June 2002 Archives

 

Birds of Prey Pilot Review


Got the presentation pilot for WB's Birds of Prey series in my eager little hands. Based on a huge amount of DC Comics lore, so it's right up my alley... despite my growing hatred of television in general. Non-spoiler review: it's good. Much more actiony than companion show Smallville, but also much harder for average people (non-comics/sci-fi) to grasp.

Spoiler review follows, so get out now if you don't want me to wreck it for you. I'm also going to take this from a comics fan perspective, so if you don't have an easy head for DC continuity, you might get left behind.

I was hooked about two minutes in. Because they brought to life one of the most chilling scenes in modern comics: those couple little panels from "The Killing Joke" where the Joker shoots Barbara Gordon in the stomach, confining her to a wheelchair (until a less respectful creative team takes over.) Having memorized "The Killing Joke," I knew what was going to happen the moment Barbara reaches for the doorknob, but I still jumped. And three thoughts instantly formed: I can't believe they're using Joker already! ... Holy crap he shot her! ... Was that Mark Hamill's voice?

That scene was inside a dual flashback... the second portion covers the stabbing death of Helena Kyle's mother, who we shortly learn was the supervillain formerly known as Catwoman. Joker is behind that attack too, so in one night he manages to create the Huntress and turn Batgirl into Oracle. Both of these attacks are witnessed psychically by a young girl named Dinah, and her journey to "New Gotham" seven years later sets the stage for the remainder of the pilot episode.

Dinah (Lance?) is the most un-comics of the trio. The comics Black Canary has no psychic powers, and - until Crisis - she didn't even have powers that warranted being called a Canary. Black Canary was a pure pulp name, like the Green Hornet or Doc Savage. I'll be interested to see how she gets her name/costume in the show, and if she ever manifests abilities besides standing-still-and-zoning-out. TV Dinah is a little young for a bustier and fishnets, though.

Anyway, through the magic of television coincedences, Dinah falls in with Oracle and Huntress and learns about their crime-busting operation. She also hears about the recent history of New Gotham... and about the Batman.

Batman is not in this show, but he is clearly the inspiration. The main characters all seem to orbit around his empty black hole. Oracle's Gotham history lesson is actually an interesting little Elseworlds... part comics and part movie, filtered through television. Making Huntress the daughter of Catwoman and Batman is sooooo Earth 2! In fact, you could place this after the first three Batman features with only one small change: Joker lives.

Sometime after Batman Forever, Barbara Gordon hunts down Batman (I'm going to assume that Batman and Robin never existed. And actually, you could subtract out Batman Forever too, but it was so meaningless that it doesn't matter either way.) Barbara becomes Batgirl and fights alongside Batman for a while. No mention is made of Robin, but I really hope Robin/Nightwing is added to the show further down the line. Batman also continues to fall for Catwoman, and Helena is born, but Bruce doesn't know about her. After Catwoman's death and the crippling of Batgirl, Batman skips town. Barbara's rationale is that Joker succeeded in driving Batman out of town... but the obvious implication - made all the more obvious by the episode's overawing theme of "finding yourself" - is that Bruce Wayne could not handle putting his loved ones in danger, and that he needed to quit the business. Don't know where Joker ended up. I can only assume Arkham.

(Batman and the Joker appear in a true-to-comics form. Batman looks like Movie Batman, although you never see him clearly. This may be the first live-action Joker that comics fans can accept... skinny head, long nose, wild hair. He looks great during the shooting scene, but puffy-faced and lame during the Batman tackle scene. Despite this being one of the best Joker appearances ever, both he and Batman really exist solely to ground the pilot in feature film terms that the audience can understand. But I'm crossing my fingers for a Return of the Joker sweeps run, culminating with the return of Batman himself.)

So, seven years later, Batman is gone and all but forgotten. Barbara and Helena now run the show, and the majority of their lives involves patrolling New Gotham and fighting crime. Tension occurs because Helena isn't sure why they bother - despite that she's good at it, and she's metahuman (another liberal comics change. Huntress can pull off superhuman leaps and acrobatics, and most of her action scenes are punctuated with a snarling cat SFX... an unnecessary invocation of Catwoman herself.) Add in more tension because grumpy Huntress doesn't particularly want Dinah to join their gang. But Dinah moves in anyway. The trifecta is complete. Blossom, Bubbles, Buttercup.

Their first case centers around the mysterious suicides of rich businessmen. Yawn. OF COURSE they're not suicides. OF COURSE there is something villainous afoot. Yawn yawn. Plus, the pilot seems to have trouble keeping track of how many deaths there are. At the beginning of the episode, Oracle references two suicides. Then Dinah witnesses another one. Then Oracle pulls up a file on the dead men, which clearly shows three deaths, but she only mentions two and claims that two people are still alive and need protecting. Writing revisions and re-looping dialogue are no doubt taking place as we speak.

As it turns out, the final businessman (fourth or fifth, depending on your count) is behind the deaths of the others. Presumably to get their money or shares or something, we never really know. All we care about is how he convinces them to kill themselves, which is by Scarecrow-like fear effects. Our erstwhile Scarecrow hints to Huntress that he's trying to ressurrect the Joker's crime empire. But when he's left battered and comatose, we find out that he was just a soldier under the control of Dr. Harleen Quintzel, played by Sherilynn Fenn. When you first realize that Twin Peaks' Audrey is playing Harley Quinn, you're going to have a fanboy wet dream right there on your new couch. It's a shame she's had to grow up since Peaks, although looking at her now-stern face in Birds of Prey I could imagine her playing guest star Wonder Woman instead. I'm crossing my other fingers for a decent Harley costume.

