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Anchorman 2: The Legend Continues

SPOILER WARNING: THERE ARE ACTUALLY NO SPOILERS BUT I’M SURE YOU’LL FIND SOMETHING TO GRIPE ABOUT.

Ron Burgandy is back ! Fuck yeah! Right?

Yeah, kinda.

In the second installment of Anchorman , we see a dejected Ron Burgandy ( Will Ferrel)  once again assemble the News Team and rise  to power as lead anchor of GNN: a 24 hour news system.

The film is hilarious, with the cast working as well as they did in the first, with just the right amount of physical humour to make you spit out your drink. Also there’s a shark!

Every character makes a welcome return, and the writing hasn’t changed much, this is a film that tells you to take the seatbelt off,and come for a comfy ride along the lives of a few good newspeople (so long as you’re not in a Winnabego, with bowling balls and scorpions….Watch the film).

What really makes this stand out  though is the social commentary aspect of the GNN plotline. As the plot unfolds, we learn that in order to take the top spot, Ron must come up with a new way to tell the news. His solution is simple: hyperbole. It is a clear attack on the likes of Fox News and the prevalence of sensationalism over honest newscasting and the point is put across eloquently,  driving the main storyline forward to quite a poignant conclusion about the ethics of corporation-owned news.

"Coolest conga line lead by the number 2" Award 2013
“Coolest conga line lead by the number 2” Award 2013

All of this aside, there is a problem. A problem that I am going to henceforth call  “The Minion Issue”. Allow me to explain:

Despicable Me (also starring Steve Carell-see? not even a tangent) was a touching film about an evil genius who unwittingly adopts three challenging girls. At first, he finds caring for them  almost impossible, but soon they melt his heart. There is also secondary plot regarding a new super villain and the capturing of the Moon. Oh, and there are minions; Gru’s (Steve Carrell) yellow henchmen. In short (pun intended) they are a funny addition to a solid, if somewhat Todorovian plot.

Despicable Me 2, however  almost entirely scrapped the plot and focused on the Minions. This completely diluted the storyline, and  potrayed the supporting (previously main) characters as 2D, merely filling in the gaps between those God-Damn-They-Are-So-Funny-Better-Show-Facebook Minion scenes. The front cover of the Blu-Ray and DVD is entirely Minions. The Minion Issue is this: Taking a single thing that was good, and making it almost the entire plot or content of a se/prequal .

On a serious note, Fuck Minions.
On a serious note, Fuck Minions.

The Minion Issue with AM2 is , among some other things, Brick (Steve Carrell). Now I love Mr Tamland as much as the next guy with a sense of humour but this installment took it too far. Almost every conversation of the News Team felt like a set up for a Brick joke. His romance storyline was interesting  but again felt trite, becoming another vehicle for Brick’s antics.

Another issue I have is with the final fight scene. I realise that stating something was random in an Anchorman film is like bashing Man Of Steel for plotholes, however the fight really did have no place in the third act. It felt like filler, and a chance for cameos galore, over too quickly to feel epic. The explosions were pretty cool though.

Well that’s all for today, so you stay classy, Geek Pride. I’m Mike Orvis?

 

Think Mike’s wrong? Grab a conch shell, call your News Team and let’s fight it out in the comments below. Milk is always a bad choice.

[Video] Inner City Wizard School

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Life at Hogwarts is pretty sweet when it’s not being attacked by the noseless guy or being run by an evil witch. They clearly have a huge budget and probably many a contribution from the more wealthy wizarding families. But what about the inner city magical folk, they need schooling to.

Now we have an opportunity to see just what life is like in these inner city schools of magic. The comedy talent of Key & Peele bring you a documentary looking at the conditions of Vincent Clortho Public Wizard School, the worst-performing wizard school in the country. 

Inner-City Wizard School from Peter Atencio on Vimeo.

An Isometric New Year: Five Resolutions For The Gaming Industry

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Happy Holidays and welcome to Isometrics, a slanted stare at the literary gaming world. It must go without saying that 2013 was a massive massive year for gaming, a veritable watershed for the previous generation, filled with a mix of great controversy and conflict but also new ways to create, play and interact with the industry, as well as being simply filled with a mountain of fantastic games. Looking back on the year I was astounded how many amazing, potentially epoch-shifting games were released this very year, which of course ended with the much publicised and somewhat catty launches of the next technological milestones in the gaming world, the Xbox One and Playstation 4.

We could look back at this great year but with the huge collaborative Game of the Year post on Geek Pride, anything I’d say on my particular highlights of the year would be largely redundant. Instead, what I want to do is to look ever forward at the potentially bright year for video games that is 2014. With new technology, new design ethics, new business models and more and more ways to get into the marketplace, the future seemingly looks bright on the literary gaming front. And on that note, here are five particular things I’m looking for the industry to do in 2014:

5. Promise not to Abuse the Microtransaction System

Hello Gold Horse my old friend...
Hello Gold Horse my old friend…

It might be slightly unfair to dub 2013 the year of the freemium game but in terms of acting in the interests of consumers game companies had the scruples of Bill Sykes and the sheer offensive audacity of basically any item of clothing from the early 1990s. Consumers were increasingly fleeced into buying extra content to complete a game experience they paid £45 for in the first place. This isn’t quite a “literary” problem, but it does lead to issues when great narratives end up chopped into tiny little ribbons like a four year old’s paper snowflake in order to steal another £20 in season passes and other DLC. It’s only fifth on this list because it’s not quite universal yet, and the games that abused it didn’t quite get to the level of Mass Effect 3 back in 2012. That said, with the microtransaction frenzy on the brand new consoles proving that it’s not likely to go away soon, I hope game companies try to exercise a little bit of restraint. Just a tiny bit? Please?

