Saturday, 30 August 2014

Doctor Who: Deep Breath




Here we go again, Peter Capaldi as the 12th Doctor. 

As a re-introduction to Doctor Who 'Deep Breath' does exactly what it says on the tin: it feels like a breath of fresh air. I loved (well okay, mostly loved) Matt Smith's go as the bumbling Timelord but one aspect of the show that has felt sorely missing from previous years is a nice dark edge. Yes Doctor Who is first and foremost a family show but arguably the best episodes are the ones that really dig deep into the Doctor's psyche, and 'Deep Breath' definitely dabbles with this idea. It's not all great though, for once I can say that this episode could have been cut-down a bit.

As far as the plot goes, there's not a lot here. Which is surprising, because Moffat is known for writing stories where a gazillion different things are going on at once: It's Victorian London and those creepy human-organ obsessed clockwork droids from 'The Girl In The Fireplace' are back and it's up to the newly regenerated Doctor to stop them. Also the Paternoster gang are back to help Clara overcome her alienation with the new Doctor, and for some reason there's a rather poor CGI T-Rex in front of Big Ben. For such a lengthy episode there's a lot of padding, twenty minutes could easily be cut-out of the first half an hour and you wouldn't have noticed. The opening act is really slow, it's mainly a showcase for the crazy goings on at the Paternoster house. I do like Vastra, Strax and Jenny, they're entertaining caricatures but they don't seem to really serve a purpose here other than to share a few wacky scenes with Clara. They've been in quite a few episodes now and they haven't changed at all, the joke where Strax keeps confusing Clara with a boy is funny but it's starting to get stale now. AND YES WE GET IT, THEY'RE A LESBIAN COUPLE! Can we please develop their characters a bit more next time? I fail to see how the Dinosaur contributed anything of note to the episode. It was a nice visual sure (even if the CGI wasn't the best) but did we really have to waste 20 minutes on it? 

The new Doctor is not a fan of his face.

A large chunk of this bloated 75 minute running time is dedicated to dealing with an older, more hostile Doctor. Clara is essentially a surrogate for the audience here, being told off by Vastra for wanting the younger Doctor back in a very meta scene that's definitely aimed at the swaths of fangirls. Even the Doctor himself is confused by his current appearance in a great scene with a street hobo played by Elizabeth Sladen's widowed husband: 'Who frowned me this face?' It's another meta reference poking fun at Capaldi having already been present in the Who universe twice now: 2009's 'The Fires Of Pompei' and Torchwood's 'Children Of Earth'. What's intriguing about this scene is that it really points a finger to his familiar face, which makes me think that a future plot point could be based around where the Doctor gets these faces from when he regenerates. Mirrors also seem to be a recurring theme in the episode, especially when Capaldi is looking at his reflection on the silver plate later on. It's a small moment, but his quick expression of dread makes me wonder where this theme is going.

All this meta narrative about getting us to trust this new Doctor feels a tad misplaced when you look at it, as Capaldi is already marvellous in the role and a million miles away from Matt Smith. His trademark 'attack eyebrows' and evil stares are used to great effect in the second half, he's a Doctor you wouldn't want to meet in a dark alley. When he abandons Clara there is a niggle of doubt in your mind as to whether or not he was genuinely leaving her and I like that. And as for his confrontation with The Half Faced Man? Judging from the glare he gave the camera afterwards, I suspect he really did push him. Lord knows what the child audience thinks of him but so far he's Doctor you're not sure you can trust, echoing the grumpier 1st and 6th Doctors. Steven Moffat seemed so terrified of our reaction to this darker Doctor he wrote in a potentially tear-jerking scene (I was close) of the past Doctor reassuring Clara/us that the new guy is also terrified of his new persona and to basically have faith in him! All I can say is that it's deliciously refreshing, and I can't wait to see what Capaldi will bring to the role in the future.

MATT'S BACK! *CRIES*

Accompanying the darker Doctor is a return to form when it comes to creepy Doctor Who baddies. The clockwork droids were terrifying in 'The Girl And The Fireplace' and they're terrifying here thanks in large part to Peter Ferdinando as The Half Faced Man. He's quite chilling, particularly in my favourite scene of the episode where Clara talks her way out of being murdered. Everything, from the close-up shots of his freaky eyeball to the badass performance from Jenna Coleman makes it feel incredibly tense, which isn't something Doctor Who has done in a while. I'm hoping we're sticking to the more menacing aspect of Who villains as I feel we've been short-changed recently.

New Doctor aside, I was interested to see what they were going to do with Clara. Throughout Series 7 she was one big enigma so now that her 'Impossible Girl' mystery has been resolved where else do we have to go with that character? The biggest shock of the episode wasn't Capaldi's performance (we knew he'd be great), it was how amazing Clara has suddenly become. From the restaurant scene onwards Jenna Coleman was nothing short of superb in my eyes: whether it was her fantastic argument with Capaldi in the restaurant, the chilling confrontation with the Half Faced Man ('5ft 10 and crying, you didn't stand a chance!') or the 11th Doctor's sudden phone call at the end Coleman showed she had some serious acting chops and portrayed a variety of emotions really well. Her looks of sheer terror when being confronted of the clockwork droids did more than any monster design ever could and it's a great reminder as to why companions are essential to DW. Series 7 Clara worked well enough with Matt's Doctor but they've clearly made an effort to make her a three dimensional character this time around and it's paid off in spades. If this continues Clara could become one of my favourite companions, she was that good.

Eat your heart out Rose.

Now that Capaldi has been properly introduced and the seeds of the next arc put into place (heaven eh? Interesting...) we can finally sit back and enjoy the next 11 weeks after a relatively long wait. Yep you heard that right, no more split seasons or specials, just one long uninterrupted run. I am a bit concerned that aside from the finale there will be NO two-parters again but who knows? Based on Capaldi's performance in 'Deep Breath' we could be in for a treat and thank's to a certain script leak I know we've got some good episodes coming up. 

Positives:

+ Peter Capaldi, duh
+ Jenna Coleman, duh
+ A return to the creepier/darker side of Doctor Who
+ The Half Faced Man
+/- The Paternoster Gang
+ Lot's of great moments, the restaurant scene in particular
+ Matt's tear-jerking phone call
+ A seemingly darker Doctor 

Negatives:

- The first half an hour was a bit slow and could have easily been cut-down
- WTF was up with that Dinosaur?
- Not a lot going on with Jenny, Vastra and Strax

Overall score: 8,5/10

P.S I'm also loving the new theme tune!

Thursday, 7 August 2014

Dawn Of The Planet Of The Apes



'Dawn Of The Planet Of The Apes' is an incredibly intense film compared to it's predecessor and has quite a few scenes that will stick in your head for days after seeing it. It's a grim tale about human nature set ten years after 'Rise', where *SPOILERS* the simian flu has wiped out most of humankind and the apes have been peacefully living in the woods outside San Francisco. They've managed to form a very ewok-y community with Caesar reigning high as the alpha. Everything seems to be going swell for the apes but of course those pesky humans show up (a group of homo-sapiens immune to the virus) and before you know it both races are fighting to the death for the survival of their species. It's not the most complicated plot ever but the film shines due to the intense power of it's performances and visuals. 

'Dawn' is a really bleak picture of human nature, the idea that as a species hominids are destined to wage war with one another. This message is constantly rammed home in the last half, reinforced by how quickly the apes adapt to using human weapons against their own kind and the humans, despite being portrayed as a mostly peaceful race in beginning. The battle scenes are brutal, with both sides being horribly realistic in how they enact vengeance. I described 'Rise Of The Planet Of The Apes' as being very anti-summer blockbuster, and this trend continues in 'Dawn'. Yes, you will find plenty of thrilling action set-pieces and pretty explosions here but all of it is coated in a thick anti-war message. These scenes are further amplified by Michael Giacchino who has composed an amazing soundtrack gave me an old school Hollywood feeling.  

The tragedy of 'Dawn' is that you can genuinely see humans and apes co-existing together peacefully, as both sides seem reasonable in their actions. The two main characters Caeser and Malcolm are level headed people that see a future for both species, but despite all their efforts war still breaks out. Even the so-called 'bad guys' feel justified from their point of view, whether due to traumatic past experiences or preservation of their species.

I really like how humankind are portrayed in 'Dawn'. A lesser film *COUGH*Avatar*COUGH* would paint the humans as hot tempered war warmongering lunatics wanting to burn everything tinged green to the ground. This isn't the case in 'Dawn'. Here every single character in the film, apes and humans, strive to do what they think is the right thing. Sure Gary Oldman's Dreyfus sees the apes are as a threat to their community (these are hundreds of apes with spears just outside his back-door remember) but he gives Jason Clark's character Malcolm a week to settle things out and get the dam working before he starts rolling out the big guns. There's a fantastic scene with no dialogue where Dreyfus just looks at old family photos on his ipad and just starts weeping. 


Sure it looks silly now, but wait til' you see the finished version.