That plot? Pretty shaky. As with most pilots, it's purely a vehicle to set up the characters, their history, and their interactions. We are systematically presented with the motivating factors of all three women, and it's a little dizzying, given how miniscule the case becomes in comparison to it. I'm always leery of characters that run through a laundry list of emotions in 45 minutes. I would imagine that future episodes will be free of backstory to develop stories better... hopefully better than Smallville's kryptonite-villain-of-the-week syndrome.

Speaking of that, it's interesting that the first super-hero show to work in years succeeded because of a near-complete lack of super-heroey stuff. Smallville has no costumes and very little powers... aside from throwing people through plate glass windows. Birds of Prey ups that level quite a bit - lots of action, an attempt at costumes. Honestly, I winced a little seeing the Batgirl costume in the flashback portions. There's a certain cheesiness there, and the show refs it later when Barbara tells Helena "You're cooler than I ever was."

The girls. I have to say, this is some great casting. I've never heard of any of them, which is great for a show like this, where the concept is really the true star. Ashley Scott is dangerously impish as Helena/Huntress. She's the sexpot of the team and will probably spend many an episode either threatening to quit or blowing their cover to stud cops (she does both in the pilot.) Dina Meyer (Barbara/Oracle) has an Angie Harmon voice, and a jawline that demands you look at her. She's a little harder than an ideal Oracle, but that's the way the TV version is heading. Rachel Skarsten (Dinah/Black Canary) has the most to prove. She's about twenty years younger than her comics counterpart, has the wrong natural hair color, metahuman powers out of nowhere, and a frighteningly empty backstory. She also seems to be of the Kristen Kreuk (Smallville's Lana) school of acting through exhaling.

Did I mention that Alfred looks to be a supporting character?

It's a shame that WB is planning to run this Wednesdays at 9, because it's going to get lost there. Birds of Prey needs to be paired with Smallville, not Dawson's Creek. I would think that the male fanbase of the show could grow larger with a less-female lead-in... and I think this show is going to need those males (and Smallville itself) to get past the super hero curse.

 

Pledge This


It's very interesting that a federal appeals court declared the modern version of the Pledge of Allegience unconstitutional. As an athiest, I fully support this decision and hope it sticks. It likely won't, since every politician around is taking the opportunity to ass-kiss the Christian Majority and scream from the church-tops about how terrible this is For America. Allow me to predict that the shallow soul who writes the decision that overturns this one will ramble on about how the Pledge is necessary to establish the good moral fiber of our country's children and other such happy-horse-shit rot. The reversal will be an embarrassing diatribe of patriotism and holy high ground that will set non-Christians back to our dark, evil caves to gnash our teeth and stab pincer beetles in our eyes while we rape children and consort with communists. If you can't understand that politicians always mouthpiece the majority groupthought because that's who makes them rich, then you're missing something incredibly vital about how the world works. There's nothing at all noble about the senators calling this decision "stupid" or "ridiculous"... or about their vow to immediately draft an opposition document. All they're doing is securing their re-election.

To put the Pledge of Allegiance into its historical perspective, you have to know that it didn't always include "under god." That little bit of subtle indoctrination was inserted in 1954, at the very height of McCarthyism. Where, if you weren't a god-fearing, pinko-hating Dobie Gillis, you were assumed to be a satanic, commie Maynard G. Krebs.

Watch and enjoy how everybody scrambles to label this decision "political correctness"... which is funny coming from lawmakers who *invented* political correctness. We don't call it "everyday slob correctness," after all. It's also amusing to see how the only people speaking out against the case are those who are already of the moral majority. Of course President Bush is going to decry the decision; he's a goddamn Christian whose father doesn't even consider athiests to be good Americans. Senator Kit Fisto, the Honorable Jedi Master from Missouri, is quoted as saying "Our Founding Fathers must be spinning in their graves." Well, the Founding Fathers were, by and large, deists who believed that "God" wasn't around anymore anyway... not to mention that they were the ones who set the precedent for the separation of church and state. You can read some FF quotes here and then tell me how they'd react to their country forcing kids to declare for Christianity in a public, state-run forum. (By the way, Senator, I would have expected you to imagine the Founding Fathers watching from Heaven, not spinning in their graves, which is where I say they are.)

Because, friends, the Pledge is including a religious message, a Christian message. Ike didn't put that in there so kids could praise Allah every weekday morning. That's the Christian god being invoked and don't even pretend that it's not, that it's some kind of generic Unitarian god that all little zealots can adore.

I think the coolest excerpt from the court's written decision was the bit that said allowing some children to recite the complete Pledge while some don't sends a clear message that the *country* supports the god-club. And if you're not in the god-club, you're somehow less of an American. How true. I don't care if you sit with your head down and hum to yourself while 29 other kids are reciting in unison: you, the non-believer, are being excluded. If the typical white christian majority member doesn't think this is the case, that non-believers can merely sit idle during the recitation, then I invite them to bandy about the word "nigger" for a couple days. That is certainly exclusionary, definitely insulting, obviously inappropriate. Pulling that word out in the presence of African-Americans is the same argument (not the same thing, admittedly) as swearing fealty to God in front of athiests. Now imagine telling black children that they have to say the n word every morning. Or stand in a room while 29 white kids say it.

