Saturday, 23 October 2021

Movie Review -- No Time To Die


 Time, Mr. Craig? Is it really that time again? It seems as if you only just arrived. You've done a great deal in a small time span. So it's only fitting that you go out with a bang, wouldn't you say? Yes the time for No Time To Die has finally come. After nearly two years of anxious waiting this damned film finally saw theatres and at last we can take in what is Daniel Craig's last outing as agent 007. His filmography in this series has been uneven so far, so does No Time To Die end his run on a high note? Let's take a look.

After an opening scene split into two parts – a flashback and a scene that happens right after the end of Spectre – NTTD picks up five years later with a retired James Bond living in Jamaica. He's approached by the CIA – and discouraged by MI6 – to assist in the search for a missing scientist who's developed a nanotechnology weapon that can kill pre-programmed targets. The trail leads him to some shadowy organizations and forces him to reconsider his lover Madeleine Swann. Honestly, this is a plot that has more in common with Mission Impossible films than Bond films: a generic spy movie premise, fanciful sci-fi situations, a story that focuses on the hero's personal life, and the highest stakes possible.

Nevertheless there is still the old 007 familiarity that accompanies No Time To Die, from the gunbarrel opening to the customary supporting characters and everything in between. Seriously, there are a ton of references and callbacks in this film, including but not limited to musical themes, models of cars, lines of dialogue, and portraits on walls. Try to spot them all! We even get the welcome return of post-kill one-liners and those henchmen who are based around one particular gimmick. And of course there's some great action scenes throughout put on dazzling display thanks to the capable cinematography and the often simplistic, yet lived-in looking set design. I especially loved the last 40 minutes or so: it includes this one gunfight in a stairway that's up close, consists of long shots, and is relentlessly intense. It beats any action scene found in Spectre by a mile.

While the acting is fine across the board the characters are a bit of a mixed bag. For instance, Rami Malek delivers the creepiness as villain Lyutsifer Safin (real subtle with the name there...) but after his chilling introduction his subsequent appearances have diminishing returns, not helped by the fact that his endgame remains a little unclear. Lashana Lynch shows up as Nomi, the new agent 007 since Bond's retirement. Her character's not so bad though she could have used a bit more development. On the other hand we have Ana de Armas as the inexperienced, yet effervescent agent Paloma. Her appearance in NTTD is brief but delightfully fun.

But perhaps the most surprising performance comes from Daniel Craig himself. In contrast to Craig's usual Bond exploits, No Time To Die's Bond is much more talkative, jokey, and expressive than the cool, steely agent we've seen before. Although some might argue this is because Bond's personal life plays a bigger role in NTTD, it still doesn't quite seem right.

As far as overall quality goes I'd rank No Time To Die squarely in the middle of Daniel Craig's 007 films. (Expect an updated Bond films rankings sometime soon!) While it doesn't hit the highs set by Casino Royale and Skyfall, it's at least better than Quantum of Solace and its predecessor Spectre thanks to its more exciting action, more colourful characters, and more memorable story. If it weren't for Craig's atypical performance, the fantastic premise, and the bloated length – not to mention the forgettable theme song – this could have been truly great. But as it is No Time To Die is a suitable end to the Craig era of Bond. Mission accomplished.

Grade:



Wednesday, 1 September 2021

All-Time Team: Montreal Canadiens (1909-present)

