ‘utter rubbish’ to ‘good’. For a show with one of the most promising licenses in TV history, it often amazes me how anyone can make such a shit attempt at a decent adaptation as the Smallville team regularly do. Sadly, Kara isn’t that episode.

The relatively decent opening episode of the season ended with a shot of new Kryptonian, Kara Zor-El, blasting off into the night sky over Smallville to the strains of a rubbish American pop song. This episode attempts to introduce her as a main character for this season by having her search for the infant Kal El on earth. You see, she is expecting him to be a baby because she was launched from Krypton at the same time as him, but was already in her teens when her dad bundled her into a spaceship. She crash landed in the same meteor shower as Clark, but unfortunately landed in a reservoir and lay undiscovered for 18 years in suspended animation. When the dam exploded in the season premier, her spaceship was disturbed and it released Kara from her slumber.

Now am I the only one who sees a slight flaw in the logic here? Kara Zor-El of Krypton flies across several galaxies to reach Earth in a spaceship of indescribably advanced design, yet as soon as the bloody thing gets wet, it goes crazy and locks its occupant inside for 18 years?! Good Lordy Lord those Kryptonian ship builders really knew their stuff didn’t they?

Anyway, the episode begins with Kara beating up Lois Lane, which I applaud her for, since Lois is an irritating twat. She then takes on Clark, who she throws through a forest at quite a rate of knots, sending him smashing through trees, rocks, earth and confusingly, a caravan.

Apparently not even noticing the fact that the dude she just hit around the head with several acres of deciduous woodland is perfectly unharmed, she saunters off to bite her lip in the upper atmosphere whilst looking at embarrassing baby photos of Clark. The special effects for this sequence aren’t brilliant, but were more than convincing enough to make me ponder the question of why everyone on telly these days seems to be able to fly apart from Clark Kent.

Lois, the silly bint, is convinced that she has indeed seen a real spaceship, and decides to start writing an article about it for her newspaper, plunging us into yet another storyline about ‘the birth of Lois Lane as an investigative reporter’. I’m sorry, but am I watching ‘Smallville: Superman the Early Years’, or ‘The Rubbish Teenage Adventures of Lois Lane’? I don’t give a flying shit about Lois, Erica Durance is ugly and can’t act, and yet again I’m left thinking, ‘why is Lois in Smallville anyway?’

To make things worse, Smallville then manages to pull an even more annoying, badly conceived and terribly acted character than Lois out of its arse. The new Daily Planet editor, (I don’t even remember his name because I was so offended by his presence I forgot it on purpose,) is nothing short of shocking. I swear the casting director must either be perpetually high on crack and acid, or is simply a dribbling fuckwit. To cast a man so young as Michael Cassidy as the editor of the world’s greatest newspaper is just plain wrong. The lines he is given throughout the episod aren’t the best but the real problem is that they sound like they should be coming out of a man 30 years his senior. If they had gotten someone like Edward James Olmos to deliver them, it might have worked, but since Cassidy is clearly only in the show for his looks and to serve as a potential love interest for Lois (yes another one, the girl’s knickers are up and down like the value of shares in Northern Rock) it’s a wasted opportunity. Also, his vindictive and unnecessarily rude attitude towards Chloe backfires spectacularly as a plot device. What on earth did poor old Chloe do to deserve such treatment I wonder? Aside from letting a large man in terrible shirts burst into the Planet offices and start shouting on a regular basis.

Speaking of Chloe, she is as usual by far the best thing about Smallville, and Alison Mack is still the only member of the cast to really grab her character by the scruff of the neck and actually do something productive with it.

The other main thread of the episode revolves around Kara’s spaceship, which for some reason, in another blindingly brilliant example of Kryptonian ship design, is set to detonate with the force of a several kiloton nuclear device if someone sets the burglar alarm off. This makes me wonder if the reason Krypton exploded in the Smallville universe was because several people left their dogs in the car at the same time and forgot to turn the alarm off. I wouldn’t put it past the writers, but I digress.

Kara and Clark save the day, the ship is destroyed and some ‘spooky chap in a suit with a silly voice who clearly works for Lex’ (since everyone who wares a suit in this show has pure, liquid evil flowing through their veins) fucks off with a Kryptonian crystal he pinched from the ship. That’s pretty much it and it’s about as impressive as it sounds. We have had ‘Kryptonian ships falling into the wrong hands’ storylines so many times on Smallville now that it would seem that the writers subscribe to the theory that if you poke the carcass of the same dead horse enough times, something decent is bound to happen eventually.

Kara only seems to be in the show as a thinly veiled excuse to put a reasonably attractive Barbie-doll-esque actress in hotpants and cowboy boots, though for all the world she ends up coming across as less of a superhero and more of an interstellar Daisy Duke. Still, the spotty faced, pocket mining, Comic-Con retards who are still moaning about the fact that the show isn’t a perfect reproduction of the comic should at least be placated for a bit longer by her inclusion.

Finally, we have the standout moment of the episode, the china-based confrontation between Lana Lang and Lex Luthor. I call this the standout moment of the episode not because it’s any good, but because it contains one of the best-worst lines ever delivered with a straight face in a TV drama series. After some initial pleasantries Lana attempts to convince Lex that she fully intended to lure him to the Far-East by saying:

“As soon as I heard you had freed yourself, I laid out the breadcrumbs and waited for the wolf to come knocking”

Now let me be the first to say: “What the fuck are you talking about you daft bitch?! Last time I checked wolves were carnivorous and thus don’t eat bread. That makes no sense at all!”.

The remainder of the scene has Lex trying to convince us that Lana is some sort of Machiavellian genius who can outwit even him, but it’s rather difficult to take his claims seriously after the aforementioned outburst of insanity. The blatant attempt by the writers to sweep the mystery of Lana’s ‘death’ under the rug with a single five minute sequence is frankly insulting, as it smacks of them backing themselves into a corner and coming up with a dimwitted escape clause. Lex apparently made a stillborn clone of Lana at some point, which she then blew up in order to fake her own death. Hang on, Lex made a Lana clone? Since when? Why the hell didn’t you tell us before so that this wouldn’t look like you made a massive cocking mistake and couldn’t think of a decent way out?

As Smallville goes, Kara wasn’t a bad episode, but then that’s a bit like saying that a sack of shit isn’t that bad, which of course is a great big lie.

Roll on next week!

Rating: 4.3/10

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Welcome to Clockwork Planet

October 2, 2007

This is a blog written and run by an English IT consultant with a habit of waxing lyrical about anything and everything. Rather than let these musings simply fall by the wayside, I decided to set up Clockwork Planet as a means of putting virtual pen to paper, so to speak.

The blog is basically a place for me to review things from books to TV shows, rant about whatever I feel like and to collect thoughts on the IT industry and its developments, direction and general state.