Perhaps most pious critics are more afraid of the other dominoes that could fall. "In God We Trust" on money. All those 9/11 "God Bless America" signs. One particularly insipid commentator was worried that we wouldn't be able to sing all of our classic patriotic songs. Give me a fucking break. We're going to continue to offend anybody who isn't Christian just so we can sing fucking songs? That statement pisses me off so goddamn much that I want to puke.

But I don't propose carrying this legal precedent over into the slogan, song and money issues. I don't ask that Town Mayors across the country jackhammer religious words off their statues and old buildings. I'm not going to demand that people remove those hideous Christ-in-a-Bathtub sculptures from their front lawns, or that they can't wear necklaces with crosses on them.

We're talking about kids. Kids in a public, state-run facility. Kids that generally have no idea about the ideology they're embracing, other than that they're told by Every Adult They Know that's it's correct, absolute, and the Only Way. The "under god" line in the Pledge is a relic from a very dark era of American history, where no one was trusted and if you blinked at the stare of the worthy then you must be hiding something.

Take "under god" out and let kids return to the real meaning of the Pledge: declaring themselves Americans. This country wasn't founded for just one religion. It was founded for many, by many... and that includes the lack of religion. Keep your religion in your homes and your churches, and don't force it on anybody in earshot simply because you've ceased to think about the issue. Many of us are still thinking.

 

How to install MAME in Windows


I have never bothered to install MAME on any of my PCs; I've always used the Macintosh version. But when Mike wanted to experience the joy of Mappy Arrangement on his Windows machine, he asked me to help him out. Plus, my MacMame runs Mappy Arrangement without any sound, so I would like to see if the PC MAME works better.

I'm not going to pretend to you that I was unfamiliar with the age-old concept of the MAME frontend. Even a Mac user like myself ran into that years ago. Thing is, I thought that perhaps that would remain "age old." It has not. MAME is up to version 0.60 and the frontends are still available and updated through the year 2000. In installing MAME, I am coming from a know-nothing perspective... just to see what the install is like for someone who has never done it before (Mike.) Here's what happened.

I download MAME itself, ignoring frontends for the moment. I download the free Robby Robot rom and plunk it in the ROMS folder. I boot MAME. An archaic looking DOS window pops up briefly and then disappears. Nothing else happens.

You see, MAME by itself is purely a command line program. So to run a game, you have to go to your command prompt (which the average user always enjoys diving into) and type in RUN MAME MAPPY or some such shit.

What year is this? Typing in a RUN command is fucking insane. I would have thought that 5+ years of MAME development had moved past that.

That's where the frontends come in. A frontend is a graphical user interface that does all the hard computery shit for you. In MAME's case, the frontend is a bootable app that neatly presents your available roms, lets you select options, and lets you boot and play whichever rom you choose. So I chose the newest Windows-based frontend, MAME Me - last updated sometime when kids were collecting pogs. So after downloading and uninstalling the MAME zip file, then I download and uninstall the MAME Me zip file. When I booted MAME Me, it asked me right away where MAME was. Shouldn't a goddamn computer be able to find these sorts of things without bothering me? Once this was done - and it took a few more boots, because I had not yet put the MAME components into a folder or placed that folder exactly where I wanted it - MAME Me finally booted and presented me with its GUI. Not a fun process, and I'm forced to ask why no one has combined MAME and a frontend into one, conjoined package? Oh yeah, someone has... it's the Macintosh version. (Maybe some enterprising PC user has done this by now, but it's not on the MAME website.)

I take this as further proof that native PC people just enjoy having an OS that makes everyday actions difficult so they can justify their interest in tinkering with computer innards. I respect their chutzpah, but I have no such interest. The whole concept of a frontend is foreign and unnecessary to me. And why can't MAME itself pop up a dialogue box explaining that it will not boot roms without using the command line? Why can't it boot from your rom list in the first place? Why does this ancient style of computer programming even exist today?

Good luck to any amateur PC operator who wants to get into MAME. And to anybody who feels that these sorts of experiences make you a better and smarter computer user, you're an idiot. It alienates people, it makes them afraid to use their computer, and if they do master it, it only succeeds in teaching them methods and troubleshooting that should have been abandoned long ago. Buy Mac.

 

Attack of the Clones Roundtable, Part 3


Part 1: First Impressions, Part 2: Coolest Moments. Now for Part 3: The Fett Family.

Scott: To start�this debate,�I�have to look back to the original trilogy.�In New Hope, there was�NO mention of Boba Fett anywhere. Boba�does not appear�until midway through�the�Empire Strikes�Back.� He hunts down Han Solo (naturally there must�be some kind of connection between�Solo and Boba in Episode III?)�He then�reappears in�Return of the Jedi, dying at the�hands�of Solo. The main point being, the beef appears to be between Boba and Han�Solo - if you follow the original subplot written into the storyline.