  Well shoot, it's time to do another all-time line-up for an NHL team. Traditionally I put together a team roster made up of the best ever players from the most recent Stanley Cup-winning franchise but this year's champions, the Tampa Bay Lightning, were repeats. So go read last year's article and then come back here where I'm assembling a team from this year's runner-ups: the Montreal Canadiens (AKA the Habs), an Original Six team that's been around for over a century. Strap yourselves in. But first, an abbreviated history. 
  The oldest active pro hockey team in the world, the Canadiens were founded in 1909, eight years before the NHL. As part of the National Hockey Association (NHA) it was set up as the league's French-speaking team for francophone fans and players. They started out as badly as most expansion teams do but by 1913-14 they were qualifying for the post-season, capturing their first Stanley Cup in 1916 against the Portland Rosebuds. But the NHA met its end the following year and this led to the founding of the NHL, made up of the Canadiens, Montreal Wanderers, Ottawa Senators, Quebec Bulldogs, and the Toronto Blueshirts (who would later become the Toronto Maple Leafs). After relocating home arenas – upon the Montreal Arena's burning down in 1918 – the Canadiens, now Montreal's only NHL team, won the 1918-19 NHL championship. However this was before the NHL owned the Stanley Cup and the Habs' campaign against the Seattle Metropolitans was cut short due to the Spanish Flu pandemic, resulting in no Cup winner that year. 
  Montreal didn't qualify for the playoffs for the next three seasons but soon found themselves back in post-season action in 1923 – and would only miss the playoffs six times in the following 76 years! 1923-24 saw the debut of the NHL's first true superstar, the high-scoring Howie Morenz who led the Habs to their 1924 Stanley Cup victory. That same year saw the Canadiens play their first game against the Boston Bruins starting one of hockey's longest rivalries. The 1925-26 season did not start well as Montreal's longtime goaltender Georges Vezina collapsed during the first game and was sent to hospital. He died from tuberculosis four months later and the league created the Vezina Trophy in his honour. The Canadiens did not make the playoffs that season. Apart from that, the late 1920's/early 1930's were good times for Montreal: they found a new home in the Montreal Forum (where they would stay for the next 70 years), Morenz became the first ever 50-point scorer (in 43 games), and the team beat out the heavily favoured Bruins to win the Stanley Cup in 1930 which they would recapture the following year. 
  However the Great Depression hit Montreal's franchise quite hard, with declining attendance and revenue compounded by the team's sagging performance. Management was forced to trade away Morenz to reduce costs and the team narrowly avoided being moved to Cleveland when it was put up for sale in 1935. The new owners were able to get Morenz back in 1936 but he tragically died later that same year as a result of an on-ice injury. Things didn't improve for the Canadiens in the next few seasons, with the club finishing low in the standings, barely making the playoffs. The franchise was sold again and the new owners decided in 1940 to bring in a new head coach, Dick Irvin, who had previously coached the Toronto Maple Leafs to great success. 
  The impact of the Second World War proved serendipitous for the Montreal Canadiens; they were one the few teams whose rosters weren't heavily affected by enlistment/conscription. Under the guidance of Irvin, and the goal production of the Punch Line – which included the league's top three scorers Toe Blake, Elmer Lach, and Maurice Richard – the Habs' performance swiftly improved with regular season dominance and two Stanley Cup victories in 1944 and 1946. Superstar Maurice Richard famously became the first player to ever score 50 goals in 50 games, a feat that's only been (officially) repeated by four other NHL players since. Richard had become a hero in Quebec, so much so that his suspension in 1955 caused a riot. The Canadiens remained competitive throughout the late 1940s and early 1950s as they slowly assembled the pieces of a dynasty team, introducing goaltender Jacques Plante in 1953, acquiring Jean Beliveau for good that same year, and assigning Toe Blake as head coach in 1955. The results were immediate; with one of the best lineups in NHL history the Habs made the Stanley Cup finals an astounding ten years in a row (1951-60) and won five consecutive Cups from 1956 to 1960, a record that still stands to this day. 
  This period also marked the highpoint of the classic Canadiens-Maple Leafs rivalry. The two teams faced off in the postseason six times between 1960 and 1967 with three series wins apiece – including one win apiece in the Cup finals. As the only two Canada-based NHL teams at the time it was seen as a stand-in for the tensions between French-speaking and English-speaking Canada, as well as a competition between the country's two largest cities. 
  In 1964 Sam Pollock took over as Montreal's general manager. His strategy of trading away aging players to expansion teams for draft picks paid off enormously; within a few years his team had managed to pick up legendary players such as Ken Dryden, Guy Lafleur, and Larry Robinson. It was during this transitional phase that the Canadiens won six Stanley Cups in a nine year period between 1965 and 1973, but the best was yet to come. With coach Scotty Bowman at the helm, impenetrable defence, and with no less than nine Hall of Fame players on their roster, the Montreal Canadiens of the late 1970's proved to be the greatest team in NHL history. Not only did they win four straight Stanley Cups (1976-79) but they set new records for most wins (60), most points (132), and fewest losses (8) in an 80-game season in 1976-77. Guy Lafleur led the league in scoring three consecutive years and goaltender Ken Dryden allowed the fewest goals for four consecutive years. So overwhelming was Montreal's dominance that Dryden remarked to The Hockey News that he was starting to get bored at the lack of competition! 
  By the 1980's many of the late-70s Habs players had retired or been traded and new NHL dynasties – the New York Islanders and the Edmonton Oilers – had taken the spotlight, but Montreal was still a powerhouse team thanks to its shut-down defensive corps and respectable offence. The team made the playoffs every year that decade and won the Stanley Cup in 1986 thanks to some top-notch play from rookie goaltender Patrick Roy who would go on to become a franchise player. The 80's also saw the emergence of a bitter, often violent, rivalry with the only other French-speaking NHL team, the Quebec Nordiques who entered the NHL in 1979 as part of the WHA merger. The two teams met in five playoffs series between 1982 and 1993. 
  The early 1990's promised more of the same for Montreal fans with robust playing and consistent playoff appearances. The Canadiens were eliminated from the first or second round by the Boston Bruins four times from 1990 to 1994, but they managed to win the Stanley Cup against the favoured Los Angeles Kings in 1993 (which remains to this day the most recent Cup victory by a Canada-based team). Unfortunately a series of bad trades in the early-to-mid 1990s had gutted the team's core, dealing away such players as Chris Chelios, Eric Desjardins, John LeClair, Kirk Muller, Patrick Roy, and Pierre Turgeon. Consequently, the Habs began to sink in the standings. From 1994 to 1998 they won only one playoff series and failed to even qualify for post-season play from 1999 to 2001. For the first time in 60 years the Montreal Canadiens... weren't very good. 
  By 2001-02 the club had a new arena, new owners, a new head coach, and a new starting goaltender, Jose Theodore, who helped lead the team back to the playoffs that year. The next few years would see sporadic playoff appearances until the team finally hit its stride in 2007-08, missing the post-season only once between 2008 and 2015 with some deep playoff runs in 2010 and 2014. After a brief rebuilding phase in 2017-19, the Habs have qualified for postseason play in the most recent two years, but just barely so. Time will tell if this is the franchise that can bring Lord Stanley's Cup back to the great white north. 
  So with that out of the way let's take a look at what the best possible team assembled from Canadiens players might look like. And with a franchise whose history is as extensive as this, there was quite a lot of research I had to do here but it was pretty fun. This roster we're about to look at – even the honourable mentions! – is made up of some of the greatest hockey players of all time: all 20 guys I've selected here are Hall of Famers. So here we have what I think are the best Canadiens players by position who have played at least 240 games with Montreal. Allons-y! 

Forwards

L-R: M. Richard, Lafleur, Geoffrion

Left Wing

Centre

Right Wing

Toe Blake (1935-48)

Jean Beliveau (1950-71)

Maurice Richard (1942-60)

Steve Shutt (1972-84)

Howie Morenz (1923-34, 1936-37)

Guy Lafleur (1971-85)

Dickie Moore (1951-63)

Elmer Lach (1940-54)

Bernie Geoffrion (1951-64)

Bob Gainey (1973-89)

Jacques Lemaire (1967-79)

Yvan Cournoyer (1963-79)


This was a difficult one. There's been so many great Canadiens forwards that I could probably make up an entire second all-time team out of all the ones that didn't make this list. Anyways here's the ones who did make the cut. On the first line we've got two-thirds of the Punch Line: Toe Blake – who upon retirement was the second highest scoring player in NHL history – and the legendary Maurice Richard who remains Montreal's goal scoring leader with 544 (including four seasons of 40 or more goals). Centring this line is Jean Beliveau, two-time MVP and the most respected player of his generation. On the second line we have Steve Shutt, a vigilant sniper who was lethal on the powerplay; Howie Morenz, speedy scorer and three-time MVP; and Montreal's all-time leading scorer Guy Lafleur (6x50 goals, 6x100 points). For the third line we have the third piece of the Punch Line, two-time leading scorer Elmer Lach. On his left is sniper and two-time leading scorer Dickie Moore; on his right is “Boom Boom” Geoffrion, a 50-goal scorer and innovator of the slapshot. And on the fourth line there's the speedy Yvan Cournoyer (4x40 goals, 6x70 points) with Bob Gainey, a defensive specialist (4-time Selke Trophy winner for best defensive forward), and Jacques Lemaire, a clean-playing two-way forward, backing him up. 
Honourable mentions: Vincent Damphousse, Aurel Joliat, Frank Mahovlich, Pete Mahovlich, Newsy Lalonde, Mats Naslund, Henri Richard, Bert Olmstead 