Most of the film relies on the visual storytelling of the special effects and actors in order to sell a scene. It helps then that the motion capture and SFX work on the apes is even more stunning this time around. For the first five minutes you'll be wondering 'WOW, this is CGI?' as the amount of detail on display is incredible. Seen as the apes are in 85% of the movie and there can be over a hundred apes in one shot I wonder how they could fit all these effects on a relatively modest (by Hollywood blockbuster standards) 170 million dollar budget because holy sh*t these apes look out-of-this-world amazing. 'Rise' was a concentrated affair with a laser sight focused mostly on Caeser's journey but here a lot of the apes are given supporting roles and have genuine personalities. Toby Kebbell as Caesers second-in-command Koba is the breakout star of the film, it's a frighteningly realistic performance and he is sh*t your pants scary at points. Nick Hurstan's Bright Eyes and Karin Konoval's Maurice also really good at capturing intense emotion through speechless characters. It's light-years away from the rubbery masks of the Charlton Heston era, you will sympathise with these apes and be f*cking terrified by them. The apes easily hold their own against the equally amazing human performers, talk about an amazing cast! The other FX heavy elements are of course the action scenes which are brilliantly executed and superbly tense, with one scene in particular (360 degree camera pan strapped to a tank in the midst of burning chaos) making my jaw drop with the sheer feels assaulting my senses from all sides. The final stand-off is also immensely satisfying and climactic. Again, be prepared for some brutal images of ape-on-human and ape-on-ape carnage. 

Overall props has to be given to director Matt Reeves ('Cloverfield', 'Let Me In') who took over the reigns from Rupert Wyatt who did the first movie and was also going to do the second before he dropped out. He has crafted a near masterpiece of drama cinema with 'Dawn' and it's all thanks to his impeccable directing and genuine care put into every aspect of the production. For me personally it tops 'Rise' which was also a really good, no great, film. The new 'Apes' franchise is shaping up to be one of the all time greats, let's hope the inevitable third movie doesn't drop the ball massively. And if that ending is anything to go by it's going to be an explosive (and heartbreaking) one... 

Positives:

+ Fantastic direction, visuals and performances
+ Thrilling action sequences, intense chaos
+ Amazing SFX, motion capture on apes
+ Better than the previous film
+ Deliciously bleak message
+ Apes on horses dual wielding AK-47's!
+ Koba, Caeser
+ Great score
+ Satisfying final battle

Negatives:

- One really dumb human who was a bit cliche 
- Cliffhanger ending?
- ????

Overall score: 9,5/10


My reaction if the third movie disappoints...

Saturday, 2 August 2014

The Do's And Don'ts Of Teaching



Teaching is an extremely important part of education. A good teacher, someone who truly cares about his/her job can have a massive effect on their students: they can make a student become significantly more interested in the subject at hand (potentially developing a thirst for learning or acquiring knowledge) and can also improve grades. In an ideal world this would be common place but this is quite often not the case. I've got to know several dozen teachers over the course of my education in France, and while I have yet to encounter a teacher who completely fails at their job some of them could improve in a few places. Seen as I also envisage being a teacher in a few years time I thought it would be a good idea to write down a list of pet peeves I've had with certain teachers. You know, so as to not repeat these mistakes whenever I get the job. I mean who know's, I could forget something...  

1) Be subjective with explanations, honest.

I love a teacher that isn't afraid to inject some of their own personalty into proceedings, it makes them feel more human (a rarity with teachers these days) and makes you like the subject they're teaching. Teacher's are trained to talk about their subject of course, and small talk isn't really something they have time for in the classroom. Injecting humour or some of your own opinions every now and then into proceedings are vital to getting the class on your side though. History in particular is a minefield for funny comments, for example you could make a joke about the ridiculously silly hats the French wore in the Renaissance era or the ridiculous number or Louis's over the years...History in general is one great bloodbath of dark humour just waiting to be explored. The important thing to remember here future me is to be yourself and not some emotionless robot that spouts cold facts for an hour. If you're passionate about your subject, we'll be passionate about it as well. 

2) If we like a teacher, we'll work harder

*RULE 101 OF HUMAN NATURE*: If you're nice to us, we'll try be nice to you back. You know that teacher that always smiles to you when you enter the classroom? You wouldn't want to disappoint him/her would you? Of course not, likeability is a great boon to those worthy enough to obtain it, and statistically speaking (as far as I'm concerned) it works. We have a habit of associating teacher's with their subjects, so nice/cool teacher = more passion/interest in the subject. Because the teacher associates a joke with a factoid about history you will most likely remember that fact more because you associate it with a funny joke made by the teacher. This means less revision time and you can concentrate more revision time on some of the less vital topics. But having said that...

2.5) But don't be too nice

I've known a few teachers who fall into this trap. It's a thin tightrope to walk but if you come off as too nice or forgiving the class will walk ALL over you to the point where you have no control over the lesson. Back in college I had a super nice German teacher who didn't have a strict bone in her body (she never raised her voice) and my class at the time were extremely disrespectful towards her: they openly talked to one another throughout the lessons, threw pretty much everything that wasn't bolted to the floor at each other and didn't give one sh*t about the language or the teacher. The class wasn't really like this in the other lessons, just in German. I guess you see the common denominator. Point being: if you have a weakness we will exploit it. They knew she would never punish them for anything they did. So what did the teacher do? 'If you don't listen you won't get good marks' she'd say, 'Those who listen will learn', or 'Don't you want to learn?' When appealing to their better nature didn't work (it never does), she threatened to talk to the headmistress. That means she was so incapable of handling the situation she had to resort to getting another adult to fix it for her. That's a tad pathetic, a good teacher should always keep their class under control and should toughen up in these circumstances. Now, you don't have to be Miss Battle-Axe all the time, but you need to have at least some form of authority over the class or it doesn't work in extreme cases like this. 

3) Don't go on autopilot

I've experienced a few teacher's doing this. They don't seem to care whether we listen or not, they just go into some sort of zombie bubble and act out the lesson like the class isn't there. Class participation is almost none-existent and you get the feeling that they're all secretly an automaton with settings on autopilot mode. These are teacher's who probably have stressful lives or are bored with their occupation and just want to get the lesson over and done with. Or maybe they just can't cope with the early 8am start? Either way it isn't exactly the best way to engage your students, as in these type of lessons all we have to do is write down a few key words in our books for later and go to sleep. Sure our eyes might be open but when the teacher clearly doesn't give a f*ck then you struggle with having one. Bear in mind these teacher's do their job adequately well, as long as you revise you should get a decent mark, but other than the marks there is very little motivation on either side. 

4) Keep things running, have lot's of class interaction

Protip future me: it's good to pace your lessons and make everything run along smoothly like a well oiled machine. Some of my teachers spend half an hour waiting for the class to finish an exercise that we had completed in the first ten minutes. That's a lot of dead time and you start to fall asleep (especially if it's late in the day), so try to reduce that. You can get a lot of things done in that 55 minute time frame. To keep us wide awake is to increase the level of interaction and randomly pick one of us to answer a question. You can be damn sure we'll stay awake then, just in case we'll be caught out by the eagle-eyed teacher and make a mockery of ourselves trying to answer a basic question because we weren't paying attention. Ideally you should try to have everyone in the class participate at least once every lesson, that way everyone will be alert and on their game, enabling more efficiency.

Pictured: the ideal classroom. Not pictured: REALITY.

5) BE ORGANISED

Is it really so hard to get your sh*t together beforehand? Teachers are supposed to plan lessons out and have some sort of structure right? My current German teacher walks into class like she's all of a sudden inherited a severe case of amnesia and we are the ones doing the explaining to her about what happened last time because lord knows she doesn't know! Lessons feel haphazardly put together, and she ALWAYS forgets our names. IN EVERY. SINGLE. LESSON. I've lost count the amount of times I've been called Tom! This isn't a good start and it demonstrates a lack of professionalism. I mean sure these sort of things can happen but EVERY. SINGLE. TIME?! *SIGH* Just make sure you know what you're doing, okay? Keep tabs on your schedule, plan your lessons out beforehand. GET ALL THAT CRAP IN LINE.

6) Rushing lessons to meet deadlines is not a good thing

Due to the frequent holidays, days off and the usual winter sickness in France it's not uncommon for teachers to have numerous set backs during the year, to the point where it's impossible to cover the entire programme in the designated time frame. This often leads to teachers rushing trying to meet the deadline, which is bad for subjects like Maths and Science, for example. These lessons require a certain amount of time for a few of the more mind-boggling notions to sink in. Trying to cram everything and the kitchen into one lesson is not the best tactic, even if it is understandable. I'd say cut your losses and just try to do the best with what you've been given, it's better to cover a few things well than covering everything with diminishing returns. 