So jump to Episode 1... again no mention of the Fett family.�Now all of a sudden, in Clones, we have Jengo Fett, with cloned son Boba... and an entire clone army based on�Jengo's gene pool.�Whoa, hello?�All of a sudden�Star Wars has turned into an episode of the Family Feud... Boba now should by all rights be ticked at Obiwan, Anakin and all the Jedi for the eventual death of his father.�

The whole clone stormtrooper thing makes complete sense.�There is no way that the Old Republic (aka the Empire) could create and army of such massive size without using droids... neat twist how the Emperor is actually in control of both armies... but the fact that it's millions of Jengo Fett's running around in that armor is meaningless.�

Back to my main�point... the storyline of Star Wars created a beef between Solo and Boba.�Well if Boba should be pissed at the Jedi for killing his father (which by the way parallels him with Luke being pissed at Darth Vader), while creating the rivalry with Han Solo (to set up the original trilogy properly) then Episode III is going to have to focus only around Boba Fett.��

Bottom line, it was cool to see the Fett family armor, the Fett family starship, and Boba in his youth... but obviously Lucas is flying by the seat of his pants - writing a clumsy story line in Clones that is drawing in all the Fett fanatics, but will require a massive creative effort to resolve in Episode III.

Joe: My knowledge of Star Wars trivia is rusty, but I think Han is only a couple of years older than Luke/Leia, ten at the most. But I could swear reading about some kind of old grudge between Boba Fett and Han Solo, which, as Scott pointed out, is going to seem completely sidestepped by the inclusion of the Fett father into the formation of the Empire. I think we're all a little put off by the sudden, sweeping Fettish.

So, to get the Han/Boba animosity (is this real, or did the fans make this up?), we're going to need to see some kind of conflict between a 15 year old Boba Fett and a 10 year old Han Solo in Episode 3. This does not sound likely, even for someone as eager to please as George Lucas.

Furthermore, I thought the Kamino clone colony looked ridiculous. All those millions of guys, just training and eating at the caf'. The multiple images of the Jango and Boba actors was extremely silly. The phrase "Clone Wars" sounded much cooler and mysterious when it was a throwaway line in a contemporary Star Wars novel; seeing it in practice made me cringe. However, I loved the Kaminoans... even if they did look far too similar to the long-necked Jedi dude from Episode 1 who was noticeably absent from the Council scenes in 2.

Chris: FETT SHMETT... no one knew or cared about BOBA FETT until JEDI. Before that he was just some measley old BOUNTY HUNTER. I wouldn't be surprised if George Lucas goes back to EMPIRE and has Darth Vader say, "BRING HIM BACK ALIVE BOBA FETT," instead of "BRING HIM BACK ALIVE, BOUNTY HUNTER." Although JANGO did kick major booty, I preferred Zam Wessell. Now she's a looker hooker.

Stay tuned for Part 4: The Worst.

 

Attack of the Clones Roundtable, Part 2


Now that we have our first impressions off our chests (see Part 1), let's turn to something a little better. Clones definitely delivered some key Star Wars moments, and I think it's these that made the entire film worth seeing. I think we can all agree that seeing Yoda going apeshit in a light saber duel is something we've all dreamed about since second grade. Hearing the Imperial March when the Clone army was revealed. Anakin cutting down a Tusken village (what little we saw of it.) What else stands out as a huge Star Wars moment?

Matt: I'd have to say the most amazing moment was when Yoda and the clones swooped in to rescue the surrounded Jedi. Not only was I blown away by the sheer coolness of Yoda commanding an army, but the way they just UNLEASHED on the droid army was just incredible. Of course, you don't have to feel bad about nuking droids. It's not like they're flesh and blood.

Scott: By far the coolest moment in the film was the much anticipated jedi battle with Yoda and Dooku. Yoda's proficiency with the lightsaber far surpassed my imagination. But thinking through the film, there were other standout Star Wars moments which deserve mention.....the entire gladiator sequence, with Anakin, Obi-wan, and Padme fighting for their lives, and saved by the Jedi before Yoda arrives with the Clone army....quite cool!

As well, I personally found the short scene where Anakin's mother dies and the rage of the dark side wells up in him as he slaughters the tuskan raiders quite an important Star Wars moment - it shapes the entire future for Anakin as his first experience with the dark side (he always was a "mamma's boy" after all!)

Chris: Jar Jar TOTALLY BRINGING ABOUT THE FALL OF THE REPUBLIC... that was a cool plot point, which I GUARANTEE was decided long before everyone jumped on the Jar Jar bandwagon.

No coolest moment had to be Mace Windu taking out Jango Fett, actually that whole scene kicked ass... it's probably the best goddamn Star Wars battle since Hoth and the battle of Endor, which was cool minus those fuckin ewoks.

Joe: Yeah, I wonder about Jar Jar. Was that Lucas's intention all along? In Phantom Menace, Jar Jar just felt so sickeningly comic, so obvious a foil, that he was irritating for reasons beyond the embarrassing ethnic portrayal. I have the image of Lucas flying by the seat of his ass on these films, and fan reaction *just may* be influencing his story.

For example, the Family Fett. If fans had embraced goddamn Bossk for the last twenty years, I think we'd be seeing a Clone Army of identical Bossks under those white helmets. My feeling is that Lucas is totally pandering to the fanbase by adding to the Fett mythos. Christ, the guy died when his cheapo jetpack sent him sailing into the Sarlacc's mouth. Funny how a cool helmet and a badass attitude can sustain a character that couldn't hold his own against a blind guy with a fireplace poker.

So, what was your takes on Messrs. Jango and Boba? Genuine part of the story, or a kiss from George to you? And regardless of origin, how do you feel about knowing that Boba is a clone of his daddy, that the prototype stormtroopers were Fettlings, and do you buy the whole way in which the clones were presented, as kind of a penal colony for million-tuplets?