4. That games don’t shy away from big issues (and big controversies)

No game Tiptoed from Controversy to Controversy more than Tomb Raider last year.
No game Tiptoed from Controversy to Controversy more than Tomb Raider last year.

The notion of “games as art” once again returned to the public consensus (one particular article becoming the impetus for me to start this series), and while it goes without saying that gaming is very much an artistic and literary medium, there is one thing that does concern me, and it is a problem with both audience and artists this time – the inability to want to deal with big issues. A great artistic medium can be used to tackle big issues and great ideas, and all too often games tried to avoid anything that might cause a debate at all costs. It’s clear why this is of course – when you have a big blockbuster game that costs over £100 million to make, you want the biggest audience you can get, particularly when the audience has even more avenues to get angry about your game. At the same time though, compared particularly to 2012 with its share of daring, brutally beautiful games, there did seem to be a bit more of a soft touch. Even GTA V, typically a lightning rod for controversy seemed to only attract mild disdain for one particular scene (and the same old complaints it always gets). With some of the upcoming indie games and Kickstarter projects already revealed, there will be at least some daring games coming into 2014. Here’s hoping the Triple A’s will be quite as brave too.

3. That games use the new technology for more than better graphics

Very pretty, but not terribly new. The Next Gen Launches in a nutshell.
Very pretty, but not terribly new. The Next Gen Launches in a nutshell.

Having seen both the Xbox One and Playstation 4 on display they both look beautiful, even with the obvious software limitations you get at the start of a system’s life. But the thing that makes each generation truly stand out is what is done beyond beauty, where the technology is done to expand the gaming experience wider and further than it has ever been before. The sense of scale and wonder shown in a lot of previewed games is indeed impressive, but will the next generation reveal something truly revolutionary? Time will tell but with interesting games on the horizon such as the delayed Watch Dogs, it’s very possible that the well of invention hasn’t quite run dry yet.

2. Please, Please, Please don’t mess up Metal Gear Solid V!

No game has had such realistic watch physics as MGSV!
No game has had such realistic watch physics as MGSV!

The game looks fantastic, hopefully the split into two parts is more than a cynical cash grab and will leads to a fantastic, horrific polemic on the psychological effects of conflict in the late 20th century, as well as become a fantastic open world experience. Please Kojima! Please don’t mess this up!

1. Keep Finding New Ways to Tell Stories

Just... trust me okay? This is deep!
Just… trust me okay? This is deep!

2013 has given us the quirks of The Stanley Parable, the haunting literary bent of Amnesia: A Machine For Pigs, the strange oblique verisimilitude of Papers, Please among dozens of other games that told fantastic stories in new exciting ways. They are the games this series lives for and long may they continue blazing new trails, telling new stories and sharing new ideas with exciting, imaginative and interactive new ways.

These are just some of the many things I’m looking out for, and doubtless I’ll find more and more to talk about every week on Isometrics. Thanks so much for reading the three editions so far, and have a fantastic 2014!

 Anything you feel I’ve missed out on? Disagree? Leave a comment below, post in the Facebook page or tweet me @HuggyDave. Thanks for reading!

Top Indie Comics of 2013: Pulp Thrills, Surprise Powers and Intelligent Horror

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2013 has seen a lot of things happening in the world of comics, with both DC and Marvel launching new titles whilst others have been cancelled. There’s been various events too from DC’s Trinity War to Marvel’s X-Men Battle of the Atom . In a different corner of the comics world far removed from the superhero antics of the big two there’s been plenty of other stuff happening, exciting stuff which may have slipped under your radar.

Whilst there’s been lots of great stuff from Image like Velvet, Lazarus and Bedlam I think everyone knows that Image have long since stopped being eligible as being classed as an indie publisher.

Here’s a quick look at some of the best stuff happening in indie comics you might not have heard about over the last 12 months.

It should be noted the only reason Terry Moore’s Rachel Rising, which is one of the best on-going indie comics, isn’t featured is it started in 2011. You should go pick it up now if you like comics and want to support indie creators. It’s one of the best things you’re probably not reading it’s that simple.

Death Sentence from Titan with writing, covers and character design by Monty Nero and interior art from Mike Dowling is one of the most original things in comics for a long Death-Sentence_1_covertime.

In a very much real world setting an incurable STD named G-Plus that kills in six months is running rampant amongst the population. A side effect of G-Plus is it bestows unpredictable powers and abilities.

The story follows the situations of three infectees Verity who has just found out she has G Plus, Weasel formerly of chart topping band ‘The Whatever’ who has since gone solo and Monty a comedian and media personality.

There are numerous different elements to Death Sentence, exploring the stigma of having an STD , the rarely touched upon theme of impending death, the reality and horror of suddenly developing super powers in a real world setting and more besides. The title also features some anarchic and twisted humour, Verity raging at her callous boss after realising she’s infected , ‘Why don’t you stick your artwork right up your urethra?’ to a scene involving Monty, two police officers and a tea pot which is possibly the funniest thing in comics this year.