7) Make sure we know what to expect from a test

A lot of teachers do this: they say we'll have a test next week but be incredibly vague about just what this test will contain, or the day it'll take place. 'It might be a bit of this...' they'll say, 'maybe a bit from that last chapter we did...' MIGHT is the big word here, as they haven't actually wrote the test yet and are being purposefully vague so as to not trap themselves in a corner. Look, can you at least give us SOME direction as to where to start revising? It's annoying to spend half the time revising for something that's not going to be in the test. I mean could you at least give us a hint as to what the subject is about?   

8) Embrace technology

Back in June we watched an old German VHS on a T.V monitor that was practically black and white with the worst static droning imaginable. I'm not asking for ipad's to be handed out or anything, but can we at least get out of the stone age when it comes to teachers presenting media at schools? Why couldn't the teacher have just shown us a video on Youtube anyway? Apparently our Teacher has never heard of Youtube before, or Facebook. HOW CAN SOMEONE BE ALIVE IN 2014 AND NOT KNOW WHAT A 'YOUTUBE' IS? Quite a few of my older teacher's have been painfully inexperienced with technology, I mean basic things like switching on a computer and playing a DVD take ages for them to set-up. It could just be the computers, but watching a VHS? Get with the times oldie. 


ipad? WHAT IS THIS WITCHCRAFT?!


9) 'Why aren't you doing it my way?'

Okay this one really get's up my spine. It's nitpicky, but there are certain teachers out there who refuse to believe there is more than one way to do anything. It's little things like 'ALWAYS underline the titles in red' 'ONLY write in blue' or 'Make sure you write it EXACTLY like I worded it'. Back in College I had one teacher that insisted we had to get out a new sheet of paper for every new page of the test, rather than turning it over. Because heaven forbid he had to turn over the page! I also knew a guy in my class who somehow during Maths managed to get the same results but using a different formula than the one the teacher had outlined on the white board. The teacher insisted he rub everything out and start again using the formula he outlined. God help the poor sod who tries something different! Every student has different methods of writing down notes and planning exercises, so let them do their thing. Sure to you it may look like a labyrinth of intertwining words dotted around the page but to the student it's just the way he does things. Trust us to do the thing that's best for us basically.  

10) On a micro level make sure every pupil understands

Trying to teach a crowded class of thirty and making sure everyone understands is hard, our education system would greatly improve if we focused on smaller classes. I don't need to tell you this, but *SHRUGS* that's how it is. Smaller classes means the teacher can devote more time to each individual student, essential for lessons like Maths or Science that people often struggle with. My old Maths teacher used to go around the class scanning everyone's work and when she saw one of us had got an exercise wrong she stayed with that person until they understood. That's great because you're getting help on a semi-regular basis and you don't even have to put your hand up. You want to know the main reason why we don't put our hands up when we need help? Nobody else is doing it so we're CLEARLY the only one with difficulty understanding something. You wouldn't want to look like a idiot in front of the class do you? Of course the reality is that EVERBODY is struggling to get to grips with a new maths formula, but none of them want to put their hand up and look stupid in front of the class so they keep quiet. Being thorough with your students is always welcome then. Yes there's no way in hell you can devote enough time in a lesson to everyone, so there will have to be a lot strategic planning on that front. You would need to a) identify the kids most in need, and sort them out from the whiz-kids, b) allocate spare time in the lesson to help these kids, c) concentrate on a few at a time and d) make sure you keep the lesson moving during all of this. It's going to be tough, but you'll just have to be logistical about it.

Counting down...

11) Give us a full week to prepare for tests

Make sure you warn your students ahead of time when the next test will be, ideally a week in advance. Knowing a week beforehand will give us time to prepare and ensure a level of quality when it comes to revision. I know some teachers who leave it to the last possible second, which always means you're rushing to meet a deadline. Most of my revision for this year has been done on 'free hours', hours in the day where we have no scheduled lessons and can basically do whatever the hell we want. Seen as they come after the 1h15m lunch break on Monday, Tuesday and Friday there's a good 2h in the middle of those three days to focus on studying. I know the moment I get home after school I'm not going to be in the mood to revise for anything so practically all my homework is being done inside these three hour breaks. Announcing a test the week beforehand could potentially give me around 6h to revise then, time to become one with the subject matter if you will. Thankfully late in the week test's aren't often the case but it's still something to remember if you want to ensure your class gets a good grade (assuming everyone if your class will use the extra time to revise more...).  

12) Have consideration for our workload on other subjects.

This one is linked to announcing test's in advance, it's mainly to do with workload. I know it's difficult to comprehend, but we have A LOT of other subjects, not just your one. And LOTS of other subjects means LOTS more homework, tests and just general busywork outside of school hours. So when several teachers seemingly conspire against us and put several tests on the same day that can be....kind of stressful for us. Not to mention difficult, as revising for three tests at a time is bound to result in problems during the exam. I for example can only keep one test in my head at any one time for fear that my brain will explode in pink mush. Teacher's don't do this on purpose of course, they simply don't look at our test schedule and act as if their lesson is the only one that exists. Giving us a pile of homework everyday isn't funny when you have several other piles lining up behind you, it can get irritating. Consider our workload, please.

13) Mix things up

Doing the same old thing day in day out can get tiresome for some people, so why not shake things up a bit? Granted your options are limited in the classroom but instead of doing a page of grammar exercises everyday how about showing us a few videos or make us play an educational interactive game on the computer? If the goal is to make the class learn English how about showing a film they'll like with subtitles on? Because let's be honest here: we'll only ever learn something if we want to learn it, whether that's to get good marks for a test i.e out of necessity or because we like whatever it is we're learning. I can name every episode of 'Doctor Who' because I love the show and I didn't have to study hard to learn them off by heart, they just come to me naturally. Students liking the lesson is paramount to getting them to liking the subject, and if you can do that then half the work's done. It's like the secret sauce of teaching.

14) Don't spam exercises

I had this French teacher once who for two hours every week just gave us a truckload of exercises to complete during the two hour, back-to-back lesson. While she was busy doing stuff on the computer we had to fill in ad nauseum the same copy/paste questions again AND again AND again. They weren't even imaginative, some exercises where clearly the same as before just with the words changed! It was pure paperwork to pass the time, plain and simple. Any teacher who just spam's the exercise button constantly deserves their spot in hell...in my humble opinion.

Putting spam in the trash, if only it were this simple.

15) Explain to us WHY it's important we know this stuff

Lesson's can lack context at times. For example why did I spend four hours in Lycee learning about how frogs reproduce in severe detail? What is the point of all this? Telling us the reason for why we are stuck in a classroom to endure five hours of French every week could do wonders for our outside-starved minds. Or better yet, tell us why we should be interested in what you're teaching. Just give everything a purpose rather than having it seem like mindless filler to fill up a school week. PS: it being 'part of the program' doesn't work as a feasible excuse. 

16) Don't assume we know everything, we don't.

Every time I come back from the Summer holidays I can't remember a bloody thing about what went on before it. Vague memories perhaps, but most of the notion I had spent hours revising for were completely absent from my long term memory. Teachers tend to file the past year under 'been there, done that' though and presume you have retained everything about the previous year. Well here's the memo: WE DON'T. Long, protracted holidays are the equivalent of mind-bleaching your brain and we'll ideally need a few weeks of catching-up before we start new territory. In Maths this can be a pain, as all of the new is at least partly based on the old. Treat the first few weeks as a crash course then on the previous year, it should come back to us after a while. Just make sure you don't skip over something vital because you're under the assumption we retained that knowledge from the previous school year. BECAUSE WE DON'T.  

This is us after the Summer holidays.

17) Don't be late for exams!

So let's say I have an exam that lasts one hour...except it doesn't. The teacher's are about eight minutes late (probably coming from another lesson, needed to finish their lunch...), and once everyone has settled down and got the necessary materiel out of their bags we're down another six minutes. Suddenly an exam that at a fairly quick pace is finish-able in an hour now has to be done in 46 minutes! Do you know how frustrating that is? Those fifteen minutes are crucial in a test, and could literally be the difference between life and death. You have little time to think about the questions at hand, and generally have to rush just to finish the test. So as a last piece of advice to future me, I'd say to always try to be early to a test AND plan your tests in a way that would take into account the necessary delay of about ten minutes give or take. 

So will the 'future' me take into account everything I've put on this list? I sure hope he does, but if not then I want a f*cking explanation as to why he committed one of these cardinal sins of teaching! 

Friday, 11 July 2014

The Wolf Among Us: My Thoughts



Back in 2012 I reviewed season one of Telltale's 'The Walking Dead'. Here's what I had to say:

'The Walking Dead', while not necessarily the first or last game to do this, proves once more that video-games, if given more attention in their script department, can meet or even exceed some of your best entertainment experiences. The fact that it is the first game to focus solely on the story and not rely on any tangible gameplay mechanics like shooting to increase the experience further puts it in the spotlight. Oh, and guess what? Having played all five episodes over an eight month period I can now say that it succeeds in doing what it set out to do: It's a story driven adventure game that tailors it's experience to the choices you make. No more, no less. But the fact that it's really, really f*cking good at investing you into the story and the characters makes 'The Walking Dead' one of the best games this year.

