Dark Knight is the first movie I’ve seen in about 10 years where no
one’s cellphone went off during the movie. In a theatre of nearly 350
people, the dull din of conversation through the previews was constant,
but when the opening credits started to roll, the crowd was eerily
hushed. The hype, the money, the postmortem lookie-loos are really
irrelevant to the film and it’s quality. Dark Knight has very few flaws
for the nitpickers, and follows Batman Begin’s tradition of industrial
fantasy and dark horse heroes. Dark Knight is a landmark in what is
fast becoming a cinema trend of the new millennium, one that
specifically caters to web-savvy Gen-Xers.
In
Dark Knight, Bruce Wayne (Bale) laments his ex-girl Rachel’s
(Gyllenhaal) relationship with the new DA, Harvey Dent (Eckhart). Dent
cuts broadly into organized crime, enraging the bosses who are left.
New villain Joker (Ledger) advises the mob that the real problem is
Batman: the caped crusader emboldens the law while making even the most
seasoned criminal think twice about going out at night. Joker proposes
to eliminate the Batman, and becomes obsessed with revealing his true
identity. His maniacal plans rattle every level of Gotham government as
Joker gets closer and closer to unmasking Batman. Bruce Wayne continues
his tango with vigilante justice, hoping Dent will take over the role
of city protector, but is ultimately unable to (or forced to) don the
cloak and shuriken once again.
Oscar buzz is already underway for Heath Ledger’s posthumous performance as the Joker, but he’s not the only star of Dark Knight. In fact, Christian Bale’s Batman might have the weakest performance in the movie, as events force his hand, move around him, but his loved ones face the worst danger and have the opportunity to be more dynamic. Gyllenhaal’s earthy Rachel is a welcome update from Katie “scheduling conflict” Holmes’. Michael Caine is eternally Michael Caine. Morgan Freeman plays a more active role this time around, stepping outside of James-Bondian Outfitter status to assist Bruce Wayne with right-hand-matters.
Rating:
Starring: Christian Bale, Heath Ledger, Aaron Eckhart, Maggie Gyllenhaal
Directed by: Christopher Nolan
Written by: Jonathan and Christopher Nolan
Ledger’s performance is a must-see. He’s quippy and a self-professed “agent of chaos”. It’s easy to laugh when he deals wit, even at the most inappropriate times. Joker has at least two different stories for how he got his scars, and each story is equally convincing. His plans are devious, and usually end with his minions betraying each other for a larger share of the pot. He’s deeply disturbed: mutilating or torturing for kicks, tongue darting like a lizard’s, turning friends against friends in perverted games of paradox. The most chilling scenes are the Joker’s video manifestos: off-kilter, too close up, and full of annoying-yet-creepy microphone clicks. One of Joker’s stunts made everyone in the audience leap with shock, another made them squirm for two minutes before the situation resolved. Joker’s a true character, and it’s very hard to believe that’s Heath Ledger beneath the cracking makeup and stringy hair.
Most surprising is Eckhart’s performance as Harvey Dent. Dent’s downfall is foreshadowed lightly and chronicled carefully. We want to trust Harvey Dent for his good-natured attitude and boyish good looks, but simultaneously distrust any brand-name politician or lawyer. He’s set up to be Batman’s legal alternative and a possible means for Bruce Wayne’s retirement, but this is ultimately not meant to be. The two become very close, and then shatter apart in an instant. Scarier than a psychotic clownster in makeup, Dent is the everyman gone wrong.
With
all of these characters, it shouldn’t surprise you that Dark Knight is
2.5 hours long. The story progresses nicely through most of this time,
up to the end, where you realize your butt is sore and the film starts
playing fast and loose with the moral message. Stances are changed,
villains are dispatched, and resolutions are offered, but they’re
decidedly fluffy ones. Thankfully, they’re the kind of
slightly-inelegant fluffy that wraps up a long film and sets up a
sequel.