Dowling handles the art well, impressively conveying that Verity, Monty and Weasel are real people in a real world, that’s just gone a bit mad.

department-monsterology-1-rennie-holden-renegade-coverDept. of Monsterology from Renegade Arts Entertainment features two field teams working for Dunsany College’s Department of Cryptozoology, Mythological Studies, Parapsychology and Fortean Phenomena or Department of Monsterology for short.

Opposing the Dept of Monsterology is the Lamont Institute. Sebastian and Jocasta Lamont are the leaders, a pair of callous and ruthless body jumping relic hunters who rely on mercenaries to back them up in the field.

The story is split across two very different settings, Challenger embroiled in a project in South Pacific and Carnacki in Budapest with events shifting between the two.

Gordon Rennie’s writing crackles with a pulp inspired glee, with plenty of nods to its numerous influences. The ship that Challenger is using is named the Derleth, a name that any Lovecraft fan should pick up on. The host of characters are a memorable mix from Amelia Court – the kickass heroine of Challenger and her partner, Harry Wilmington (a brain encased in a durable robotic body), to the wise cracking psychic necronaut Dominic Belasco, Jong Sunam a former Gurka and initiate of the Hidden Temple of Munificient Enlightenment and his pupil the young and feisty Samwi who has a talent for astral projection amongst other skills.

P.J Holden brings this world to life. Alongside the large cast of characters there’s dinosaurs, Chinese vampires, bestial merfolk, sunken ruins and more besides all shot through with a sense of foreboding atmosphere.

In the near future Earth is overcrowded and resources are running out. In a desperate bid for mankind’s survival huge spacecraft are constructed. 95% of Earth’s populationExit_Gen_teaser seeks out a new home amongst the stars aboard these spacecraft. This isn’t where the story of Exit Generation from writer Sam Read is set though, in a sublime narrative shift this story is about those have been left behind on Earth to a presumed certain death.

The main character of the story is Jack whose parents were split after his father was selected for the exodus while his mother was not. The Earth Jack lives on is a utopia compared to the Earth of old. The vast majority of the population is now gone so resources are now abundant and war is a thing of the past. Jack lives in this idyllic world spending his days hanging out with his friend Mo. Jack whilst appreciating his environment is bored and as a coping mechanism has developed an obsession for cultural elements of the past. Action films and the anarchic energy of punk music being two of his favourite things.

Jack’s life is destined to become far less boring though when aliens show up with less than peaceful intentions.

 Along with its narrative u-turn Exit Generation is ripe with potential and also features a relatable starting point with overcrowding and distribution of resources both being real world issues. Exit Generation doesn’t get bogged down in social commentary though but rather opts for sci-fi pulp antics as realised by Caio Oliveira’s great art.

  From Oni Press, writer Cullen Bunn and artist Joëlle Jones, Helheim is the tale of Norseman Rikard, son of Kirk, and how he becomes the unwitting pawn in a war between Helheim_1the powerful witches Bera and Groa.

Helheim takes some great elements, vikings, dark magics, witches, mythology and interesting characters and shakes them all up with Bunn’s writing and Jones’ great art and the result is one of the best takes on Norsemen in comics.

 Featuring a great sense of pacing the norsemen’s scramble for the safety of their settlement being one example, there’s an ominous sense of atmosphere which permeates throughout as the narrative continues. Helheim features a signature visual language, Jones’ approach to action stops things from becoming a confusing mass of limbs despite how brutal things gets in the numerous battles. There are a variety of themes working away in the background from the examination of just what a father son relationship can endure and the echoes of Frankenstein, as seen when Rikard encounters Kadlin a young girl who sees the pain ,confusion and sorrow in Rikard rather than the monster he sees himself as.

 Helheim features some brutal action but it also has heart to it.

 Despite being a mainstay at Dynamite for several years Red Sonja has always been viewed mainly as a lesser character to Robert ERed-Sonja_1_Conner Howard’s more famous creation Conan. Gail Simone taking over writing on the title for a relaunched series has seen the flame haired warrior standing shoulder to shoulder with her more well known male counter part.

This new Sonja, possessing a new back story which casts her as a former pit fighter who fought for the amusement of a sadistic tyrant has become one of, if not The best example of a bona fide heroine in modern comics.

Simone’s opening arc has had the warrior woman being branded as an outcast, stricken with the plague, come face to face with her former comrade in arms from the fighting pits of her past and endure fever induced hallucinations about her past amongst other things. This is alongside establishing Sonja as being as much a lover of drinking and roughhousing as Conan ever was and a memorable encounter with a group of thieves demonstrates that she is no easy mark either.

 Red Sonja veteran Walter Geovani has visualised Simone’s story with a talent for composition and a flare for action as the story unfolds and breathing life into the numerous rogues, tyrants, thieves and other characters.

STK526784 Uber from Kieron Gillen is set during the closing stages of World War II. In this alternate history with the fall of Berlin imminent, and with it Hitler’s defeat, a secret German programme for manufacturing enhanced super-soldiers turns certain defeat into unlikely victory. This victory has nightmarish repercussions for the on-going war and soon the British are attempting to create their own super-soldiers thanks to a British spy who holds the secret to the German’s super-soldier programme. Elsewhere other forces are trying to produce their own enhanced soldiers to fight off the German threat.