And guess what? They've done it again with 'The Wolf Among Us'! Once again Telltale has earned their status as master storytellers when it comes to interactive entertainment. 'The Wolf Among Us' is an entirely different beast to 'The Walking Dead' (pun intended), so if emotionally driven apocalypse stories aren't really your cup of tea then check this out.  

Based on the on-going series of graphic novels 'Fables' by Bill Willingham 'The Wolf Among Us' is a prequel set in 1980's New York. It's essentially a noir detective thriller with an ingenious hook: everyone is a fairytale character. Exiled from their homelands the various fairytales of old have formed a community called Fabletown and hide in plain sight. You play as Sheriff Bigby Wolf, the Big Bad Wolf of old who tried to eat Little Red Riding Hood and the Three Little Pigs. He's desperately trying to put his past behind him but as expected a horrible crime is committed and it's up to him to solve the case. Depending on your actions throughout the series you can decide the fate's of several characters and choose to either be a lawful human being or let the wolf inside of him come out and play. To say more is a spoiler I'm afraid, but let's just say that across the five episodes NOTHING is as it seems and there are quite a few crooked forks in the road *HINT* *HINT*.

"Yeah....this happen's a lot."

Aside from Bigby you'll encounter a whole host of interesting and complex characters, all of them painted with a very thick coat of grey. Snow White is a shining glimmer of hope, she desperately wants to fix the grimy underbelly and flawed bureaucracy of Fabletown but often let's her emotions get the better of her. Colin is one of the Three Little Pig's, he likes to hang around Bigby's apartment smoking cigarettes, he's a bit of a party animal. The Woodsman is a depressed alcoholic who admits he only saved Red Riding Hood because he was hoping to rob her grandma's place. Toad (from Wind In The Willows) is a broke trickster who despite everything seem's to want what's best for his son TJ. The Little Mermaid is a stripper with a troubled past who desperately wants to tell you something. No matter what the character, Telltale does a fantastic job of making them incredibly compelling and putting a twist on their stories. The voice acting is once again flawless for all of them, I mean jesus they all do an excellent job. Snow White in particular is a highlight, she's an incredibly strong female protagonist and like Clementine from 'The Walking Dead' your actions will be influenced by her presence. As a player I found myself constantly feigning for her affection and often caught myself thinking 'What would Snow do?' when she wasn't present. So yes, add Snow White to the ever growing pile of strong female character's in video games, it's getting larger every year.

A lot of the charm in 'The Wolf Among Us' comes from it's exquisite art style, once again going for a hand drawn, cell shaded 'comic book' look. It's a beautiful game, and unlike the WD's bleak colour palette Telltale embraces the colours this time around. It got me the second the game sent me to Bigby's apartment, the neon tinged glow emanating from the windows mixed with the chimes of the soundtrack cast such an incredible noir atmosphere that persists throughout. There's a lot more detail this time around too, if the WD was more of a sketchbook-y style then 'The Wolf Among Us' is drenched in ink, it really enables the designs to pop. The character designs are all great, and the cartoony visuals help with the fairly simple but effective facial expressions. Put it this way, if Snow is angry towards you you're going to notice. 

Snow White's worried face worries me :-o

As far as gameplay is concerned this is largely a repeat of 'The Walking Dead'. It has two mechanics: 1) the dialogue trees, which presents you with four possible choices and 2) the quick time events which come into play during action scenes. Normally this wouldn't fly in other games, but seen as Telltale's games are 100% story driven the simple act of pressing Y to punch an annoying guy in the face feels immensly satisfying, especially during the fight scenes. They're extremely well choreographed and are viscerally thrilling, even if a three year old blindfolded could beat them. The action is a welcome change of pace though, 80% of the game is a conversation simulator and the dialogue trees are really good at presenting you the option you want. If I wanted to be kind to someone, I could be. If I wanted to I could also choose to be sarcastic, angry or just remain silent (this option in particular is useful during arguments). The storytelling is malleable and you tailor the story to how you want the conversation to go down. The choices you make will have an impact, although some have larger effects than others. Be nice to someone and they will back you up down the road, but if you're given the chance to only choose one out of three locations then you'll miss out on whole scenes. Think of it as a colouring book that you can paint in whatever colour you want. Either way the game does a good job of not punishing you, with one notable exception during Episode 1. Look, all I'm saying is....go to see Toad last. You'll thank me for it. 

The game isn't perfect unfortunately. Like other Telltale games on the 360 there is quite a lot of stuttering at the start of a new scene. After episode 2 I found them to become less frequent though. The load times are also a bit of an issue, they're quite long and break up the rhythm of the story. Hopefully this will disappear when they start to publish their games on the PS4/Xbox One but the technical limitations are for the time being quite grating. Other than that there were a few instances of audio clipping in episode 1 and the lip syncing could be better. Telltale games are very much a diamond in the rough, they could all use a bit more polishing.

Guess it's time for some baseball practice...

So that's my opinions for it overall, but how did the individual episodes go? 

Episode 1: 'Faith' kick's thing's off running with a fantastic opening scene. To be honest it rarely stops there, it's probably the best paced episode of the season. It's just the right amount of character interaction, investigating and action with two brawls and one chase scene. It also benefit's from a wickedly evil twist cliffhanger which chills your blood. 9,5/10

Episode 2: Smoke and Mirror's is in many ways the weakest episode of the season, which is disheartening considering first time players like me had to wait four months in-between episodes 1 & 2 to play this. It has a great beginning though, thanks to a few more 'WTF?' moments. From then on the episode slow's to a methodical crawl, and very little is revealed compared to what we already know. It also lacks a good fight scene, with the one featured being more of a scuffle than a full-on brawl. If you play the episodes in succession to one another I expect you'll like this one a lot more, it's just a shame I had to wait so long for this one. 7/10

Episode 3: A Crooked Mile shakes things up considerably. After the reveal at the end of Ep 2 Bigby is on the hunt for the lead suspect and has to find his whereabouts before it's too late. And once you do....oooh boy do things get interesting. The ending to Ep 3 derails all your previous assumptions and considerably up's the scale. It's great and moves along fast given it's swift 1h30 run time. 8/10

Episode 4: In Sheep's Clothing is a lot of build-up for the finale. It's like a powder keg just before it explodes, you know sh*t is going to hit the fan soon but you have to straighten some things out first. From start to finish it's a gripping experience and despite it's brief hour run time it's even more compelling as you uncover just who is behind all this mess. Expect another great fight scene, a few goodbyes and a nail-bitingly good cliffhanger. 9/10

Episode 5: Cry Wolf is pure genius. Easily my favourite episode (which is always good for a finale) it's amazing from start to finish. The first half is mostly epic action, but a lot is resolved and tied up along the way. The mysteries set in motion from Episode 1 will be answered here. The last fight scene is just outstanding, and reminds me a lot of a certain scene in 'The Matrix: Reloaded'. After fulfilling our desires to beat the living hell out of all the bad guy's the episode takes a more unconventional approach by basically showing the aftermath of your decisions during a trial scene that could go two very different ways. It's delicious seeing your every action being observed under a microscope by everyone you've met in Fabletown and then having to defend them. Depending on how you play your cards it could end on a high or low note, so be careful not to make any rash decisions no matter how tempting some of the options will seem. Either way it will feel satisfying and meaningful as an ending to the story. The last twenty minutes or so is a rather neat epilogue which employs circular storytelling to great effect (one of my favourite storytelling devices). There is a lot of finality here, so much so that I'm wondering if Telltale is going to do a second season. And those last thirty seconds......DAMN YOU TELLTALE!!!!!!! What a perfect finale to this tale. 10/10



Pro's:

+ Gripping narrative
+ Fantastic art style/visuals
+ Excellent voice cast
+ A few thrilling action set-pieces
+ Lot's of intrigue, mystery
+ Great dialogue options/choices
+ Play's like an interactive T.V show

Con's:

- Episodes 1 & 2 are VERY stuttery on my Xbox
- Long load times
- Audio clipping 
- Some bad cases of lip-syncing 
- Combat system could be more involved

Overall score: 9,5/10

A good analogy for playing a Telltale game is this: you're the co-writer/director for a T.V show, a really good one, but you don't know how the story or the character you're portraying ends. You can decide what character you want to convey, choose what set to visit and how to choreograph a fight scene. In short you get to craft your perfect version of that T.V show. I mean have you ever watched a T.V show and thought to yourself "Hey, I wish the protagonist would say that...." well in a Telltale game you can as long as it makes narrative sense. If you like the idea of this, then for heaven's sakes go buy 'The Walking Dead' and 'The Wolf Among Us' NOW. They're both amazing and unlike any form of storytelling you've experienced. I know I'm coming off as a Telltale salesperson but they're really THAT good and I can't wait to see what they do next... 

*LOOKS AT ONE OF TELLTALES NEXT PROJECTS*  

Wait what? They're doing a 'Game Of Thrones' game?!!! OH. MY. GOD.