Part 3: Coming soon.

 

Throw Another Positive Review on the Fire


If you've done any kind of research on the Wavebird, you already know that Nintendo's wireless GameCube controller is the best console peripheral since the invention of the memory card. So if you need just one more positive review before you buy one, I humbly present it to you now.

I've always been mildly curious about wireless controllers, but they seemed to be the exclusive domain of technostic third party companies... and I try as hard as I can to avoid those. The Wavebird is the first time any console maker has seriously attempted their own wireless controller, and here's hoping it becomes standard issue with future generation systems. The Wavebird's only drawback is the lack of vibration... or "rumble" or "force feedback," depending upon whose copyright law you're operating under. Me, I dig vibrating controllers - when it's done right or used for a cool effect. Like, as a buried treasure indicator in Legend of Zelda or Pirates. Or even the "you're the winner" buzz at the end of each multiplayer Super Smash Bros Melee round. But for most games - where vibrating is used sparingly or just as a "you've been kicked in the junk" exclamation - you will not miss it.

The sad fact about my Wavebird purchase is the convoluted path it had to take. Follow me: I see them at Target en masse, but I decide to look for it at Toys R Us because my TRU Visa accrues a deeper benefit on native-soil purchases. But at TRU the next day... there's no Wavebird. And the sign says "coming June 24th." Uh, fuck me who? So either my local TRU completely sold out of their initial shipment and immediately posted a Print Shop memo, or (in Rhonda's words) they pissed off somebody at Nintendo. Toys R Us has been letting me down a lot lately in terms of ship dates. I had to run elsewhere (or wait days and days) for Fatal Frame, Three Stooges, Sonic Adventure 2 Battle, and Spider-Man: The Movie. So it was back to Target to grab one of their 600 available units. (Target also had Junkyard Wars toys on sale, which I support in concept, but couldn't bring myself to buy one because of their cheap construction. Ironic!)

But now I have one (bringing my GameCube controller total to 5... or 125% of my GameCube's required amount) and it is great. Radio frequency transmission rocks, and I intend to now play games from every comfortable chair in the house. Even those with no possible view of the tv.


My philosophy on video games is pretty simple: I like to see as many different types and genres as possible, so that video gaming diversifies to the point that anybody can find a type they like. Like movies or television. Those are industries that are successful enough that they can support minority interests... like independant films and golf channels. More styles means more people can play, and video games aren't relegated to males 8-22 anymore.

As a gamer, I get more excited about games that offer different experiences, interfaces, styles and play modes than I do about games that offer upgraded graphics and newer tech tricks. For me, the theory of gaming - gaming for gaming's sake - is king.

So, while I considered buying both Dragon Ball Z GBA games, Legacy of Goku and Collectible Card Game, I ended up buying only CCG. Chiefly because Legacy is only (only!) a superdeformed RPG, while CCG is attempting to emulate a card game. Both received terrible reviews from most major game magazines, so I knew I was in for a struggle with either.

I think the concept behind making a card game into an identical video game is pretty cool, especially on a handheld unit. This is not a new idea, but I think it's different enough that the casual gamer would raise an eyebrow of interest (or at least contempt) at the notion.

First, I want to stress the word 'identical.' DBZ CCG isn't some kind of video game-fied action version of the existing card game. It *is* the card game. With draw piles, card artwork, game phases, etc. Not like the pathetic Magic: The Gathering - Battlemage, which turned M:TG into an unworkable 16 bit turn-based strategy game. Nor is DBZ CCG simply a license cash-in, like the Digimon game series. If you're looking for DBZ action, this is not the planet to visit. This is a card game.

And I want to say - before I wander any further - that it is not great. The gold medalist of video card games is Pokemon Trading Card Game, a Game Boy cart that understands how you should adapt a real-world playing atmosphere into a 1.5 inch square. DBZ CCG is nowhere near as savvy.

On that note, let's continue singing.

I also picked up DBZ CCG because I wanted to learn how to play the card game itself. I own about 500 DBZ cards, but found the rulebook confusing and the sample games over-simplified. (Plus, the card artwork is amusingly dull. Despite cards having badass names like "Orange Fist Detonation" and "Frieza's Finger Tip Energy Blast," the associated image is most often just a closeup of a character's head in mid-bellow.) So I hoped that the GBA version would more fully demo the game's workings, the possible strategies, combos, and other such geeky card game stuff.

And it doesn't. I managed to grasp it pretty well after 5+ games, but only after double-checking the manual and applying my own well-nurtured card game sensibilites. For the first few games (and the tutorial), I was scratching my head and wondering how I could be so lost in a game that's so slow.

One of the big mistakes here is that the game wants to avoid as much card reading as possible. Your opponents will play cards to attack and defend, and the only way you can tell what they do is through a complicated series of menus. Unless you already have the card art memorized, I suppose. And looking at a card's text is inexcusably slow once you finally get there anyway. (You select View, then it does an obnoxious wipe from the hand screen to the card text.)

Another example of the game working against your learning curve: If a character plays a combat effect that will, say, block a later attack, you get zero notice of this happening when it finally does block. All it says is "Attack stopped" without even showing the card. In a real game, your opponent would announce that he is using the effect he activated earlier.