Defencemen

L-R: Robinson, Harvey

Larry Robinson (1972-89)

Doug Harvey (1947-61)

Serge Savard (1967-81)

Emile Bouchard (1941-56)

Guy Lapointe (1969-82)

Jacques Laperriere (1962-74)


You may have noticed that half of these D-men are all from the same era: the late 1970's dynasty. That team's defensive corps was a key ingredient to the Habs' success during that period so why not recreate it, right? This group of three includes the jack of all trades, Serge Savard; playmaker (6x50 points) and bodychecker Guy Lapointe; and one of the all-time greats Larry Robinson, who had only one full season with a +/- rating lower than +23. The other three are from earlier decades. First is Doug Harvey, whose fast skating and playmaking ability (6x30 assists) redefined the role of defenceman. Next is the tough, stay-at-home blueliner Emile Bouchard. And lastly is Jacques Laperriere whose shot-blocking and poke-checking skills helped Montreal win the Cup six times in his twelve years on the team.
Honourable mentions: Chris Chelios, Eric Desjardins, Sylvio Mantha, Andrei Markov 

Goaltenders

Roy

Patrick Roy (1985-95)

Jacques Plante (1952-63)


As usual this was a difficult call to make; the Habs have had a plethora of excellent goaltenders over the past century. I thought long and hard about this and I've decided to go with St. Patrick as the starter because I believe he made the most difference to the teams that he played on. Simply put, Montreal would not have won the Stanley Cup in 1986 and 1993 without him. Easily the NHL's best goalie from the late-80's to the early-90's, Roy won two Conn Smythe Trophies (playoff MVP), four Jennings trophies (least goals allowed), and three Vezina Trophies (best goaltender). And for backup we've got another player whose name often comes up when debating who's the greatest netminder of all time: Jacques Plante. Montreal's backstop for nine full seasons, Plante's innovative stickhandling and pitch-perfect standup play made him a vital component of the late-50's Canadiens dynasty. His seven 30-win seasons and six Vezina Trophies say it all. 
Honourable mentions: Ken Dryden, Bill Durnan, Carey Price

Saturday, 10 July 2021

Video Game Retrospective -- Machine Games' Wolfenstein (Part 2)

 Wolfenstein II: The New Colossus (2017)

To start off, The New Colossus's main menu is plain black text on a white background. After a long loading time you're treated to an opening that will instantly wipe any smile off your face with depictions of domestic abuse, racist tirades, dog-shooting, and life-threatening surgery. First-time players will get the impression that Wolfenstein II is a game that takes itself very seriously (but that'll soon change). Five months after TNO B.J. Blazkowicz awakens from a coma crippled from his wounds sustained during the previous game's finale. The resistance has headquartered itself on the U-boat commandeered in the previous game and after expelling some pesky Nazi boarders they decide to sail to the USA to foment rebellion against the German occupation there. The main villain this time around is Frau Engel who somehow went from failed camp commandant in Croatia to minister of pretty much everything in the US. And yet apart from killing her, you accomplish surprisingly little during this game's story – although it does set up what will probably be a really awesome third game.

A lot of the plot also concerns Blazkowicz learning to deal with his troubled childhood and his own mortality. This is manifested by your limited health in the game's first half: only 50 points maximum. While this does make narrative sense it frustratingly makes the first several levels noticeably more difficult than expected, even going so far as forcing the player to adopt more cautious cover-based tactics. Combine this with B.J.'s poor decisions, rattled state of mind, fabulous eyelashes, and his emotional dependence on women and you get a protagonist who's rather frail by FPS standards. Thankfully this changes in the game's second half: BJ receives a new upgradeable body after surviving decapitation – don't ask – giving the player access to new abilities and further exploration.

The stealth sections of previous games return in overabundance; kill-the-commanders-first areas appear one after the other which is really unfortunate because I found this game's stealth to be more finicky than before. Enemies seem to spot you quicker and from a greater distance; half the time I'm found out I don't even know who spotted me. Multiple stealth areas have two commanders and these parts always place the second commander as obnoxiously far away from your starting position as possible. But once the shooting starts you've got plenty of options at your disposal. Not only is every weapon upgradeable but you can now dual wield almost any combination of weapons through the use of two clunky selection wheels that I tried to avoid using whenever possible. At least dual wielding doesn't slow you down any more and with the right weapons (shotguns, upgraded assault rifles) it turns you into an unstoppable juggernaut. Ammo is now picked up simply by walking over it – a welcome improvement – but armour still sometimes needs to be picked up manually (sometimes, at least). Melee is mostly unchanged, the only difference being that instead of a knife B.J. has started using a hatchet guaranteed to separate limbs from badguy bodies. Regardless of your methods, no enemy in The New Colossus simply falls down dead in one piece. Each kill results in plentiful gibs and buckets of blood splashing everywhere with all the subtlety of Machine Games' political views (more on that later).

While the gunplay remains alright the same can't be said of the level design. While the locations look great thanks to the new id Tech 6 engine, they have no variety at all. Save for the one level where you're walking through a small town's main street, every mission in this game can be described either as a sci-fi/industrial complex or a ruined city. That's it. The only thing keeping the levels from all blending together is the memory of how awful they were to play! This is due to two reasons: the aforementioned difficulty and their excessive length. Area 51 made me despair, Ausmerzer part 2 had me grinding my teeth, and the level on Venus was about the closest thing to digital misery that I've experienced. The only saving grace is that you're able to simply run through some of these overly-long levels without even fighting the enemies, something I found myself doing frequently. In short, TNC's missions make me want to puke and there's not a single one that I look forward to replaying.

This game's hub level, the submarine, isn't as frustrating but equally as perplexing. Like the resistance headquarters in TNO, the submarine is where you'll go to explore, read stuff, eavesdrop on other characters, etc. It scarcely resembles the sub seen in the previous game, with wide open areas, individual suites, and cavernous rooms that more closely parallel an aircraft carrier. And once you learn of the shenanigans and drama that go on here, this place will start to remind you of a trailer park.