Uber stands out for several reasons the first being that Gillen has approached the story from a completely serious perspective. There’s no winking at the reader or subtext commentary about superhero comics and one of his aims was changing the way Nazi’s had become harmless pop culture bad guys. Another thing that stands out is Gillen has meticulously researched the history of WW2, originally writing an epic 25,000 word ‘bible’ for the series, explaining every element in the historically based fictional story he was creating. Uber isn’t about people with superpowers but rather how people react to power and human nature.

Uber is a brutal and visceral work not for the squeamish or easily offended and this brutality is rendered with skill by Canaan White. At ease handling both Churchill in The Cabinet War Rooms of London and the sheer horrifying destructive power of Battleship Siegfried one of Hitler’s Ubermensche, White’s detailed art is at turns both disturbing and awe inspiring. It’s telling that Gillen’s afterword for issue#0 ends with ‘I hope you don’t enjoy it’.

From Boom! Studios, horror master Clive Barker and co-writer Mark Miller comes an intriguing and disturbing story and a return to intelligent horror in Next Testament. Julian Demond hasNextTestament_cvr_1A_1 amassed a fortune through industry however he abandons it all to go searching for something and he finds Wick, a being of immense power who claims he is God. Julian’s son Tristan and his girlfriend Elspeth meanwhile find themselves fleeing for their lives from the enthralled Julian and the malevolent Wick, who is displeased with what has become of humanity in his absence.

Wick is a fascinating character, with the inquisitive nature of a child combined with a callous indifference to suffering and pain. His power is also seemingly limitless and the different manifestations of this power, one being causing every plane in the sky to fall, are as imaginative as they are horrific.

 Haemi Jang’s art captures the insanity in all its lurid disturbing glory.

 

80’s inspired short film Kung Fury hits Kickstarter and goes viral.

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Kung Fury is the project of David Sandberg an 80’s inspired action comedy featuring vikings, fast cars, dinosaurs, time travel and a cop on the edge who likes to break the rules. The project launched on Kickstarter and the trailer quickly went viral, even getting coverage in The Independents Arts section, as a result Kung Fury has already smashed its initial target in mere hours with 27 days to go.

Inspired by a love of 80’s films ‘Kung Fury’ has been shot primarily on green screen to save money. Sandberg who previously worked on adverts and music videos invested his own money on the project and shot it in his own time with help of friends. The budget was so limited he could only afford one police officer costume, requiring several extras to be shot seperately and composited together for background shots.

Most of the footage is already shot, Sandberg needs the funds to hire extra help for the extensive and time consuming visual effects which he worked on himself for the trailer.

To be a part of one of the best things to appear on Kickstarter CLICK HERE

http://www.youtube.com/watch?v=72RqpItxd8M

Spider-Man Fights Batman & Robin in MMA Bout

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With the Batman vs. Superman film still over a year away, the internet has been treated to a smaller screen equivalent, Batman & Robin vs. Spiderman. This all came about at the start of 2013, as an English competition called ‘Hardest Man’ came about, it invited competitors to battle it out to find a winner.  As it’s own Youtube channel states, ‘To Date, we have uncovered some of the country’s most skilled combatants. We have also found some people who make up for what they lack in natural ability by being really nice guys and trying very hard.’

I think it could be said that the DC’s combatants ‘Batman & Robin’ were in the latter category, they certainly didn’t seem to enter the fight thinking it was anything more than a joke. Unfortunately for them their opponent didn’t think the same way, with Spider-man seeing off Robin within the first round and Batman pretty soon after. Though a surprise inclusion jumps into the fray to defend the crime-fighting duo’s honour at the end of the video.

 

 

 

A Decade of the Walking Dead

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I’ve been away for a while and I wanted to write something celebratory for New Year’s. Something which would round off the year 2013 nicely, and also allow me a triumphant return to the joys of writing for this great site, something which I have been unfortunately unable to do as much as I have liked in recent months. What could I talk about that is so grand in scale and so tremendous from a geeky point of view that discussing it can not only be my contribution to marking the passing of a year in which Geek Pride has seen its readership increase dramatically, but also be a celebration of my return to prolific creativity, including the return of two weekly film blogs exclusive to this site?

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Of course! 2013 marks ten years since the first issue of The Walking Dead was released! As soon as I discovered this remarkable series I was hooked, it was a gripping and compelling story which I just had to keep reading. When it made the jump to television and then video games, I followed its progress, and my infatuation with this pop culture phenomenon only grew. I’m going to take a look at why I love The Walking Dead so much, in all its different mediums. This is both a nostalgia trip and an examination of something which has really taken the world by storm. Welcome to A Decade of the Walking Dead! (Some spoilers)

THE COMICS

I’m not a big comic book reader. It’s something which I enjoy when I get the time, especially if Batman‘s involved, but it’s an area of Geekdom which I just haven’t been able to devote much of my time to. My best friend is a comic fanatic, however, and it was he who introduced me to The Walking Dead seven years ago.

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Reading through Days Gone Bye, the first trade paperback,  I was as enticed by the story as I usually am by zombie fare. What made this one so compelling though was the depth with which writer Robert Kirkman explored his characters, their personalities and how they coped in a world which had moved on.

Dialogue is the key feature of The Walking Dead across all its various incarnations. The most principle kind of speech, which caught my eye in reading the comics, is characters attempting to convince themselves and their friends that everything will be all right. Rick Grimes is especially guilty of this. He talks at length in the comics about plans, legislation, how they can “make it work”. What he’s doing is what everybody does when they’re trapped in an unbearable situation, they talk themselves into believing things will get better.