Saturday, 19 April 2014

My Favourite Games On The 360



I love video games. They're quite unlike any form of entertainment and are only now starting to show their true potential as an art form. In my opinion they have the ability to trump any other medium simply due to the required participation of the user, that level of interactivity is impossible with anything else. I also recognise that that a lot of video games (like movies and books) are either average, middle of the road entertainment or just downright bad. As a fellow 360 gamer I've decided I want to make a list on what I consider to be the greatest games you can get on the console. Partly because we're now entering a new age of next-gen consoles (PS4 and the Xbox One) and you know, just because. No, I haven't played every single video game available on the console but I would like to think that I've played most if not all of the critically acclaimed games that have come out in the last seven or so years (a good 50-60 titles when all is said and done), and have sampled at least one game from every major franchise out there. I also consider my tastes to be more diverse than the average gamer even though I swing heavily towards games with a compelling narrative. That being said this list can hardly be considered definitive, as like any other subjective opinion nothing ever really is. There are also a great number of games not featured on this list that I absolutely adore, but didn't include because ultimately these games represent the cream of the crop for me. Oh and let's not forget all of the games featured here are also available on the PS3 and (for the most part) PC, but seen as I only game on a 360 I can'y really speak for the other platforms. So disclaimer aside, here goes then: My epic list of the best games of the 360... 

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I'll start this list off with a true classic that will be heralded for ages to come, and that's the Batman Arkham Trilogy. Comprised of three, soon to be four games (but it won't be an Xbox 360 title) the Arkham Trilogy on the 360 is comprised of three games: 'Batman: Arkham Asylum', 'Batman: Arkham City' and 'Batman: Arkham Origins'. Arkham Asylum was a revelation when it game out back in 2009, mainly because developer Rocksteady studios had developed a REALLY good superhero game, something that is extremely hard to come by in this medium. I mean come on, it's taken us this long to make a good Batman game? WTF?! Here's a breakdown of the three games and why they're so awesome:

'Batman: Arkham Asylum' was amazing because it understood what made Batman great: a) Batman, b) his rogue gallery and c) the ability to play as Batman! It's set on a particularly long night wherein the caped crusader is trapped on Arkham island (think Alcatraz but with more Batman) with the inmates literally running the Asylum, chief among them being the clown prince of crime himself, the Joker. Throughout the course of the night Batman has to defeat a selection of his most formidable foes and find out whatever the hell the Joker's up to so he can put a stop to it. Sounds like a simple but effective premise right? The story and voice acting in the Arkham games are simply the best you'll ever hear in a video game, and Asylum set the bar. It succeeds mainly because Rocksteady hired the same voice actors that were in 'Batman: The Animated Series' aka one of the greatest cartoons of all time. Luke Skywalker himself Mark Hamill even returns to voice the Joker, and god damn is he incredible. His ability to make Joker seem both funny and scary at the same time is second to none, and quite frankly he's my favourite Joker because of how well he incorporates all aspects of the Joker into his performance. It also doesn't hurt that you'll be hearing his voice the most in the twelve hour game, and even then you're wanting more. Kevin Conroy also comes back to voice Batman, which is quite frankly the perfect interpretation of Batman as well simply because of how grumpily pissed off he seems to be about everything. I could literally write for a year about this voice cast and how perfect they all are, they are (in my mind) the best thing about the Arkham games. Another great aspect of the 'Arkham' games is there ability to make you feel like Batman. The combat is almost like performing a ballet with your fist's, chaining attack's from one enemy to the other while simultaneously dodging several of the enemies advances. It's beautiful and no wonder several games have tries to emulate it's style since. The stealth aspects are also impressively designed, it's largely a game of cat and mouse between Batman and the thugs. Picking off Joker's thugs one by one and watching them slowly wet their pants in fear is deliciously satisfying, if only one of them could look up and see a giant man in a bat suit crouching on a gargoyle fifteen feet above them... But yeah 'Asylum' embodies everything that a great Batman game should have and the lays the groundwork magnificently for the sequel.

'Arkham City' did what a great sequel should do, it made everything bigger and better. 5x bigger in fact. This time Doctor Hugo Strange is in charge of Arkham and has relocated and sealed off a large dilapidated portion of Gotham city for all the crime lords to live in. It's basically 'Escape From New York' but with Batman villains. Anyway Strange figures out Batman's identity and throws him into Arkham City as well, so Batman has to stop the major turf wars going on between the various villains whilst simultaneously foiling Strange's plot to enable a mysterious 'Protocol Ten'. It's an epic tale and literally every major character in Batman's rogue gallery makes an appearance (they're fluidly worked into the story) and the large map is jam packed with references to Batman lore and Riddler trophies. All the voice actors return from 'Asylum' and the gameplay has been greatly expanded upon with several new gadgets and moves to enact on the various Arkham inmates. They even let you play as Catwoman for a while, she has her own mini-campaign that intersects with the main plot which is kinda cool. I can't praise this game enough, it really feels like the Batman game to end all Batman games! It also helps that they're not afraid to kill off a few major characters in the Batman mythos and the story takes you down some genuinely interesting roads at points. Rocksteady has made a perfect game here, and I struggle to see how they could possibly top this with 'Arkham Knight' releasing later this year, although having a drivable Batmobile is a welcome head start. 

While I agree that 'Origins' is the weakest of three it's still a solid game with another simple yet compelling story. Basically Black Mask has set a bounty on Batman's head and eight deadly assassin's show up to take him out. There's a bit more to it than that of course but it's largely predictable and retreads a few of the themes from the various Batman comic books. That's not to say it isn't done well (it is), but it's on a smaller scale and after 'City' the plot feels like a massive retread with slightly better graphics. It doesn't help that the environments are mostly the same as 'City' either. I should also point out that it's a prequel, hence the 'Origins' in the title. It basically shows you Batman's first encounter with the Joker (+ a few other minor villains) and how Batman completely changes the Joker's outlook on life. Batman is younger in this one so he fights with a little less finesse than his older counterpart in 'Asylum', this means he has slightly slower movements and reaction times that increase the difficulty which I thought was a neat touch. Some of the VA's are new this time, with Troy Baker replacing Mark Hamill as the Joker and Roger Craig Smith voicing Batman. Fortunately they sound like a younger version of Mark Hamill and Kevin Conray's portrayals so they're a perfect fit for the roles. Ultimately 'Origins' feels like a good expansion to 'City' that fills in a few of the background details from previous games: so not bad, just a tad 'meh'. It's still an Arkham game though, so the great combat, voice acting and atmosphere are good enough for me to recommend it as a package with the other two.  

When you deconstruct the Arkham games for me it feels a lot like the greatest hit's version of Batman. It embraces the comic booky aspects of the villains whilst also keeping the gritty/realistic tone of Batman's latest efforts, specifically the Christopher-Nolan movies. Pretty much all of Batman's foes get a cameo or two and the stories are largely influenced by some of Batman's greatest ever comics, like 'The Killing Joke' or 'The Dark Knight Returns'. So if you're a Batman fan this is essential. Heck, you like video games? Check these ones out anyway. 


I've talked a lot about Mass Effect on this blog: one of my first post's was on Mass Effect 2, a game that blew my mind at the time and still does today. Okay, I got very carried away with the whole 'everything is customisable thing' but the idea that both games could be rewritten due to my actions was like magic to me back then. Even for seasoned veteran's the fact that you could save the life of Ashley, a major supporting character in 'Mass Effect' back when it first released in 2007 and still see the consequences of your actions in 2012 with 'Mass Effect 3' was f*cking unbelievable from a fictional standpoint. Meanwhile your friend saved Kaiden instead of Ashley (you had a choice between the two) and had a completely different experience than me. What other medium can do that? And how hard must it be to write for all these possible permutations that were laid in stone five years ago? Incredible. Add to that the fact that the Mass Effect trilogy is a gigantically epic space opera that's inspired by everything from 'Blade Runner' to 'Star Wars' and you've got one hell of a universe to play around in for 100 hours. Mass Effect 1 was a great starting off point and was a solid RPG with extremely innovative ideas at the time. It also laid the groundwork for future instalments and created a fantastically complex galaxy that could easily live outside of video games. Seriously the game had it's own built-in Wikipedia page, it was that hardcore. 'Mass Effect 2' introduced a slew of new characters (most of them brilliant) and was almost like a T.V show with it's segmented missions, and who can forget that breathtaking finale where literally EVERYONE could die and never see the light of the third game. 'Mass Effect 3' was one big wrap-up and concluded most of the plot lines and character arcs from the previous games. Epic, emotional and meaningful, it was almost perfect and undeniably one heck of an experience. Oh and the DLC? Icing on that magnificent cake (seriously, buy ALL of the downloadable content for Mass Effect 2 & 3, they're pretty darn good). Sure the graphics on ME1 aren't that great by today's standards and the gameplay hasn't aged well but I'm amazed that they managed to pull anything of this scale off at all. I love almost everything about the Mass Effect universe and can't wait to see where the future takes the franchise next, whether it be movies, books or video games. 