You can chalk that up to the game's writing, which could have seriously used another edit or two. Idiot logic abounds. The resistance – the hope of all free men – routinely sends out pregnant and intoxicated soldiers to carry out dangerous missions, barely knows how to sail a submarine, gets really drunk the night before an important mission, and apparently never cared to check and see if there were any remaining Germans hiding on board the boat when they first captured it five months earlier.

As if that wasn't bad enough, the game's humour is downright embarrassing. The jokes are lowbrow and crude, reminiscent of a stoner comedy. There's “jokes” of people getting high, people throwing up, and people having sex in unexpected places. On the sub alone we get not one, not two, but three instances of somebody stinking up a bathroom. There's also numerous WTF moments where the game jumps the shark. One example is this cutscene late in the game in which you see a screaming topless pregnant woman drenched in blood while firing two submachine guns, a scene that's so over-the-top ridiculous that I'm sure it was reverse-engineered just to create this insane visual.

The game's interminable cinematics – which take up several hours of the game's length – suffer as a result. As mentioned earlier the story of The New Colossus deals with some heavy stuff but the serious moments keep getting interrupted and subverted by the stupid humour and cutscenes that try jamming too many different story elements together. The tone and pacing of any given moment is a total crapshoot.

And lastly I have to mention the political overtones. The game tries very hard to make some connection between Nazism and US culture, as if to say that there's something about Americans or white people in general that might make them receptive to national socialism (even though half the US citizen NPCs you encounter clearly detest the new regime). When you notice the year this game was released it's not hard to see what they're really trying to get at – let's just say it rhymes with zonald gump. Female characters keep telling male characters how much they suck, communists are portrayed as freedom-loving heroes, and the badguys are always referred to as “Nazis” and nothing else. Never do you hear the words kraut, jerry, boche, or hun (more common names for Hitler's foot soldiers), and the only time you'll hear the word German is in reference to the language, not the nationality. When you consider all this in combination with the excessive gore you wind up with a game that takes self-righteous gratification in its simplistic portrayal of society, race relations, and occupation politics. Was this game written by a collective of Twitter addicts? Unlike some gamers I'm OK with having political themes in video games but don't make them so ham-fisted and one-sided that it becomes a nuisance.

There are plenty of other things I could complain about – the lacklustre collectibles, the obnoxious music, unlikeable characters – but I think I've made my case clear. Wolfenstein II was a huge disappointment. When it rigidly sticks to just letting you shoot badguys it's a fine game, but the problem is that you've got to wade through an unfair challenge, awful level design, a nonsensical story, sanctimonious politics, and dumbass humour in order to reach the fun parts. Just like TNO, TNC has alternate timelines but no way am I playing this thing again! I'll just watch the alternate cutscenes on YouTube.


Wolfenstein: Youngblood (2019)

The warning signs were there; gamers did not take kindly to Youngblood. I read the negative reviews and I saw the disenchanted YouTubers. I saw the 2.6 (out of 10) user score on Metacritic. And yet I played the game anyways and I must confess I actually kind of liked it. Maybe I was intrigued by the game's unique design or maybe it's because it compared favourably to the offensively joyless slog that came immediately before it. Either way my time spent with Youngblood was overall positive. Here's why.

Youngblood takes place in 1980. The USA has been liberated, Blazkowicz has killed Hitler -- unceremoniously, and offscreen as well --  and the Third Reich's domain now only covers Europe (again, this is probably being saved for Wolfenstein III). B.J. has disappeared from his Mesquite, Texas, home leaving behind Anya and their twin daughters Soph and Jess. The girls, along with Grace's daughter Abby, get word that he may have travelled to Neu-Paris to help the resistance there and so the three of them follow BJ's trail and lend their aid to liberate the city of lights.

The most immediate difference this game has to previous titles is that for the first time you're not playing as B.J. Blazkowicz, you play as either Jess (the stealthier sharpshooter type) or Soph (the in-your-face-brawler type). Since neither are seasoned killers like their dad, they need to learn effective soldiering as evidenced by the skills tree you'll progress through. Some of these skills you unlock are quite helpful such as the ones which allow collectibles to appear on your mini map or allow you to deal damage to foes by simply charging into them. However it can feel a bit clumsy at the start to not have basic skills such as the ability to dual wield. But on the plus-side, your character wears the power suit throughout the whole game, allowing you to double-jump, ground pound, and even go invisible for a few seconds.

But the one aspect of the Blazkowicz twins that stole everyone's attention was their personalities. On one hand they've got a down-to-earth folksiness to them reminiscent of their homeland, and on the other hand they're a couple of naive and sometimes crass teenagers. The banter between them seems really genuine for teenage siblings, full of awkward nerdiness and spunk yet occasionally ruminating on the current state of their world. Flashing a friendly hand gesture to the other sister will grant a “pep” bonus – such as increased health or armour – which triggers lines like “hell yeah, dude” or “you're slayin' it!” I can see how Jess and Soph might be grating for some players but the low-hanging fruit of Beavis and Butthead comparisons are unfair. To me the “terror twins” are endearingly dorky, truly one of Youngblood's highlights.

The gunplay has also been refined. To my recollection, there's only two weapons that can be dual-wielded which makes weapon switching faster and less complicated. The weapons are even more modular than before; you can customize the stock, receiver, muzzle, sights, and magazine using upgrades from different brands which can grant different bonuses. You can even apply different skins to your weapons – though it's a shame that the best skins are hidden behind paywalls. These upgrades are purchased using money which can be found throughout the game's world and attained using the series' most convenient pickup system yet. Money must be picked up manually but the pickup button's range is generous enough, and as for health, ammo, and armour all you have to do is walk over it. Amazing, isn't it? It took four tries but Machine Games finally got it right.

As mentioned earlier the game is set in the early 1980's because what isn't these days? I think retro 80's culture is more popular today than it was in the 80's! At least Youngblood doesn't beat you over the head with neon pink bikinis and Lamborghinis. Still, the game throws in some great understated synth-driven music and the collectibles are delightfully retro: 3.5 inch disks, 3D glasses, cassette tapes, and UVK (i.e. VHS) tapes. The vibe is more restrained and European in character which makes sense given the setting – there might be as much French and German spoken in this game as there is English, not to mention there isn't as much current-day political pandering this time around. (Although the readables do contain a Donald Trump joke because of course they do, haha haha, those never get old.)