Artistically, the movie doesn’t miss a beat in picking up the tone and style from Batman Begins. There’s a certain dark-tech aesthetic blended with martial arts that was popularized by The Matrix and continues to permeate the action genre. More than style, the themes are hyper-relevant: cynicism and love of the underdog. Baby Boomers may claim influence over their offspring, and certainly the disillusionment with a government’s effectiveness is a common complaint among this age group and their children alike. But there’s a certain love of the underdog, paired with angst and acidic sarcasm, that is found only in the now 30-somethings, contemporaries of most of Dark Knight’s cast. These underdogs are championed from reality TV to elections, and Batman is certainly their hero.
It’s no wonder that the film is breaking records and resonating with fans of all ages. Beyond the kick-ass action and stainless steel style, Dark Knight plays on issues of the age. Believe the hype: this is an excellent companion to Batman Begins, and sets up the franchise for another stellar movie, if and when Joker’s enormous shoes are filled.
The Twelve Kingdoms is rather unique - while most anime is based on
Japanese comics or graphic novels, the Twelve Kingdoms anime series was
based on full-fledged fantasy novels. The Twelve Kingdoms are
considered “light novels,” more akin to our own Young Adult genre, and
feature Japanese teenagers spirited away to a parallel world resembling
a mythical and ancient China. Fuyumi Ono wrote seven Twelve Kingdoms
novels between 1991 and 2001; the anime series started in 2002, but the
English, French and German translations of the novels were not
available for fans until 2006.
These books were long-anticipated, as the fan community in 2002 buzzed that the novels contained far more story than the 45-episode series covered. In 2003, I created one of the first comprehensive English fansites for the series, painstakingly creating maps, glossaries and detailed episode synopsies for Ono’s mythologically rich and highly political world of 12 kingdoms. Even though it’s been literally years since I had heavy involvement in the series, the books were highly anticipated and welcomed with kingly regard into my collection, much like a long-lost best friend (or perhaps a taika?). Now that the welcoming ceremony is over, does the anime series do them justice? Are these translations a good read?
Yes and mostly yes.
The first novel, Sea of Shadow, is all about Yoko’s strange journey to the world of twelve kingdoms. She’s taken from her classroom by Keiki, a strange man commanding demons, who promises to protect her against a different hoard of demons that pursues her. But when the reluctant Yoko arrives in the new world, she finds herself alone. The story is all about the emotional and physical struggles of an average high-school-student plopped into a completely foreign agricultural society. Yoko is constantly attacked by demons and is betrayed by everyone she meets.
There’s a reason for this, but Yoko is completely ignorant of society’s rules and ills, and is unable to make heads or tails of her situation. She’s literally wandering in the wilderness with only a sword, her angst and self-loathing for around 300 pages. Eventually, Yoko meets a person she can trust. Her strange story begins to take shape and her friends interpret the hidden and auspicious meaning of her arrival.
Sea of Wind follows the story of Taiki, born in Japan but destined to be a kirin in the land of the 12 kingdoms. The kirin are a sort of unicorn shapeshifter that are responsible for choosing and guiding kings. Taiki lives in Japan for 10 years before he’s found and returned to his duties on Hourai, the mountain home of kirin, immortal sages and kings. But Taiki’s long absence means his magical powers have not manifested and he has no knowledge of the new world. How can an ignorant and powerless kirin choose the next king of Tai kingdom?
While Sea of Shadow is dark, brooding and internal, Sea of Wind is a much lighter fantasy tale. Taiki has no problem eschewing Japan for a life of luxury on Hourai. Taiki’s painful mistakes end in a way where everyone laughs and lives happily ever after.
In both novels, the theme is common and very fantasy-typical. The main character has special latent powers or nobility, and must go on a journey to find their real family or their real home. What sets the Twelve Kingdoms novels apart from complete dreck is the depth of emotional struggles, which are often quite dark and unattractive, and will be especially poignant for older teenage readers. Parents of younger readers should be aware that there are themes of violence, murder and lots of demons eating people.