When it comes to interactive storytelling, Telltale has quickly become the go-to company for episodic storytelling. Simply put their games are like playing a T.V show with you as the main character. It's emotional manipulation at it's finest. 'The Walking Dead' was the first time anyone had really attempted a game that was 100% narrative, and slowly evolved from the adventure game format that Telltale was known for to a more streamlined experience over the course of the six episodes in season one. I've already said a huge amount about the game when it came out back in 2012 (check this blog's history for reviews of the first five episodes) so I won't go into much detail, but suffice to say this game will absolutely immerse you into it's narrative and have you bawling your eyes out at the end. A lot of this stems from the interactive nature of all video-games, wherein you're not so much watching the characters on the screen but actively taking a role in the narrative to shape events in the story. Your actions will literally decide the fate of several characters in the game like 'Mass Effect'. The game basically says: 'You ARE Lee Everett, what are you going to do in this improbably hard situation?'. It's something that in my mind makes video games better than any other medium, and it's a shame that few developers (aside from Telltale and Bioware) capitalise on this and instead go for a more linear form of storytelling. Thankfully those that do are amazing at it, and Telltale has proven that they're not a one-trick pony with 'A Wolf Among Us' and 'The Walking Dead: Season 2' both being equally proficient when it comes to quality interactive storytelling. You should probably bear in mind though that their games are still stuttery as hell on the 360, they may not be game breaking but god damn is it annoying when the frame-rate drops for no discernible reason. 

  
The Bioshock games are mind bogglingly fascinating, gorgeous and complex. They’re kind of the opposite of what you would expect from your typical FPS fair, like say….Call Of Duty. While most FPS’s nowadays strive to be the most realistic/gritty war simulator ever and focus on just the ‘shooting’ aspects of the genre, the Bioshock games have far higher ambitions. Now don’t get me wrong, there’s still an awful lot of shooting going on in these games but Bioshock is so, SO much more than that even on face value. Ultimately it comes down to their choice of location: the underwater city of Rapture (‘Bioshock 1 & 2‘) and Columbia, a floating city in the sky (‘Bioshock Infinite‘). Both cities are extraordinary in their design and sense of place, quite frankly there works of art. When I was young and had only just received my first 360 I remember watching a video of ‘The Simpsons Game’ (my second ever video game) and thinking about how amazing it was that I could explore all of Springfield in 3D. I mean Springfield, a place I only ever saw on the T.V and I could explore all of it in a video game?! MADNESS! It was like a virtual version of Disneyland, a portal into other world via the T.V. For me every new video game was that, a new place/world to explore from the comfort of my bedroom, and the Bioshock games are kind of the ultimate version of that. Both Rapture and Columbia are in a sense the best theme parks you will never go to, and that’s just the tip of the iceberg when it comes to what makes these games truly stand out from the pack. They all have fantastic stories, characters, atmosphere,  gameplay, art direction and let’s not forget a few dozen JAW DROPPING moments that will simultaneously make you go ‘WOW!’ and ‘HUH?’ 

The first Bioshock is regarded by many as being one of the all time greats. It definitely set’s the stage in it’s opening moments and I envy players who went into this cold the first time around: you play Jack, a mute protagonist whose plane crash lands in the middle of the Atlantic ocean, conveniently next to a weird looking lighthouse. Inside is a bathysphere and the submersible’s door is open beckoning the player to pull the lever inside. Considering you've landed in the middle of nowhere you don’t really have a choice, you decide to go along for the ride. The reveal of Rapture as you descend into the murky depths has got to be one of the most iconic gaming moments ever, the underwater city looks like it could have jumped out of a Jules Verne novel with all it's art-deco style glory. Unfortunately The city is now far from the paradise envisaged by Andrew Ryan (it's creator), it’s inhabitants are either long dead or completely insane due to gene splicing and the city itself is a decaying wreck of what it once was, falling apart from the seams as water leaks into every corridor and crevice. Guided by an Irish man named Atlas over the radio you have to somehow escape to the surface and get yourself out of this hellhole, even if that means jabbing a needle into your arm and giving yourself crazy superpowers (they’re called ’Plasmids’). The rest of the game is a guided tour of Rapture from then on, with the player slowly uncovering what happened via audiolog’s and radio messages from Atlas while fending off Splicers (insane mutated people) with an array of weapons/powers. You’re exploring an underwater graveyard that’s littered with stories from the long dead, it’s quite unlike anything else. The writing is fantastic, every audio snippet you collect is akin to opening up a present with each telling a condensed mini-story that often leads to several other mini-stories in that area that collectively form an image of what it was like to live in Rapture. And that’s without the signature ’Bioshock’ twist at the end of the second act that completely turns everything on it’s head and makes your jaw drop in awe. It's pure f*cking genius. Unfortunately it’s so good that the last three hours of game after the big reveal can’t help but feel disappointing: they replace Andrew Ryan (a brilliantly complex and enigmatic figure) with a villain who is painfully one note and then drags you onto a painfully tedious fetch quest that pads out the runtime for a bit before leading to final boss fight that sucks balls in just how easy and 'videogamey' it is, it's totally unnecessary. And THEN it pulls a ridiculously happy ending on you, which considering the depressing nature of the story just feels tonally out of place and comes from nowhere. It’s a shame because as it stands ’Bioshock’ is a diamond in the rough, a brilliant game in many respects but let down by it’s third act. Having said that it's still worthy of any video game 'hall of fame' simply because of how changed the way we viewed games from then on. 

If one of the main themes of ‘Bioshock‘ was about the dangers of 100% objectivism then ‘Bioshock 2’ is all about altruism. It’s still set in Rapture (albeit one that’s in an even WORSE state than before) and follows the story of the newly awakened Subject Delta trying to get his adopted daughter back from psychiatrist Sofia Lamb, who is basically the anti-Andrew Ryan with her views towards a collective whole or ‘family‘. It’s basically ’Bioshock’ all over again, but if you loved that game then you’ll love this. ‘Bioshock 2’ also has the best gameplay out of the three games, granted it doesn’t have any of those magnificent skylines but the ability to dual-wield both plasmids and weapons at the same time have never been more satisfying. I can freeze an enemy with one hand and shatter him into a million pieces with the other, and it feels good. Normal FPS’s are just straight up shoot fests, but ‘Bioshock 2’ also incorporates a level of strategy into proceedings thanks to the many tonics/plasmids/buffs on offer whilst scavenging around. The enemies are also more diverse and taxing so be prepared to put up a fight. As far as the story is concerned it’s just as good as anything in Bio 1 sans the horrible third act. Sofia Lamb can easily match Ryan in the villain category, both of them are utterly compelling just in the way they think. However there’s no twist to be found at all, which sticks out like a sore thumb when compared to rest of the franchise. And yes, the game is a basically road trip. Every ‘level’ involves you getting into a train car and moving to the next area that has it’s own self contained story and aesthetic like the original Bioshock. Once you complete a few various tasks you're whisked off to the next on. It’s one big dollop of padding but you persist as you desperately want to come face to face with Lamb just like you did with Ryan. It’s well made padding though, and the challenging combat encounters mixed with the beautiful environments/level design are enough to keep you going til' the end. Overall it lacks the memorable moments and a few fantastic beats of Bioshock 1 but usurps it in nearly every other aspect, which ultimately makes the sequel superior. It’s a great addition to the first game, even if it feels like a side story set in the same universe. It’s DLC ‘Minerva’s Den’ compounds this fact, a small but meaty tale every bit as delectable as the base game with a surprising amount of emotion (and yes, a twist) at the end. 