But enough about the positives, let's get to the gripes. Aside from the new player characters Youngblood's other uniqueness is its structure and flow: it's an open world game. The ultimate objective is to get inside Lab X where B.J. is supposedly holed up but in order to enter it the Blazkowicz sisters need to infiltrate and deactivate all three of the “Brother” Towers' defence systems. Theoretically one could try tackling these levels right away but without any weapons upgrades and additional skills your chances aren't that great. So you've got to level yourself up by completing quests and incidental side missions. This gives rise to two problems; firstly, for most of the game there isn't much story going on. In fact, there isn't really a villain until the last level. What's worse, this makes the game repetitive and this isn't helped by the fact that the world you have to play in is pretty small. Giving players multiple paths to approach combat situations doesn't change the fact that they're going to be fighting enemies in the same exact locations again and again. You also don't have a map so getting lost can happen from time to time. Additionally, every level takes place on foot so there's not much variety to be found. After the first hour or two you'll have already experienced pretty much all this game has to offer aside from the more advanced skills and weapons upgrades.

The reason for this monotony comes from the fact that Wolfenstein: Youngblood was going after the “live services” trend that was popular late last decade in which non-linear games were made with repetitive gameplay loops in order to get players playing online day after day after day. Games of this genre – like Anthem and Fallout 76 – tend to be lifeless and boring and while Youngblood isn't nearly as bad as those games it's easy to spot their influence. Like other live service shooters, this one has bullet-sponge enemies with health bars above their heads, bugs and glitches, microtransactions, and gameplay boosters. But on the plus side it does have coop and can be purchased at a discount by the second player (the “buddy pass”). One could argue that since it's a spinoff and not a main game in the series Youngblood's unique game design is acceptable. But does it make the game fun? That's the real concern.

Personally I think this game is alright. This latest Wolfenstein game has its share of strengths as well as some weaknesses; it avoided the problems that plagued The New Colossus but its design was neither inspired nor captivating. As stated earlier I enjoyed my time with it but once the end credits rolled I felt no desire to replay it and I probably won't for some time. If nothing else, at least they didn't make any of those uninspired French surrender jokes.


So that's the Machine Games Wolfenstein saga. We've seen some ups and some downs. I'm eager to see what Wolfenstein III will be like but I also appreciate the developers' willingness to take a chance with the two spinoff games. Hopefully this series is one that can get back in the saddle and blow us all away like it's done before.

Thursday, 1 July 2021

Video Game Retrospective -- Machine Games' Wolfenstein (Part 1)

 It's been a hot minute since I wrote anything about video games. I've still been playing them – not much else to do this past year, right? – and I also finally got around to getting an 8th generation console, a PlayStation 4. Back in July 2018 I published a list of my favourite video games ever and you may remember that that list included Wolfenstein: The New Order. With my more advanced console I now had the opportunity to play through all the recent Wolfenstein titles developed by Machine Games and published by Bethesda. Now that I've experienced them all I've found that I have a lot to say about them. I'm going to sum up all four of these games and give you my impression of them. This is an article I've been looking forward to writing so let's get started, in release order. SPOILERS AHEAD!


Wolfenstein: The New Order (2014)

A reboot of this venerable first-person shooter series, The New Order (TNO) had me hooked from the start. The slick menus, rockin' theme song, and humourous difficulty selection made a good first impression before the story had even begun. The game starts in 1946 with US special forces operative B.J. Blazkowicz taking part in the Allies' desperate all-out assault on the fortress of General Wilhelm Strasse (AKA Deathshead) whose fantastic technological advancements have given the Axis powers the edge in the war in Europe. Despite your best efforts the Allies fail and B.J. manages a narrow escape but is left in a vegetative state due to a severe head wound. He wakes up 14 years later to a world that has mostly been taken over by the Third Reich and the rest of the game revolves around his joining the resistance and bringing down Deathshead once and for all. And that's just the surface of The New Order's story; there are plenty of letters, newspaper clippings, unlockables, and audio logs that further flesh out this frightening world. It's also a world populated with some neat characters. Each good guy has their own reasons for why they rebel against the Nazi regime and its agents. General Strasse is an excellent villain. His affinity for human experimentation and callous disregard for human life make him the embodiment of pure evil. This brings me to The New Order's tone which is surprisingly well-balanced. In spite of its over-the-top premise and its overall adventurous feeling the game still addresses the moral implications of what a world ruled by Nazis would look like. TNO doesn't shy away from depicting the brutality of national socialism and the tragedy the characters face while at the same time it contains a bit of tongue-in-cheek flavouring just to let you know that this is merely a video game. This results in a variety of levels that will take you from a concentration camp all the way to a research base on the moon in a manner that's believable enough.

If you find yourself hooked by the story and premise then you'll be pleased to know that there's actually two different timelines to The New Order that the player chooses early on: the Wyatt timeline and the Fergus timeline, named after the character you decide to save in the opening level. Not only does each timeline have its own set of cutscenes but it also has exclusive side characters as well as exploration abilities, thus ensuring that your second playthrough will be a different experience than the first. Completionists rejoice.

I think my favourite level in TNO is the one taking place inside the tight confines of a U-boat which really gives the shotgun a chance to shine (too bad it's such a short level!). The weapons are the type you'd expect in a first-person shooter – pistol, shotgun, assault rifle, sniper rifle, grenades – but each of them has an alternate fire mode which adds variety. The most unique weapon is the laserkraftwerk which can either be fired as a laser gun or used as a torch to open up new areas for exploration.

TNO takes the form of an old-school shooter game: you can carry every weapon at once (using a selection wheel to switch) and there's a health and armour bar in place of regenerating health. The game uses a light cover system: to take cover simply stand in front of something and hold the aim button and BJ will peek out in the direction indicated by an arrow. Most of the time the cover system works fine but every so often it will force B.J.'s aim to snap to an empty spot straight ahead. The game makes use of a perk system which rewards players for performing actions such as a certain number of kills from cover or a certain number of grenade kills. These rewards take the form of passive stat boosters like higher damage, faster movement, and bigger magazines just to name a few. There are perks that support different playstyles. Charging in guns blazing is as valid an option as sneaking around and taking enemies out silently. Every so often you'll come across a section where there's an enemy commander who will call for reinforcements if he spots you, so you'll want to take him out as soon as possible. This forces the player to be more discreet, however the tools at your disposal – suppressed pistol, throwing knives, melee attacks – make the stealthy approach an inviting choice.