Navigation in general is a huge issue. DBZ CCG basically has two areas for cards: your hand and the table. Your hand is easy enough: View, Use, etc. But the table - which can collect a large number of cards during an average game - is divided into three vertical screenshots (which overlap). It is further subdivided into categories of cards you could possibly play to the table... allies, dragon balls, etc. Selecting those piles brings up a view screen that looks identical to your hand, causing unnecessary confusion as to where you actually are at the moment. Getting to the table from your hand, and vice versa, is through regular-looking menu options... when it could have been much more elegant to use the L and R buttons to switch between the two regions.

The beef of the game is combat, where you and your opponent take turns playing attack and defense cards. The game handles it like this: Gohan Attacks screen. Gohan plays card X. You draw three cards: card 1, card 2, card 3. Then jump to your hand for the option to defend. This is where you could back out to the table to view your opponent's card. You opt to play a defense card or pass. Screen showing the card you played, or No Card Played. Then the recap screens ("Attack Results"): Gohan played card. You played card. Attack results animation, which is nothing more than a flash of red or a shaking screen. Option for other player to continue combat by playing an attack card. Repeat. Once players are done playing attacks, both discard down to 1 card in hand. Combat Over screen.

At several points, you'll even see a "waiting" screen... waiting for who? I'm the only one playing!

And I must point out that this is all extremely slow. The pauses between screens are terrible, and some screens will pause when there's nothing there, just a portrait of the character. The time honored tradition of smacking the A button to advance screens does almost nothing here. You can speed up the rate at which you draw your three cards, but that's about it. To add further insult, pressing A won't instantly bring up the text screens, but send them away before you see it completely. Sloppy.

And it's ugly. There is NO variety in game graphics. Playing against Garlic Junior looks exactly the same as playing against Krillin. I would have expected some kind of differentiation between good and evil, or maybe some cartoon backgrounds to spice it up, but no. You get the same brushed chrome and pastel look no matter what's going on. I'm not kidding about those battle animations, either. These are worse than the first-generation Pokemon battle animations. In fact, you can't even call them animations... a red flash and a shaky screen? That's total lazy bullshit. There's not even an opening video.

And the sound is so lame that you want to die. There is one music loop that plays to infinity. Please turn it off in the options menu so you don't accidentally induce insanity in long car trips. Or short car trips. Or trips of any kind, even the ones where you fall. The only, only, ONLY sound effects are a swoosh and click for menu navigation, and a generic scream when a character levels up. Nothing else. No cartoon sound samples. No taunts from Piccolo. No boasts from Vegeta. No nervous giggling from Krillin. Nothing. I feel like they finished this game in one weekend, including the time it took to eat the pizza.

So the interface is unhelpful, the pace is coma-slow, the graphics are boring, and the sound is awful. How does it play?

It plays okay, card-wise. I guess I could appreciate this at a minimalist level, but the game forces you into a clunky, unnatural pattern of play. Reading card text should be smoother and manipulating your zones should be easier. If they had bothered to attend to those basic issues, I might be able to get past the utter lack of presentation and the almost complete ignorance of the Dragon Ball Z cartoon universe.

The main game consists of you playing your various decks against the CPU. There's no overworld to the game (like how Pokemon TCG had that whole land to walk around and find CPU players to challenge.) Just a scrolling ladder of opponents, of whom you must defeat every last one. There's not even dramatic entry scenes with your character facing the enemy, Street Fighter style. *They couldn't even do that*, for fuck's sake. The only pre-battle screen is your portrait with accompanying random text ("I'm going to win!") followed by the opponent's portrait and their text ("Why don't you just give up now!")

You start the game with only Goku, Gohan, Freiza and Garlic Jr. available as playable characters. To unlock more, you must play through the entire game as another character (ugh.) Goku unlocks Nail, Nail unlocks Goldo, Goldo unlocks Krillin. This is a concession to the video game world, since in real life, starters and boosters come with completely random characters.

You can also initiate multipak games with another human player, but I doubt I will ever meet another human who owns DBZ CCG, much less intend to play it.

Let's wrap it up by seeing if the game met my goals. I wanted to learn how to play the card game, and I did, sort of. I wanted to see another example of an alternative video game genre, and I did. So I guess it's a raging success then. Maybe I should have tried Legacy of Goku instead.





Digital Deck Building


Deck-building is fair. Each playable character has a starter deck, and slots for three custom decks. The deck-building screen consists of a huge scrolling list of all the cards in your collection, and you simply add and subtract cards. The builder is smart enough to automatically stop you from inserting a villains-only card into a hero deck... although, in keeping with the close-mouthed spirit of the cart, it won't tell you why you can't add the card.


Each game win gets you a random pack of 10 cards, culled from every single DBZ card game expansion up to and including the Cell Saga. This I respect. With the slipshod way the rest of the game was constructed, I'm impressed it's that current. (There is only one newer expansion, Cell Games Saga, and that just came out a few weeks ago.) I guess that digitizing all those cards took up most of their weekend.


By the way, here's the text for the promo card you get inside each DBZ CCG box:


Red Overbearing Attack (1 of 1, INF1)
Physical attack doing +4 power stages of damage. If you declared a Tokui-Waza, gain 2 anger. Remove from the game after use.


 

Attack of the Clones Roundtable, Part 1


Fourhman.com presents the first in a series of roundtable discussions on "Star Wars Episode 2: Attack of the Clones." Just four lads trying to sound intelligent and informed while talking about freaking Star Wars. Let's meet the contestants:



Matt, Chicago, IL. The only one of us to see the film in a digital theater, the bastard.