Five years after the third game, ‘Bioshock Infinite’ finally came out. Made once again by the same team as Bio 1 (2 was done by 2k Marin) it threw the franchise head first into a completely different direction, you could almost say the ambition for this one was sky-high. Forget the underwater metropolis of Rapture, this time you’ll be wooed by the floating city of Columbia. Booker Dewitt is a private detective voiced by Troy Baker who’s tasked by two extremely weird talking British people in a boat with finding a girl called Elizabeth so he can ’wipe away the debt’. I don’t think he expected to be catapulted 10 000 ft into the air inside a metal tube to an idealised american city in the clouds but hey gotta settle those debts amirite? The city has a LOT of issues bubbling underneath it’s seemingly heaven-like exterior. It’s perhaps not quite as interesting as the objectivist stance in Rapture (Columbia is essentially a floating city full of racists taking american ideals of the time to the extreme) but Infinite’s ace in the hole lies with it’s characters and story, not the world itself this time. Which isn't to say Columbia that isn't beautiful (because holy f*ck those opening hours are pure eye candy), but everything else overshadows it completely. Roughly three hours into the game you'll meet Elizabeth, a Disney-esque character who's been trapped in a tower all her life. She’s basically the star of the show from that point on and her constant evolution as a character throughout the game coupled with some fantastic voice work by Courtney Draper really brings her to life and as a player it succeeds in making you feel for her. It seems to be the winning formula in video games nowadays to pair a bloodthirsty male with a cute/endearing female that the player needs to protect. So far we’ve seen it in ’The Walking Dead’, ’Bioshock Infinite’ and ’The Last Of Us’, games that are considered to be the best in the medium. Of course the trick here is that both Clementine and Elizabeth aren't stereotypes, both are fantastically written characters who react and evolve as the story unfolds. By having the gun-ho type male the game benefits from involving gameplay AND a well developed character by his side so these games get to enjoy the best of both worlds, the real secret to their success. Some say the violent combat in Infinite does a disservice the more shall we say…sophisticated nature of the story and while I can definitely see where they’re coming from I think it manages to keep itself together fairly well. The combat this time is different and all around chaotic, Columbia is a much more open and heavily populated space than Rapture. Enemies appear from every angle equipped with a variety of different weapons and powers and essentially rush you. You still have numerous powers at your disposal to dispatch them but that alone isn't enough, so the game grants you one it's greatest inventions, the Skylines: think open air rollercoaster’s where your arm is attached to the track and you’re being propelled around the place at breathtaking speeds….and then add in shooting hundreds of dudes while riding said breathtaking rollercoaster leaping out of the sky onto their heads! It’s much more primal and shooterific than the carefully planned combat of Bioshock 1 & 2 but for my money it‘s a welcome change of pace for the series. Elizabeth can also bring in objects from *SPOILERS* other realities/dimensions to aid you in combat, like a box full of health kits or a Gatling gun. These powers are incredibly useful and Elizabeth herself will offer you ammo and aide whilst in the midst of battle, she's basically designed to keep the player happy. Combined with the various ’gear’ items you accumulate throughout the course of the game you can incorporate some strategy into proceedings, so it's not a total departure then. But the gameplay pales in comparison to the world and story, all done to an incredibly high standard of quality. I guess it’s time to just come out and say it: Bioshock Infinite might be my favourite games of all time. I know, in a list of me raving about games such as GTA or ’The Walking Dead’, what set’s ’Infinite’ above the rest?  The answer lies in it’s supremely masterful ending, an hour of constant jaw-dropping as reveal after reveal is pulled on the player that makes perfect sense in the context of what the game has been setting up and elevates everything to a whole new level. I would go far as to say it’s one of the best endings in fiction, it’s THAT good. Why? It retroactively improves the entire game, akin to putting all the pieces of a puzzle together that you didn’t realise was missing any. Oh, and that puzzle is ridonkously huge, even minor details from hours before come back to haunt you in surprising ways. It’s so f*cking smart how effortlessly everything comes together on a second play through, I can’t even begin to list the amount of times one of the rug pulls are literally right in front of you that completely fail to miss the first time around. You might be able to guess some of the twists, but there's so many you're bound to be blown off your rocker by at least one of them. Honestly I’m getting tingles just thinking about it. Holy crap that was one hell of an ending!

It doesn't quite end there however, ’Infinite’ has had a fairly meaty expansion pack split over two parts in the form of ’Burial At Sea’, which somehow manages to be both a sequel to ‘Bioshock Infinite‘ and a prequel to the original ‘Bioshock‘. Set in Rapture BEFORE it was destroyed by the massive civil war, it’s like another game, albeit one you can beat in under seven hours. Elizabeth takes centre stage now, you play as her for most of the run time and as a result of her un-murderous tendencies the gameplay focuses around stealth instead of the classic shoot-em-up style. It’s a welcome change and one that didn't overstay it’s welcome thanks to the short nature of the DLC. The story is once again the reason to pick the expansion up, head writer Ken Levine continues to amaze me with his particular brand of inter-dimensional reality hopping which manages to be both insanely complex and simple at the same time. Pre-fall Rapture is gorgeous, exploring it made me feel like a kid in a candy store and it’s evident that Irrational Games wanted to go out on a bang (unfortunately the company has recently closed down so no more Bioshock games from them, a sad thing to ponder about), every single inch of the environment is bursting with gorgeous detail and atmosphere. The Bioshock series continues it’s trend of impeccable quality with ’Burial At Sea’, and if you've played Infinite but haven’t bothered to try this out yet then you’re doing yourself a disservice. It also fixes complaints I had with the ending to the orginal 'Bioshock', I won't spoil but let's just say that happy ending now feels earned and the underwhelming bad guy is was somewhat redeemed by this DLC. Overall it's sad to see Irrational go as they have created near masterpieces here, but 2K proved they can do a good sequel without the original developer with 'Bioshock 2' so I'm simultaneously excited and cautious of any new Bioshock game not done by Irrational.


I F*CKING LOVE 'Rayman Legends'. Despite playing this on a handheld instead of the 360 (my Vita) it's probably one of the most gorgeous games looking I've played, and it's such a breath of fresh air too: 'Legends' is one giant orgasm of colour and fast paced cartoon-y side scrolling action, a world away from the sombre colour palette of most games nowadays. That's mainly why I put it on this list, it manages to separate itself from the pack and still be an almost perfect game in it's genre. It's spectacularly pretty and full with all the fun you could want...like an ice-cream sundae! Every stage is packed full of crazy idea's, and I would particularly would like to give a brief shout-out towards the game's music levels which are some nail-bitingly hard paths synchronised with a few well known beats like 'Eye of the Tiger'. They're the highlight of the game and put a smile on my face everytime I start one of em' up. I wish we could get a full game of just those music levels to be honest, because holy f*ck they're amazing. As I said before one of Rayman's strengths is it's ability to never get old, and the developers just keep throwing crazy new environments, enemy's and themes into every world. The level design is astounding, imbuing it with a sense of fast paced fun but also making it extremely challenging at points. Don't worry though, the game gives you infinite lives and you're never stuck for too long so you can always pick up another level before going back to the one you failed on. Not that you'd want to, you'll be having far too much fun in the one you're already in to care. In short this game is amazing, go buy it. It earns it's place on this list for it's vibrant creativity and 'fun' factor akin to a sumo-sized sugar rush.

  

While I think 'Skyrim' is far from perfect, it's simply impossible to ignore the effect it's had on gaming as a whole and the colossal, no overwhelming, amount of stuff to do in it's massive open world. Rockstar are masters at what they do but jesus christ when was the last time you could go into every single house in a GTA game and read every single book you stumble upon (yes books in a video game). The level of detail in Skyrim is just f*cking incomprehensible, there's literally 300 hours of stuff to do in this thing! I should also mention that all of this stuff is completely optional, and you are not bound or forced into any sort of narrative if you don't want to be. Heck you might just want to explore the vast world and live as a hermit in the woods for 50 hours, the choice is yours. That's what 'The Elder Scrolls 5: Skyrim' is all about, you have this massive land to explore filled to the brim with hundreds of adventures (and adversaries) and you can do anything you want in what order you want. There's not even a 'THE END' screen after you complete the main quest, the game just shrugs and keeps going. You can cook, chop wood, drink/eat, join guilds, hunt bandits, craft armour, defeat dragons, win a civil war or buy a house and start a family if you want to. It's the most immersive game I've ever played simply because it doesn't feel like a video game, it's more like 'EPIC FANTASY SIMULATOR 9000'. Sure the combat gets stale after the 100th hour and the constant repetition of invading dungeons/caves/enemy hideouts will start to wear thin after the 1000th time, but is that really a bad thing? And yes inevitably cracks begin to show, like how everyone starts to sound alike, the long load times or the lack of different character models but for a game that tries so hard to be a fully breathing world it's incredible just how much of it succeeds. And here's the best thing, 'The Elder Scrolls' games continue to get better with every release. By Elder Scrolls 10 we'll be in holodecks spending our entire lives inside the continent of Tamriel. And if 'Skyrim' is anything to go buy you can sign me up now!



I kind of feel like a cheat for putting this one on the list, because literally EVERYONE who has a Xbox 360 or PS3 has owned a Call Of Duty game at one point or another. While it hardly deserves to be the best selling franchise ever the series still churns out objectively good games every year, the issue is that they often repeat the same tried and true mechanics and offer up bland 4 hour campaigns with a few new multiplayer maps to keep the fanatics satisfied. Some of the COD's are really worth playing though, like Black Ops 1 & 2 and the first two Modern Warfare's. The multiplayer will always be the same fast paced run & gun affairs save for a few minute changes here and there, but these games single player campaigns are surprisingly good. 'Modern Warfare' takes place in 2011 and offers multiple perspectives on a growing civil war in Russia lead by a man named Imran Zakhaev. 'Modern Warfare 2' is about Zakhaev's right hand man Makarov starting a gigantic, almost apocalyptic war between America and Russia. 'Black Ops' is set in several different time zones ranging from Vietnam to the Cold War and focuses on the life of secret operative Alex Mason recounting his past experiences to solve a global threat. 'Black Ops 2' follows his son David Mason trying to track down the leader of a terrorist organisation 'Cordis Die' Raul Menendez in 2025 but features several 80's flashbacks that tie the story of his dad in with the present. They're both glorified B-movies with fantastic visuals, and are full to the brim with explosions and ridiculous Michael Bay set-pieces. The individual stories are really something though, especially the 'Black Ops' series with it's crazy twists and choice based narrative, not to mention a palpable atmosphere permeating through every level. While 'Modern Warfare 1 & 2' have perfectly fine campaigns the mission structure and general level design are what set's them apart from the pack. A certain sniper mission set in the irradiated Chernobyl halfway through the first Modern Warfare is particularly a highlight of mine (and many others): sure the goal is simply to get to the top of a building and shoot a dude but the entire level is incredibly tense, especially when you're camouflaged in the grass and the enemy is literally one foot away from spotting you. All in all they're just great games and probably have the best shooter campaigns I can think of this side of 'Borderlands 2'.