What isn't a choice is the game's clunky pickup system. In order to obtain ammo, health, armour, and collectibles you need to press the action button when prompted. The pickup prompts have a decent range – almost too decent in fact, as a prompt often pops up for something you can't even see. But picking up ammo from fallen enemies can be a bit of a hassle since they only drop minuscule amounts of bullets (often in the single digit range). I frequently found myself backtracking through a room I've just cleared while mashing the pickup button just to make restocking easier.

What's worse is the game's technical performance. The New Order runs on the id Tech 5 engine which was starting to show its age by 2014. Apart from the weapon models the graphics are lacklustre and objects that are on walls and tables are merely rendered as part of those surfaces in embarrassingly low resolution! There's also some bugs to be found. Some are harmless, others are not; I once had to restart a whole level due to a platform not raising which prevented me from opening a mission-critical gate. And this was just on Xbox 360 and PS4; I've heard that things were even worse on PC.

In spite of its flaws, Wolfenstein: The New Order is still an exquisite game that I'll play any day. I eagerly downloaded the next one to see what Machine Games next had in store.


Wolfenstein: The Old Blood (2015)

If you liked the opening level of The New Order then this game is for you. If you liked 2001's Return to Castle Wolfenstein (RTCW) then this game is for you too. I fit into both these categories so as you can imagine I was very pleased with The Old Blood (TOB). Set immediately prior to TNO, this game has B.J. Blazkowicz and Agent One infiltrating Castle Wolfenstein to learn the location of Deathshead's compound, the destruction of which might save the Allies from certain defeat. Unfortunately your cover is blown rather quickly and the two agents are taken prisoner so it's up to B.J. to break out, accomplish his mission, and escape in one piece.

I've always believed that Wolfenstein works best when it's rooted in the Second World War and The Old Blood succeeds in that task with flying colours, just like RTCW. The environments are recognizable for their period, with medieval villages and weapons of made of wood and steel. More than any other game in this franchise TOB makes you think about the people you're fighting thanks to their interesting banter and thought-provoking readables. (This is in sharp contrast to the rest of the games mentioned here in which the Germans are all one-track idiots who have nothing interesting to say.) The RTCW vibes are strengthened with the welcome inclusion of the occult elements encountered later in the game.

If you're planning on playing all Machine Games titles in this series I'd recommend starting with The Old Blood and not simply for chronological purposes. As it's a brief, stand-alone expansion to TNO it shares a lot of similarities with its predecessor including the same perk system, user interface, menu design, graphics, and manual pickup process (not to mention technical issues). However, TOB does away with cinematics, dual timelines, and globetrotting and instead presents a single unbroken perspective taking place in one geographic area over just a couple days with a more sombre tone and less over-the-top plot. Rather than “stripped-down” I think the game can be better described as a more intimate experience compared to the other games in this series. While it may be brief, The New Blood is an excellent addition to the series that I have no problem recommending to any fan of first-person shooter games.

Can't wait to see what comes next!

Tuesday, 4 May 2021

The Academy Awards Ratings Catastrophe and the State of Awards Shows

 By now you've probably heard of the 93rd Academy Awards and their disastrous ratings on 25 April. With a viewership reportedly in the seven digit range this year's show is the new all-time low in Oscar ratings, representing at least a 56% drop from last year's awards which themselves were the previous all-time low for the Oscars since 1974, the year ratings were first recorded. Similarly this February's Golden Globes Awards also bottomed out with their lowest ratings ever, a 68% drop from last year. Big-name awards shows on television are something that's been on the decline in recent years for a multitude of reasons and it seems that 2020's social unrest and economic hardship were the catalysts that have brought the situation to head in Hollywood.

The notion that awards shows suck is a shared opinion amongst many filmgoers these days. Many argue that the differences between good movies and bad movies is purely subjective and thus a series of awards given to those judged to be the finest is a matter of opinion at best and arguably meaningless at worst. Regardless of your opinion on that subject I think we can all agree that such an awards show should at least be entertaining. But alas, almost all of them are snoozefests. The jokes are tragically unfunny (and sometimes predictable), the overall vibe is too political, the musical performances are boring, half the award winners have some moral grandstanding to do, and it seems that the awards often go to undeserving winners. I thought it was weird in 2010 when Avatar was nominated for best picture and the bizarre candidates trend has only continued (Black Panther? Bohemian Rhapsody? Really?).

Personally I've always found it frustrating that these award shows hardly focus at all on the craft of film-making and how awesome movies can be. Instead the spotlight is placed on the superficial characteristics of the individuals involved in making them. So you're an actress who's a lesbian and a woman of colour. Ok, cool... Are your movies any good? Because that's all I care about. Tell me about the movies! In September 2020 the Academy announced new eligibility rules for awards nomination, which come into force in 2024/2025. In order to be eligible a film must meet certain criteria designed to bolster representation and diversity both onscreen and offscreen. This is odd for several reasons:

  • Who exactly gave the Academy the authority to dictate who productions have to hire? Unless producers don't care much about awards I guess we'll never get another Lawrence of Arabia (too male) or Saving Private Ryan (too white).

  • You're preaching to the choir (the choir being Hollywood). Have you seen any movies from the past decade? Unless there's behind the scenes stuff I don't know about, I'd say most American movies already meet these diversity quotas.

  • Technically speaking the Academy Awards will no longer be for excellency in the art of film-making, but for excellency in the field of diverse films. Again, the focus is shifted further away from the movies and more towards the politics of those who make them.

Admittedly, political grandstanding is nothing new to Hollywood and I think this may be symptomatic of the whole culture surrounding Tinsel Town. If there's one thing Hollywood is good at it's celebrating itself. Elitism and self-congratulations are all part of the glitz and glamour, and – apart from those who just want to see what the celebrities are wearing – it seems fewer and fewer people can stomach it. It's bad enough that the big names in the movie industry make obscene amounts of money for basically playing dress-up and make believe, but when they also try preaching their brand of morality in spite of the movie industry's decades-long scandals (Harvey Weinstein, Bill Cosby, Kevin Spacey, etc.) and its catering to foreign markets despite the atrocities taking place there (China, Saudi Arabia, etc.) it leaves a bad taste in the public's mouth.