For all his flaws, this is a character trait that greatly endeared Rick to me. He makes bad decisions from time to time, and he has walked the dangerous line between strained hero and misguided villain, one which the Governor would cross, but through all his useless platitudes Rick demonstrates the humanity which is slowly dying out all around him. He is not an action hero, he’s just a man, maybe with a little more fortitude than the average Joe, but a regular man caught in a nightmare. He is the ultimate zombie story protagonist because you can believe his plight.

Which brings me to another reason why I initially loved the comics so much. I felt that Days Gone Bye represented the kind of story you would see in the traditional zombie movie. Shane’s death would be the conclusion of the conflict, and even though by the end credits the world is still in the shit, we have hope that our heroes will find a way. The beauty of the comics is that there is no end, we get to see just how they will find a way. The zombie experience, whether it be through watching a film or participating in the increasingly varied kinds of roleplay which are available these days, is finite. It always ends too soon. With the comics you don’t have that closure which comes too soon. You get to continue, in essence coming as close to living a zombie apocalypse as you can, through the eyes of these characters.

THE TV SHOW

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The criticism of AMC’s The Walking Dead has always been it’s slow burning nature. People say that for long periods nothing interesting happens, or there’s too much talk and not enough moving the story forward, and there’s validity in these points, but my counter argument is that this is not a typical story being told.

Like the comics, the TV Walking Dead is an on going story inside a world with a limited number of characters. Just like in real life, not all of these characters you grow accustomed to are good people, or helpful people, or even interesting people. These are the few survivors thrown together by circumstance. They either become more interesting through exploration of their characters, which like the comics involve a lot of dialogue, or they die before we get the chance to really know them, which is what I suspect would happen a lot in the event of a real zombie outbreak.

I may be a boring television viewer but I like this dialogue heavy show which takes multiple episodes to build to something dramatic happening. I happen to think the tension that can be built out of a conversation is perfect for the drama of the series, and just as in a Tarantino film, the long periods of dialogue only make the eventual action even more forceful.

I think the show has been getting better with each season, and during the first half of Season 4 I have been gripped. Especially as the Governor’s story has hinted at the origin tale Rise of the Governor which Robert Kirkman wrote with Jay Bonansinga.

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Spoiler! His name really is Brian!

THE GAME

Telltale Games The Walking Dead offered a new angle on the whole experience. Just like the TV show and the comics the story was dialogue heavy and involved a lot of character building and not a lot in the way of zombie killin’. But this time, we were in control of the story.

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I look at the game as a representation of the relationship between the comics and the TV show. Both of them are telling the same story, but there are enough differences to make them totally distinguishable from each other. The same is true of the story in the game. The choices you make as a gamer can change the whole story, even though no matter what choices you make, it is still the same basic story. I like to think that the TV show is what would have happened had certain choices been made differently in the comic books.

It’s just so much fun isn’t it? I thought the swerve the plot took at the end of the third episode was excellently executed, and the identity of the antagonist remained a mystery right up until the moment he revealed himself. I also like how the game fleshes out the series. We find out why Hershel is so distrusting of strangers, and what led him to putting walkers in his barn.

Most importantly, the game perfectly captures the character building which is a trademark of The Walking Dead and builds it into the gameplay. You choose how to interact with other characters, you choose how you are seen, and also how your fellow survivors develop. Kenny can be your best friend or an asshole that you just have to put up with. It’s all about how you build the character, something which up until now had been done for you by the writers of the comics and the TV show.

A perfect encapsulation of all the things which make The Walking Dead great with the added bonus of putting you in charge. Specifically, you’re in charge of ensuring that a little girl survives the apocalypse, and herein lies one of two reasons why the Walking Dead is the pinnacle of the zombie explosion we are currently experiencing.

CONCLUSION

There are two themes which I feel are key to the success of The Walking Dead. The first is the protection of innocence, specifically, the struggle to keep a child safe in a world overrun with the undead. Rick’s every action is driven by this in the comics and the TV show. He not only wants to keep Carl safe, but he also wants him to stay a kid. As if having his son experience a normal childhood will allow him to be a normal father and escape the unimaginable situation the two of them are in. Protecting a child is also the key mission in the game, and the relationship between Lee and Clementine is one of the most powerful I’ve ever seen between two video game characters. You find yourself yelling at the screen sometimes when Clementine is threatened, you feel that strongly for the character. Failure to keep the children safe is not an option, but in the universe of The Walking Dead warnings are nevertheless thrown up at every turn. The Governor lost his mind when he lost his little girl, as did the stranger in the game, and Morgan in the TV show. These enemies are the most resounding characters, because they are what our protagonists could become at any moment.

But here’s the main reason why The Walking Dead is the pinnacle of the current zombie phase we’re all collectively going through. The comics started right when zombies were getting hot ten years ago in the wake of 28 Days Later and Shaun of the Dead, but what The Walking Dead represents is the ultimate expression of the modern zombie story.