Joe, York, PA. The one, true Fourhman of Fourhman.com. More concerned with toys than with movie.


Scott, Lancaster, PA. Actually attempting to grow a padawan braid.


Chris, Wilmington, DE. Combining Star Wars fandom with general filmmaking fandom, a dangerous mix.


Over the next few weeks, we'll share our thoughts on the movie and Star Wars in general. First, our initial impressions... after the disappointing Episode 1, we all had a different kind of expectation for Episode 2. While Ep. 1 premiered to a huge and slavering fanbase, Ep. 2's main question was "Will it suck as well?" So, imagine you're about half an hour into Clones... were you involved, irritated or asleep?

Matt: I thought it plodded along. I couldn't seem to gather a lot of excitement from it. The scenery was amazing but it was almost too much - I grew jaded rather quickly. The acting was just this side of painful. Where I saw clones: Chicago, IL at a digital screen, THX audio theatre. STUNNING picture. Great audio. When I say the picture was stunning, I kid you not. It's the cleanest, most colorful, most error-free picture ever. If you don't see Clones at a digital theatre, you miss out on about 25% of how technically beautiful the picture is.

Chris: George Lucas needs to learn to write a first act. Like Menace before it, the first half hour of this movie suffers from committee exposition. In other words, stupid meetings and needless exposition. Rather than SHOW things, he has people tell you. The first half hour suffered from lack of editing and too much editing. I must say, though, that the chase through Coruscant was great, except for the whole, oh Anakin can fall and live, thing, and saved the half hour from Phantom Boredom. I mean that first half hour I JUST DID NOT CARE FOR ANY OF THE CHARACTERS. MAKE ME CARE.

Scott: First, I must say that overall this was�by far one of the best special effects movies ever!�I�wish I could see it in a more technologically advanced theater then "MoviE-town".�I did enjoy the film thoroughly... as a person who grew up as a fan of the original trilogy, this film closed many of the open gaps between Menace and New Hope.�(Although I could do without adding puzzles pieces - such as the whole Jenga Fett thing). As for the first 30 minutes, it was by far the most boring part of the film.�But it fell right in line with all the other Star Wars films (yes, everyone starts out that way - a boring 30 minutes where the story is updated through often meaningless dialogue and poor acting - New Hope, Episode 4 at least had a small melee in the beginning before it lashed into boredom). Anyway, this down time at the start of the film did not bother me so much, seeing as how I knew it was coming when I�bought my $4.25 ticket.

Joe: The Star Wars movies always begin in the middle of something. Hence the famous perspective intro-text (which I'm beginning to totally hate.) In Clones, we begin in the middle of a meeting. I'm already sleepy. But we soon segue into a car chase, which goes on Far Too Long. This sets up the pattern for the entire movie: people talking in worried tones, followed by people in crazy CG action sequences. The whole movie seemed custom made for a video game savvy audience. But back to the first half hour... like Chris said, I just couldn't seem to care about the characters... they're just kind of *there*, being put through the paces. But then again, this isn't really a character piece, is it?

NEXT: Standout moments...

 

Game Review / Spider-Man: The Movie (GameCube)



As I approach the end of Spider-Man: The Movie, I guess I can review it properly. It's not a particularly deep game, just a sporadically-inspired action romp. I wonder if it was rushed to ride the crest of Spider-Man movie hype (uh, yeah), because there's so many times that the game comes up short. The downsides aren't powerful enough to wreck the game entirely, thankfully... just a couple of key places that make you frown and hope for a fixed sequel.

The game follows the plot of the movie, in a roundabout way. You start out as an un-costumed Peter Parker for the training levels, and even have a run in his spider-prototype togs. Through cutscenes, you confront Uncle Ben's killer and put on the v2.0 tights. Since the movie has only one boss villain, Green Goblin, the game throws in Shocker, Scorpion and the Vulture... all suffering from a tacked-on feel. As a comics fan, I loved going against the other enemies anyway, but they never really mesh with the movie's "new hero in training" vibe.

The action occurs mainly in infiltration-like levels, where Spidey sneaks into an office building or sewer or secret lab and has to make his way to the given goal points. These levels are always packed with generic thugs and occasional robots that you must dispatch with the usual punching, kicking and webbing.

The attack animations are varied, much improved over the older generation versions. Jumping onto a bad guys shoulders and punching him in the head while they try to ram you into a wall is a hoot. Throughout the game, you collect gold spider tokens that add new attack combos to your repertoire. I found active selection of the three-button combos very difficult. Perhaps you'll find a few you like and become fluent in them, but I tended to resort to button mashing in most situations.

But punching and kicking (as fun and primal as they are), are not the meat of being Spider-Man. His webbing is. Believe me, when I browsed the manual on my way out of Toys R Us, I fell to the ground and kissed Mother Earth when I saw that the webbing controls were changed. Web attacks are much much easier to pull off in S-M:T M than they were in the PSX/N64 games. Instead of having lightning reflexes and a prehensile tail, you can now use the Left shoulder button as a shift key, and combine that with a regular attack button to pull off a particular web attack. Now if you intend to do a Web Dome, you won't end up doing Web Gloves instead... or, more likely, just jerking Spidey ineffectually to the right. The L-shift idea makes webbing a viable option, not just a lucky break.