People hate being lectured to and as Ricky Gervais pointed out during his legendary 2020 Golden Globes speech, “You're in no position to lecture the public about anything.” In this memorable address Gervais roasted the showbiz establishment on several issues: the Weinstein scandal, 45-year-old Leonardo DiCaprio's affinity for very young women, the foreign labour practices of major TV & streaming platforms, the Jeffrey Epstein scandal, and celebrities who use the awards show as a platform for their political views. It poked fun at the whole American entertainment industry in all its excess and pretentiousness. So naturally the establishment and the journalists all hated the speech – the look on Tom Hanks' face says it all – while the public loved it.

Celebrities pontificating about politics is something that's only intensified with the rise of social media and to be fair it must be tempting to use one's position of influence to spread ideas that one finds virtuous. The problem is that most actors and producers are no better educated on the topic of politics and sociology than the average person. Moreover, these people tend to be very wealthy and live in secure, gated communities far away from the issues that concern the average citizen. Spouting off their beliefs to a public that (for the most part) didn't ask for them is often seen as talking down to people. The best example of this is the “I Take Responsibility” video from last June in which a number of famous actors renounce their privilege while condemning racism. It was a nakedly cynical gesture full of empty words designed to simply garner attention and nothing else and people saw right through it. Need proof? Here are some snips of how this video was received on YouTube.


FYI: Disabled comments are pretty much always a sign of someone trying to quell dissension.

And just for comparison here's how Ricky Gervais's Golden Globes speech was received.

It's no secret that 2020 was a bad year for the film industry. Lots of productions were delayed or shoved onto streaming services at a net loss, costing a lot of jobs in Hollywood. There were comparatively few films that premiered last year – I only saw three in theatres – and most of the Academy Award nominees were boring movies that most people have never heard of. Additionally countless movie theatres around the world were forced to close down, putting many more out of work. Were any of these hardships mentioned at the Academy Awards this year? Was any relief or tribute given for these afflicted souls? No. The show went on just like any other with all the self-importance and virtue signalling we've come to expect, giving the appearance of an elitist bubble culture that's grown out of touch with its audience.

The past 14 months have been hard for a lot of people. Maybe it's been hard for you. Perhaps you can't find work as easily as you once could. Maybe you're struggling to make ends meet. Maybe you've been feeling lonely since you can't visit your friends and relatives like you could before, or because dating has been far more difficult. Maybe you're disappointed that you had to cancel a vacation or you weren't able to attend a friend's wedding or a relative's funeral. Or perhaps you're just plain bored since the places you used to go for fun are closed. And on top of all that the big movie you were looking forward to still hasn't gotten released and when you tune into the boring awards show to see what your favourite entertainers – who are infinitely richer than you'll ever be – are up to they all tell you that you suck because you're privileged, you didn't share a certain hashtag, and you didn't vote the right way. How could you blame somebody for not wanting to watch that?

Does that sound entertaining to you?

Saturday, 13 March 2021

Combined & Condensed Albums, Part 2

I'm back again with some more condensed albums, my take on what a pared-down playlist from a band's similar releases might sound like. Last time we went over Guns N' Roses, Smashing Pumpkins, and Nine Inch Nails albums and for this week I've chosen three other bands' works. Let's take a look.


Unload by Metallica (1996, 1997)

If you don't know the basics of Metallica lore you may come to think you've been living under a rock, but honestly this period in the group's history may be worth skipping. Quick summary: 1991's Black Album is when Metallica gained mainstream success, selling tens of millions of copies but also representing a departure from the band's signature thrash metal sound. This more accessible, meatier stylistic and tonal shift was further exemplified on the follow-up albums Load and Reload which adopted a more hard rock and southern rock sound. I suppose when you're as influential and successful as Metallica you've earned the right to do whatever you want with your career, but that doesn't make this material inherently good now, does it? I no longer own these two albums because quite frankly I thought they were boring and I seldom listened to them. But that's not to say they're all bad; there are a few diamonds in the rough worth listening to. This playlist I've made here cuts out the rubbish (12 songs used out of 27) and makes for a more engaging 70-minute listen, but whether it's a worthy successor to the Black Album is up for debate.


1. “Fuel,” Reload

2. “Ain't My Bitch,” Load

3. “The Memory Remains,” R

4. “Until it Sleeps”, L

5. “Hero of the Day,” L

6. “2x4,” L

7. “Carpe Diem Baby,” R

8. “Mama Said,” L

9. “Ronnie,” L

10. “Low Man's Lyric,” R

11. “Where the Wild Things Are,” R

12. “The Outlaw Torn,” L


Me Are Men by Barenaked Ladies (2006)

Now for some real confusion. If you lived in Canada in the 1990's and early 2000's you could barely go a single day without hearing a Barenaked Ladies song. They made a lot of radio hits as well as some fine albums that had a variety of musical styles. One of these was the earnest, yet entertaining Are Me released in 2006. The recording sessions produced a wealth of material which was released in a variety of collections including the original 13-track album, a 14-track Starbucks exclusive, the remaining 16 tracks packaged as a separate album called Are Men, a 25-track 2-disc deluxe edition, and a 29-track deluxe edition. And let's not even talk about the digital versions! I'm going to go over the 25-track deluxe version because that's the one I happen to have. Making an album-length playlist for this collection of songs was rather fun. Like any of BNL's upper-tier albums Are Me and (especially) Are Men are a fine mix of quirky tunes, reflective folk-rockers, and the occasional spirited rockers. If you just want to hear the best of the 25 total then this 47 minute, 13-track assortment has got you covered.