The modern zombie, the brain dead flesh eater, is not even fifty years old. George A. Romero brought this modern zombie to prominence with Night of the Living Dead in 1968. As such, he set the parameters for all successful zombie stories to follow, and instantly made the voodoo zombies from horror flicks of old obsolete. The story of The Walking Dead, in all it’s forms, is Romero’s story. The struggle to survive, the need to compromise and make best with what you have, and the always prominent theme that those you are trapped with may be more dangerous than those you are trying to keep out…

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The difference between this and every other reworking and exploration of Romero’s archetype is its longevity. When The Walking Dead has explored every avenue that Romero’s parameters will allow, it will end. And the current zombie bubble will burst.

But not just yet. We still have a lot more Walking Dead to enjoy and I, for one, am more than happy.

Dobble – the hectic and super fun card game

Designers – Denis Blanchot, Guillaume Gille-Naves and Igor Polouchine
Number of Players – 2 to 8
Publisher – Various (currently Asmodee and Blue Orange Games)

Straight to the point Simple and hectic fun, perfect for a filler game or getting the whole family involved, but may not appeal to those who prefer more strategy in their game.

It’s Christmas, and you know what that means? Family dinners, falling asleep on the sofa, and of course GAMES! But what if you don’t have time for a Monopoly all nighter? A Risk-a-thon of ‘I kill your dude, you kill mine, rinse, repeat’? Then may I humbly present to you my review of the big game in a little tin, Dobble!

At first glance, Dobble isn’t much to look at. Some fun and crisp pictures on all the cards, and a cool looking hand mascot, but nothing to suggest what the game is really all about or to get one all inspired and excited. But a quick scoot through the rules (and I mean quick, this is a very simple set of mini-games based on one mechanic, explained below) and you start to get some idea of the crazy hijinks this game can deliver.

Examples of the cards.

 

Each circular card features a set of 8 icons taken from a list of 57, ranging from a tree to a pair of scissors to a dolphin. The clever part is, every card shares one and only one image with every other card in the tin. As you can probably now guess, the mechanic of this game is finding that one image. Dobble isn’t one game but a collection of 5 mini-games based on this mechanic, and involve spotting the matching symbols, shouting out what you’ve spotted and either grabbing or giving away your cards, depending on which mini-game you’re playing. The best way to play is to go through each in order, with the overall winner being the player who won the most mini-games.

So why is such a simple game so fun? Well, it’s the simplicity that makes this a cracker in my book. With up to 8 players (trust me, the more the better), games involve quick wits, fast reactions and loads of shouting. This is especially funny when someone yells ‘Thingy!’ In the heat of the moment before triumphantly slamming their card down on the table! And what’s more, the game is accessible to any age so long as you have at least one working hand! This is therefore perfect for those Krimbo games with friends and family, particularly for those who don’t like Trivial Pursuit (it’s an Art and Literature question? Wake me up when you get to Science) or games of dice-rolling luck (*cough* Monopoly *cough*).

Like all games, I like to play them several times, and then sit back and think ‘OK, so where’s the chink in the armour’, but with Dobble, I was hard pressed to come up with anything. If I was being hyper critical, I suppose this game could exclude those who may not have quite so efficient image recognition abilities; you’ll always have that 8 year old girl who just ‘gets it’, whizzing cards off her stack in the time it takes you to see that car that matches someone else’s, just before said little girl whaps a new card over the top and you have to start again.

A halloween variant, tidy!

 

The card stock is pretty decent, so will stand up to the abuse that inevitably occurs in games of speed. As I said before, the images are clear and crisp (the devils at Asmodee made them all different sizes however, making recognition all the more difficult). Dobble also comes in a cool resealable tin, so this game can be taken anywhere in  a pocket and whipped out for a filler game or something to play with literally anybody. This small number of components also make the game cheap to pick up, another feather in Dobble’s rather stuffed cap!

WARNING: If you are looking for this game, outside of the UK it’s most commonly known as Spot-It! Don’t be fooled, it’s exactly the same game!

DayZ Standalone: Days of Disappointment

DayZ is, quite frankly, an incredible game. Set in the fictional post-Soviet state of Chernarus, though now expanded to many other locations each with their own distinct characteristics, it sees the player take the role of a character in the massively multiplayer environment of a zombie apocalypse.

The world has gone to ruin, racked by a terrible and mysterious virus that turns people into zombies. It is your job to attempt to survive this horror for as long as possible, going from a fresh spawn with nothing more than a can of beans to your name to a hero survivor rolling around the map in a rocket launcher equipped Humvee, packing enough weaponry to start a small war. From the persistent fear of bandits and the permanent threat of hunger and thirst, DayZ is quite possibly the greatest survival game currently out there, giving a comprehensive and engaging look at what it may be like to live through a zombie apocalypse.

Unlike the ever entertaining Zombies mode in Call of Duty, it’s not just endless waves of the undead hurling themselves at your Ray Gun, it’s a long procedure that tests your wits and instincts at every minute. Run into a town unawares and you’re just as likely to find your head taken from your shoulders by a ghillie suit clad sniper on the hill 700 metres away as you are to find yourself surrounded by a pack of slavering zombies. It is a game designed to make you work for its love, creating an environment that leaves you near permanently tense, your eyes constantly flitting around, looking for that flash of movement that will indicate shit is about to go down. As a long term sufferer of being straight up murdered, I can assure you that DayZ is not a game for people of a panicky disposition. It is a game of commitment, particularly with the Epoch addition, a mod that has allowed players to craft, building great fortresses that further serve to increase the “nope” moments of the game.