'Red Dead Redemption' is in many ways the ultimate western. Over the course of it's 30 hour campaign you often feel like parading around in a greatest hit's version of all your favourite westerns, you are easily walking into Clint Eastwood's shoes. Once again everything plays second fiddle to the gloriously rich and gobsmackingly gorgeous open-world, but the tale of John Marston is nonetheless well crafted and surprisingly touching at points. The campaign does have it's fair share of flaws though, it's bloated length gives off the impression that you're going nowhere (Mexico in particular takes FOREVER to get through) and there are a LOT of tedious farming missions in the beginning but apart from that it's damn near flawless. I also have a confession to make: this was the first time I ever cried because of a video-game (for the record 'Mass Effect 3' had me tearing up at points, and 'The Walking Dead' let loose the flood gates as well). Granted it wasn't anything story-related, but something about that trek into Mexico with the sunset beaming down onto a fried desert landscape to the tune of 'Far, far away' playing in the background made me crack. It's rare for a piece of entertainment to make me cry, so this game represents a particular standard of excellence for me. If you were to put a gun to my head and ask me to choose between 'GTA V' (see below) and 'Red Dead', I would choose 'Red Dead'. It's atmosphere, sense of place and impeccable world outclass anything I've seen in a video-game or just entertainment in general. Yes, on par with Bioshock and better than Elder Scrolls, IT'S THAT GOOD.



Here's another newly minted classic: 'Grand Theft Auto V' ups the ante in every conceivable way possible. Rockstar are practically indomitable when it comes to continuously improving upon every release, and in many ways GTA V feels like everything they've learnt from 'L.A Noire', 'Red Dead Redemption' and 'GTA IV' all rolled into one hilarious action comedy. The plot of the game teams up three amigos: Michael, Franklin and Trevor who go on a series of increasingly insane crime sprees and a whole host of crazy side characters weave their way in and out of the story from there. Like 'Skyrim' and 'Red Dead Redemption' before it, the amount of content on display here is flabbergasting to say the least. Los Santos (a caricature of Los Angeles) is frigging huge, insanely detailed and breathtaking to behold. I could literally spend all day on Vespucci beach and watch the waves go by, it's that beautiful. It also pokes fun at just about everything in the USA, like how Facebook is called Lifeinvader and ipads are described as being '3% lighter, 2% faster = 14 hour queue' on billboards. The lengthy campaign is extremely entertaining and feels like a procession of constant highlights due in large part to the constant banter between the three leads and a few explosive set pieces. 'V' also has a few party tricks up it's sleeves, like the ability to switch between all three main characters at any time and pop into their lives mid-way through one of their daily activities, a neat idea as it furthers the immersion of a living, breathing world and one that I hope get's implemented into other games as playing one character for any period of time can get boring after a while. It also manages to keep things fresh, and considering the constant change of locales, characters and activities it often feels like three-games-in-one. You can participate in numerous side-activities as well: parachuting, triathlons, golf, tennis, hunting, watching T.V/movies, listening to music, surfing the web, walking around the world marvelling at how much effort went into making flip-flops flop...listening to all the little conversations people have with each other, it's almost Skyrim crazy. Rockstar are brilliant at making you think you're in a living, breathing world. More please. 


Still not burnt out yet but a ridiculously detailed version of Los Angeles? Try this one: It's the tail end of the forties, you're a soldier turned detective Cole Phelps in a city filled to the brim with corruption and crime. It's your job to clear the streets and embark on a desperate search for truth in a city where everyone has something to hide. Sound cool to you? 'L.A Noire' completely fulfils what it sets out to do, it makes you feel like a crime detective. The satisfaction you get from successfully interrogating a suspect and charging him with the crime is unparalleled and to my knowledge it's the only game that let's you do this. That classic noire style is drenched all over proceedings, and the actual cases themselves are numerous: you rise up the ranks as Patrol, Traffic, Homicide, Vice and eventually (after a few story events) Arson, uncovering numerous thefts, grisly murders and dope meddlers on your way to become one of the LAPD's brightest and greatest. Not every case will blow your socks off, but the variety on display is impressive, you will be investigating everything from house fires to mob dealings. The Homicide desk in particular is a highlight, and covers Phelps solving a series of suspiciously similar murders, despite everything else pointing to the contrary. The game makers have also perfectly recreated 1940's Los Angeles, and while there's not a lot to do it's still nice to drive around and be transported into the past. The details are really impressive, the game claims 90% of 40's Los Angeles has been fully recreated along with famous land marks and 100 different cars going about their business on the busy streets. While 'L.A Noire' wasn't developed by Rockstar (they published the game, this was made by Team Bondi), you can definitely see some of their open-world handiwork and morally grey characters on display, to the point where I genuinely think Rockstar secretly developed this! All in all it's a unique experience that set's itself apart from most other open-world games, and one that rises to the top of pack due to it's fantastic setting and Noire tone. Another 'must-buy' from me.

Honorable mentions: PS3 exclusives


'The Last Of Us' is probably the greatest game I'll never play, due to the fact that I don't own a PS3. It's basically being heralded for being one of the greatest games of this generation due in large part to it's exceptional storytelling, stupendous visuals and riveting gameplay. Like 'Bioshock Infinite' and 'The Walking Dead' It tell's the story of a man with a bloody past (Joel) and young teenager Ellie as they traverse the beautiful post apocalyptic wasteland of America after a zombie outbreak has wiped most of the humans out. From what I can tell the main reason people love this game lies in the main character's as both Joel and Ellie are extremely well fleshed out and superbly acted by Ashley Johnson and Troy Baker...yes the same Troy Baker who was in Bioshock and Batman: Arkham Origins, he's somewhat of a hollywood superstar now when it comes to games. The zombies aren't your typical zombies either, instead of the classic 'THEY'RE RISING FROM THEIR GRAVES!' trope the un-dead of this game are actually infected by some sort of mind-controlling fungi that grows out of their heads in a disgustingly beautiful way. The gameplay seems to be going for a very survival horror tone, as you must use limited resources against some extremely tough groups of enemies that can often kill you with one bite! Anyway I probably won't be playing this as I don't see the point in buying a brand new console just to play these two (admittedly amazing) games. UPDATE: 'Last Of Us: Remastered' has been announced for the PS4, so guess I will be playing this after all! 


The other games that I wish to speak about are 'Uncharted 3: Drake's Deception' and 'Uncharted 2: Among Thieves'. Both Uncharted games and 'The Last Of Us' are made by Naughty Dog, and because Sony owns the studio it's very unlikely that we'll ever see their games on a Microsoft console, one of the reasons why I bought a PS4 instead of the Xbox One because god dammit I'm missing out on some great games here! Both the Uncharted games look extremely cinematic and offer up what is essentially a third-person action blockbuster with you at the helm. They're basically a continuation of the Indiana Jones films but with Nathan Drake as the lead character instead of Harrison Ford....so a playable Indiana Jones film sounds good to me. Once again this series has had amazing reviews across the board and is generally regarded as one of the all time greats, so why on earth would you buy an Xbox again? Okay the Xbox has got some good things going for it but so far Sony are blowing them out of the park when it comes to exclusives, one of the major factors when choosing a console.
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*PHEW*, that's the end of the list! There are other games of course that are really, really good but didn't quite make it, so if you're looking for more awesome games here's a quick rundown: 'Portal 2', 'Deus Ex: Human Revolution', 'Xcom: Enemy Unknown', 'Far Cry 3', 'Dishonoured', 'Tomb Raider and 'The Walking Dead: Season 2' plus 'The Wolf Among Us' as Telltale hasn't finished releasing all the episodes for these yet (but so far so good). As a general conclusion I'll say that there are tons of great games out there and the list is growing every year and their overall quality is getting higher....so go play em'! So far the games I'm looking forward to are 'Batman: Arkham Knight', 'Uncharted 4', 'Last Of Us: Remastered', 'Watch Dogs', 'Witcher 3: The Wild Hunt' (which has serious potential to be on this list when it comes out because OHMYGOODITLOOKSAMAZING), 'Assassins Creed: Unity' set during the french revolution and whatever the hell Rockstar and Bethesda are making next. It's an exciting time to be gamer indeed.