1. “Sound of Your Voice,” Are Me

2. “Easy,” Are Me

3. “Serendipity,” Are Men

4. “Bank Job,” Are Me

5. “Running Out of Ink,” Are Men

6. “Angry People,” Are Men

7. “Adrift”, Are Me

8. “I Can I Will I Do,” Are Men

9. “Peterborough and the Kawarthas,” Are Me

10. “Beautiful,” Are Men

11. “Down to Earth,” Are Men

12. “Wind it Up,” Are Me

13. “The New Sad,” Are Men


The Mob Rules Heaven and Hell by Black Sabbath (1980, 1981)

You could argue that I'm cheating with this since Heaven and Hell and Mob Rules aren't directly related to one another but I couldn't resist. The first Black Sabbath albums to feature Ronnie James Dio on vocals, their sounds are so similar that comparisons between the two are inevitable. It seems that most people – myself included – prefer Heaven and Hell's more metallic approach compared to Mob Rules' slightly more atmospheric tone with its greater use of keyboards and synths. But at the end of the day they're both fine entries in the Black Sabbath catalogue, so what do they sound like when mashed together? Not very good, in my opinion. I did my best but this 10-track, 51-minute playlist doesn't quite capture the atmosphere and mood of each musical work. You're better off listening to them separately.


1. “Neon Knights,” H&H

2. “Voodoo,” MR

3. “Lady Evil”, H&H

4. “Heaven and Hell,” H&H

5. “The Mob Rules,” MR

6. “Country Girl,” MR

7. “The Sign of the Southern Cross,” MR

8. “Die Young,” H&H

9. “Falling Off the Edge of the World,” MR

10. “Lonely is the Word,” H&H


Sunday, 7 February 2021

Combined & Condensed Albums, Part 1

It's awesome when a band/artist you love suddenly releases a deluge of new material, isn't it? Whether it's a double album or a trilogy of EPs, hearing new material for the first time sure is exciting. But later on once the afterglow has worn off I often wonder what a more condensed collection of this material might sound like. If all the fat were trimmed away and one standard-length album was assembled from all that we got, would we be left with an undisputed masterpiece of art? Join me as I explore this theory today with some of my favourite artists. Think of these as playlist ideas if you want. I'll even try coming up with fancy names for them too.


Choose Your Illusion by Guns N' Roses (1991)

One complaint I hear a lot from people who don't like Guns N' Roses (i.e. weirdos) is that it took them too long to make their second/third full-length album(s) and when they finally did it was a bloated wreck with too much filler and that if it was just one album of songs it would've been pretty good. While I agree that the four years' wait was too long, I still think Use Your Illusion I and II are fine albums that are worthy additions to the GNR discography. But if those thirty songs are too much for you I understand; allow me to trim it down to twelve. This was not an easy playlist for me to make up since I like both albums so much – although I clearly prefer I over II as you can see by the eight-to-four split – but these twelve songs best represent where the band was at musically in 1991. I've included the big hits (“You Could Be Mine”, “Civil War”), the ballads (“November Rain”, “Don't Cry”), and the hard rockers (“Locomotive”, “Right Next Door to Hell”). I also wanted to bring to light songs like “Bad Apples” and “Bad Obsession” which I think decent under-appreciated rock tunes that remind me of the Rolling Stones. I left off the cover songs and the drawn-out “Estranged”; I never much cared for them. And if you were expecting to see “My World” on this list then you must be out of your mind! So here's to you, non-GNR fans. If you're still not satisfied then I'm afraid I can't help you.

Approximate run time: 1 hour 15 minutes


1. “Right Next Door to Hell”, I

2. “Civil War”, II

3. “Bad Obsession”, I

4. “Don't Cry”, I

5. “Breakdown”, II

6. “Locomotive”, II

7. “Dust N' Bones”, I

8. “Double Talkin' Jive”, I

9. “November Rain”, I

10. “Bad Apples”, I

11. “You Could Be Mine”, II

12. “Coma”, I


Machina 1.5: The Gods of Modern Music by The Smashing Pumpkins (2000)

In 2000 the Smashing Pumpkins put out two albums: Machina/The Machines of God and Machina II/The Friends & Enemies of Modern Music. They were OK. As far as I'm aware Machina II never got a physical commercial release – instead it was available for free on the internet, possibly the first major album to do so – and as a result lots of people never heard it. True, the band's glory days had just recently come to an end but both Machina albums still had a lot of good songs on them with a variety of tones and sounds. This goes double for the marathon second album: almost half the songs there are B-sides and alternate versions. This made it difficult for me to decide which songs should go where, what a good order for them would be, so I tried starting out with the heavier songs and ending with the gloomier ones. All in all I ended up with thirteen songs – seven from Machina I and six from Machina II – out of a possible forty for an approximate run time of 57 minutes. With these two albums together I think we've got a pretty good collection roughly on par with Pisces Iscariot. Not as great as my made-up title suggests, but still worth your time.


1. “The Everlasting Gaze”, I

2. “Raindrops + Sunshowers”, I

3. “Dross”, II

4. “Real Love”, II

5. “Let Me Give the World to You”, II

6. “The Sacred and Profane”, I

7. “Try, Try, Try”, I

8. “In My Body”, II

9. “Here's to the Atom Bomb”, II

10. “If There is a God (Piano)”, II

11. “Age of Innocence”, I

12. “The Crying Tree of Mercury”, I

13. “Blue Skies Bring Tears”, I


Not the Actual Witch Violence by Nine Inch Nails (2016, 2017, 2018)

Last decade Nine Inch Nails announced that they would put out a trilogy of EPs: Not the Actual Events, Add Violence, and Bad Witch (later re-branded as a full-length album even though it's only 30 minutes). Each of the three works had their focuses: Not the Actual Events returned to the abrasive industrial sound of the band's earlier material, Add Violence adopted a calmer, more electronic approach, and Bad Witch took both avenues and drowned them in a darker atmosphere (with some unexpected saxophone to boot!). The three releases produced a total of 16 songs. One could argue that that would be enough for a single long album – 1999's The Fragile included 23 – but for this one I decided to cut out the fluff and present only the essentials. And so we end up with a roughly 49 minute collection of ten songs (split 3-2-5) which I think is pretty good, but you're probably better off just listening to the three original recordings anyways.


1. “Less Than”, AV

2. “Shit Mirror”, BW

3. “Ahead of Ourselves”, BW

4. “Play the Goddamned Part”, BW

5. “She's Gone Way”, NTAE

6. “The Idea of You”, NTAE

7. “This Isn't the Place”, AV

8. “I'm Not From this World”, BW

9. “Burning Bright (Field on Fire)”, NTAE

10. “Over and Out”, BW