This is what we pros refer to as all of the nope
This is what we pros refer to as all of the nope

DayZ is bubbling over with potential and possibilities. It is a world where you quickly realise it is your fellow players who are the biggest threat after all and you must traverse a huge nation, running from zombie hordes, making fragile deals for much needed supplies and engaging in gun fights that, due to the slightly dodgy combat mechanics, are sure to keep you white-knuckled. So if your blood pressure is up to it, and you have the patience, it is definitively one of the single greatest gaming experiences currently available. There’s just one little problem. I’m not describing the standalone. I’m talking about the original mod.

DayZ started as a mod of Arma 2: Combined Operations, created by Dean “Rocket” Hall. Since the initial mod it’s massively expanded, new ideas constantly being added. Most prominent of these is the aforementioned Epoch mod which adds crafting to the game, allowing players to further engage with the survivalist world of DayZ. There are also a large number of alternative locations to Chernarus, from the wintery wasteland of Namalsk to the tropical Lingor. In it’s current format, utilising Epoch and on a map such as Panthera, which opens up a lot more buildings than on the original Chernarus map, the DayZ mod is really peaking. It’s also a lot better than the standalone game.

Now, in all fairness, the standalone is in very early development and it is being emphasised that this early access release on Steam is the very, very early stages of the game and is for those who wish to take part in the development process, helping the game’s creators, including Dean Hall (who joined Bohemia Interactive, creators of Arma, to make the standalone), to improve upon the established foundations and work towards the comprehensive, final product. The difficulty is that we’ve been waiting for the standalone for about a year now and have experienced several pushed back release dates. Epoch is showing off the frankly stunning potential of DayZ while the standalone is buggy and sparsely populated.

And just when you thought it couldn't get any worse...
And just when you thought it couldn’t get any worse…

The difficulty really comes down to this disappointment of potential. When the standalone reaches its final evolution and presents itself as a fully realised vision of the DayZ dream, it will surely be incredible. A lot of the promised features are just plain awesome, programmable computers and base security systems for example. The difficulty is that a lot of these features are already in the Epoch mod and it just seems slightly disappointing that, after all this waiting, the standalone doesn’t even match up to the current stage of the mod, let alone exceed it. I’m definitely going to be keeping my eye on the standalone and waiting for it to reach the desired level of progress but, at its current stage, the DayZ standalone has entered the world not with a bang but with a whimper*.

 

 

*but it did sell over 172,500 copies in the first 24 hours of release. So that’s pretty sweet

A New Perspective On The Bat Family?

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First and foremost, I’d like to thank Psychcentral.com for their information included in this article. Cheers!

The world of Batman is one populated by diverse characters and immense backstories. Most characters, especially since the Modern Age of comics have had fleshed out and adult (kinda, I mean…Catman?) stories that weave into arcs and storylines to create what is hoped to be rewarding experiences for the readers. All of this, however, is predicated on a single act involving two gunshots, heard ad nauseum , and the deaths of  Dr Thomas Wayne and Mrs Martha Wayne. Death is a constant trope of the Batman Mythos; Always on Bruce Wayne’s mind, it’s what drove him to become the Bat.

If for some ungodly reason you haven't read Year One, DO.IT.Immediately.
If for some ungodly reason you haven’t read Year One, DO.IT.Immediately.

But what of those he surrounds himself with? Many (most recently, the Joker) question Batman’s inclusion and aquisition of people into the “Bat Family” . Some believe it’s merely a loneliness thing, while others joke about it being a sex thing. What if members of the BF were helping Batman get over the death of his parents? What if, Batman included, they represented the 5 Stages of Grief?

1:Denial and Isolation

“The first reaction to learning of terminal illness or death of a cherished loved one is to deny the reality of the situation. It is a normal reaction to rationalize overwhelming emotions. It is a defense mechanism that buffers the immediate shock. We block out the words and hide from the facts. This is a temporary response that carries us through the first wave of pain.”

The Character: Jean-Paul Valley

Jean-Paul was a genetically engineered  assassin taken under Bruce’s wing and trained for fighting crime, with the eventual idea to take over the cape and cowl if Bruce were ever to be incapacitated or die.  During the Knightfall storyline, Bane breaks Bruce’s back, leaving him unable to continue as Batman. While Bruce painfully recuperates, he passes the mantle to Jean-Paul. Unable to cope with the loss of Bruce coupled with the pressure of becoming the Bat, he becomes mentally unstable. Jean displays this isolation; He straight up commands Robin to stay out of his way. Jean-Paul changes the suit to be better fit for purpose- at least that’s the reason he gives. The finished result looks barely like Batman at all. Maybe that was because Valley was trying to forget who Bruce was. Maybe he was in… Denial.

Knightfall2
“Look at all the fucks I give! Weeeeeee”

 

2: Anger

“As the masking effects of denial and isolation begin to wear, reality and its pain re-emerge. We are not ready. The intense emotion is deflected from our vulnerable core, redirected and expressed instead as anger. The anger may be aimed at inanimate objects, complete strangers, friends or family. Anger may be directed at our dying or deceased loved one. Rationally, we know the person is not to be blamed. Emotionally, however, we may resent the person for causing us pain or for leaving us. We feel guilty for being angry, and this makes us more angry.”