That said, web attacks still feel sidelined. Yes, I use the dome when surrounded, and impact webbing when I can, but I still feel that the game would be happier if I just stuck with punching and kicking. However, where the webbing has been vastly improved - and thus made much more useful - is in transportation.

The zipline move is more fluid than ever... a great way to escape a baddie dogpile or just zip around all the tight annoying corridors you'll be stuck in. And if the hallway is big enough, you'll even be allowed to web-swing your way through, just like in the outside levels.

The levels have various goals. Some ask you to keep to the shadows, unseen (my favorite indoor challenge.) One has you collecting computer passkey elements, resulting in a matching puzzle that I still don't understand; Rhonda had to solve that one for me. The climb up Vulture's tower is unnecessarily tough, as is the warehouse fight against the big Oscorp robot. The help-a-deranged-Scorpion level is hit or miss, because you have to protect Scorpion and he will completely disappear at times. The Subway station level where you have to protect several innocents felt the most "Spider-Man-like" to me (very realistic-seeming architecture in that one), but it suffers from the most disruptive and frequent cutscenes.

One big problem in these indoor arenas is that it's very easy to confuse the game's camera, especially if you're spider-crawling from wall to ceiling and vice-versa. When the camera messes you up, it's best to run off into a safe area where you can re-orient... and if you're being chased by enemies, where you can re-position yourself to face their attacks.

The stinky camera works much better in the few exterior missions. I enjoyed the outside levels quite a bit, more so than the indoor missions. In the outside levels, you're constantly web-swinging, with the freedom to crawl on the sides and rooftops of the many skyscrapers. The camera will sweep along behind you... and if you enable the target lock, it will allow Spidey to rotate around the locked enemy, which makes high-altitude stunting easy and fun. Most of this game's coolest levels involve you going after an airborne baddie, where you have to get the hang of using the target lock to home in your midair kicks, punches and webbing. It's exhilirating to web-swing your way in close, then let go of the webline so you fall towards the target, smack the kick button for a well-timed bash while in freefall, then spray out another webline to get back your lost height. The Vulture and flying Goblin levels are hugely fun.

One drawback to the outdoor levels is that the age-old invisible barrier becomes sadly obvious. If you try to webswing out of the level's bounds, you'll get a snide comment from Tobey Maguire and an automatic 180 back around. And - although the city levels do have a "floor" this time around, complete with cars and passerby sound samples - if you get to close to the bottom, you'll fall out and die. Someday we'll get a GTA3-styled Spider-Man, where you can webswing all the way to the island's edge and fall all the way down to the street.

I thought the graphics and sound were passable. There's nothing outrageously impressive, but nothing egregiously terrible either. The draw distance is usually spot-on when you're outside. The wealth of sound samples is nice, and the use of actual movie actors Maguire and Willem Dafoe is great... considering that without them, we have very little reason to even call this a movie-based game. Bruce Campbell does all the training, bonus, and hint audio... in a less sardonic artist, these tracks would have come out cheesy and annoying, but Bruce - being The Man - understands how to deliver them in appropriately funny ways.

The only really embarrassing moment is your first ground fight against Goblin. He leaps on your head in a strange, stiff sort of moon-jump. It looks very silly and it's extremely damaging. You do not want to attack him close, if only to avoid seeing his ridiculous pixie-hop.

Bonuses include secret cheat codes, Pinhead Bowling, production artwork galleries, and some hidden animation tests. You get most of them based on your accumulated point score.

Overall, it's a great action game. As far as super-hero games go, it's outstanding. I think the developers would like it to be a finesse game, but it's not. Combat is too quick to utilize all the web abilities and fight combos with any degree of planning.





Comic Touches


Since the first Spider-Man games of this type were largely comics-based, there's a legacy there that this game could not avoid, despite the supposition of this being a movie game. For one thing, Spidey can run out of attacking web fluid, which comes from the comics' manually created web fluid (not to mention the irrefutable Laws of Game Design.) The movie shows Peter with mutant web shooters in his forearms, implying that he manufactures the stuff internally and excretes it at fantastic speeds. Can he run out? Perhaps, but the movie didn't want us to think so.


Shocker and Vulture appear identical to their classic comic versions. Yes, Vulture is an old man! Scorpion appears in his made-for-animated-tv armor, just as he did in the Spider-Man PSX/N64 game. None of the three were "movie-ized" in the way that Green Goblin was. Whew!


 

I can't write.


What's wrong with me? Is it just a lack of education? A lack of drive? A lack of talent? I read articles day after day full amazingly good writing and I think to myself "Hah! I can do that!" and yet when it comes down to writing something coherent I miss the mark. Repeatedly. And I'm left to admire those who can string words together while at the same time weaving in wit, humor, and attitude.

I write promos for broadcast television everyday. Perhaps that's my downfall - I only have to write one-liners. I never have to convey complete thoughts because there isn't a whole lot of time in thirty seconds. Maybe I COULD have been a decent writer years ago except for my descent into broadcast TV. Hrm. That sounds like an excuse.

So what's the solution? Should I stop responding to Joe's requests for my thoughts on "Star Wars" for fear of sounding like a dolt? Should I go back to school and take creative writing courses? Should I shave my head, join a monastery and forgo forever the blighted curse of wordplay?

Ahh fuck it. I'll just be a bad writer. I can't spell or punctuate, either.

fin

about this archive

This page is an archive of entries from June 2002 listed from newest to oldest.

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