The Character: Bruce Wayne

The original and still- reigning Batman, Bruce Wayne is completely fuelled by the death of his parents. He took that pain and used it to fight crime, to defer the feelings he’s holding onto other people. The anger in Bruce is rarely quelled; many a criminal has likened the Batman to a rabid beast. The younger Bruce Wayne especially had an unquenchable anger, directed at the criminals he hates so much, which returned again as he got older. In the Dark Knight Returns storyline Bats states that “Striking terror…(is the) Best part of the job”. In the RIP storyline, we see the full extent of Batman’s anger when we meet the Batman of Zur En Arrh : Batman almost completely without a conscience, drawing on the pure anger felt from the deaths of parents. He designs a new costume and goes on a tyraid.

He also hallucinates Batmite, Lulz.
He also hallucinates Batmite, Lulz.

3: Bargaining

“The normal reaction to feelings of helplessness and vulnerability is often a need to regain control–

  • If only we had sought medical attention sooner…
  • If only we got a second opinion from another doctor…
  • If only we had tried to be a better person toward them…

Secretly, we may make a deal with God or our higher power in an attempt to postpone the inevitable. This is a weaker line of defense to protect us from the painful reality”

The Character: Tim Drake

Tim Drake, the “smart one”  of the Bat Family, was the only ally that worked out Bruce Wayne’s alter ego, after noticing an acrobatic move he had seen Dick Grayson do during his years in the circus. Tim was  the 3rd Robin, retconned to buggery during the New 52,  but it is his later career as Red Robin that reveals the stage of bargaining.

After the Battle For The Cowl storyline, Tim essentially renounces himself from the Bat family and goes on an insane quest across the entire Globe to find proof that Bruce isn’t actually dead. This is the embodiment of attempting to regain control. Tim had become Bruce’s adopted son at this point, and was in no way ready to get over Bruce’s death. He believed that by relying on his detective skills he could bring Bruce back.

As it turns out, that kinda worked, but that’s not the point.

2614742-t4
“And Uh… Wear the tights, too.”

4: Depression

“Two types of depression are associated with mourning. The first one is a reaction to practical implications relating to the loss. Sadness and regret predominate this type of depression. We worry about the costs and burial. We worry that, in our grief, we have spent less time with others that depend on us. This phase may be eased by simple clarification and reassurance. We may need a bit of helpful cooperation and a few kind words. The second type of depression is more subtle and, in a sense, perhaps more private. It is our quiet preparation to separate and to bid our loved one farewell. Sometimes all we really need is a hug.”

The Character: Oracle

 Barbara Gordon has had her fair share of life shattering events, most of all during the events of The Killing Joke, in which Joker shot her through the spine, paralysing her from the waste down and ending her career as Batgirl. Determined to fight on, she became the Hacker known as Oracle, and would remotely aid the Bat Family via information gathering and intel. Barbara as Oracle depicts many of the signs of depression, especially the second shown above. Barbara, mourning the loss of Batgirl, becomes private, rejecting Dick Grayson’s advances,  her mind constantly flashing back to the day He stood in the doorway.

Chilling.
Chilling.

Another example of this depression can be found in  Barbara’s  protectiveness over her equipment. This is indicative of the worry over practical implications stated in the first example of mourning depression. In War Games, Gordon Blows up her base of operations to prevent Black Mask from using it, reinforcing her portrayed protectiveness.

GORDON SMASH
GORDON SMASH

5:  Acceptance

“Reaching this stage of mourning is a gift not afforded to everyone. Death may be sudden and unexpected or we may never see beyond our anger or denial. It is not necessarily a mark of bravery to resist the inevitable and to deny ourselves the opportunity to make our peace. This phase is marked by withdrawal and calm. This is not a period of happiness and must be distinguished from depression.

Coping with loss is an ultimately a deeply personal and singular experience — nobody can help you go through it more easily or understand all the emotions that you’re going through. But others can be there for you and help comfort you through this process. The best thing you can do is to allow yourself to feel the grief as it comes over you. Resisting it only will prolong the natural process of healing”

The Character : Dick Grayson

In a world where people wear capes and punch crime in the face, Richard Grayson is possibly one of the most well adjusted heroes in the DCU. He suffered a tragedy just like Bruce, and he allowed it to give him purpose, not in the revenge way that Batman arguably does, but purely for the reason that he doesn’t want to see people suffering. Dick even goes on to run Haley’s circus after a while (the circus in which his parents were killed), the ultimate act of acceptance. He has taken his pain and even from a young age has put on a brave face.This could be one of a plethora of reasons Bruce chose Dick as his partner. He saw in this boy an acceptance , perseverance and joy of life that a young Bruce Wayne simply didn’t have. Dick is the boy Bruce wishes he could’ve been, in the face of their shared horror. Maybe he was called the Boy Wonder, not because of his amazing agility and acrobatics, but because he is truly a wonder to Bruce Wayne.

Dick later left Gotham in order to help out a city without a  hero, to pass on a sense of hope, and branch out on his own. He does not exhibit the dependency on anyone that most Gothamites do, especially as Nightwing. This is a perfect example of using tragedy to find a silver lining and MOVE ON from the loss of loved ones.

You can be as well adjusted as you like, sonny, but you still used to dress like this.
You can be as well adjusted as you like, sonny, but you still used to dress like this.

For more info about dealing with loss, go here: (http://psychcentral.com/lib/the-5-stages-of-loss-and-grief/000617#.Ur1EWvnjc2I). For more on Batman, go out and bother your local comic book guy (especially if you’re a girl) , or scroll down and click a related article. Mmmmm, knowledge.