The anime may be better at introducing beasts, customs and magic than the novels, where the fantasy seems more like deus ex machina than a setting. This is not quite as true for Sea of Wind, but the fantasy lays dormant through most of Sea of Shadow. Catching up to all of the new customs and terms can be a struggle for fans of the anime, and the break-neck pace of introduction is not much different in the novels.
The translations are very accessible, and Sea of Wind is a particularly well-paced, enjoyable and fast read. The hardcover books are more like paperbacks in dimension, and contain a few manga-style black and white illustrations.
The translation is also peppered with kanji definitions. I know Japanese media often subtitles itself and places a high degree of emphasis on deriving meaning through kanji, which may be obscure even to native speakers. In the novels, characters are so often drawing 24-stroke kanji “in the air” that it makes me wonder if Japanese people have developed a special talent to read these air signals, or the translator just got carried away with giving us gaijin a heaping dose of Japanese. In either event, it tends to shatter an otherwise enveloping tone.
More research online suggests that the remaining novels can well cover the remaining anime episodes, and perhaps go a little bit further than the anime does, especially if Yuka and Asano’s subplots are erased (and they are in the first two novels).
The books are a great read for fans of any young adult fantasy, especially if you’re looking for some foreign flair. You don’t have to be an anime fan to appreciate or keep up with them, since the anime duplicates them so closely. Fans of the anime may want to wait awhile before reading the books, since doing both at the same time will probably be overkill.
When I was a little girl, a relative gave me a beautiful book filled
with illustrations of unicorns and blank facing pages to write on. I
wrote a story around each illustration, trying to tie all the different
unicorns and locations together. When I was older, I read this story to
some girls I babysat. “What crap writing,” I thought, and even
apologized for the higgeldy-piggelty plot that jumped from continent to
continent with relatively little purpose. The girls not only dismissed
my apology, but told me that they loved the story, and urged me to keep
reading.
The
Fall has a rather similar concept and result. Director Tarsem (of The
Cell fame) lends his lush music video aesthetics to feature-length film
in a project that’s been shelved since 2006 and finally distributed in
part by he efforts of David Fincher & Spike Jonze. The Fall is a
sort of dark fantasy. In a 1930’s Los Angeles hospital, a paralyzed and
mortally depressed actor, Roy (Lee Pace), recounts an epic story of
revenge to fellow patient Alexandria (Catinca Untaru), a little girl
from an impoverished immigrant family.
As the visually sumptuous story unfurls across nations and Roy sinks deeper into drug abuse, the tale becomes entwined with reality. Characters in the story are pulled from Alexandria’s experiences. She’s more familiar with India than Native Americans, so when Roy mentions an Indian, she envisons the character as a man from India. A note Alexandria writes and carefully cuts into snowflake shape makes its way into maps and letters in the story. Little details from either world are passed silently to the other. It’s an entertaining exercise for the audience to spot them all and make sense of the ones they might have missed.
Rating:
Staring: Catinca Untaru, Lee Pace
Directed by: Tarsem
Written by: Dan Gilroy, Nico Soultanakis, Tarsem. Based on “Yo Ho Ho,” a 1981 Bulgarian screenplay by Valeri Petrov.
The film’s major draw is the artistic appeal. The Fall was shot on location in 18 countries and several very distinctive landmarks. The color palette used for the film is hyper-saturated with deep contrasts. Even in the hospital, every shot is a sight to behold. There are a few remarkable and hard-to-miss graphic matches between scenes, like when an evil priest’s face dissolves into a bone-white desert.
Though there are strong themes of drug abuse and suicide, the story Roy tells Alexandria is not twisted, and is more approachable than the uncomfortable and disturbing story of The Cell. The Fall is rather unique in its treatment of relationships and storytelling. Roy and Alexandria are fast friends, but their conversations are very natural and frequently a little awkward. The story lacks any real direction or purpose up to the point where Roy and Alexandria paint their avatars into it. At this point, it becomes a metaphor for their own lives and relationships, and the ideology wobbles between the hopeless nihilism and youthful optimism of the story tellers.
Because
of this, the movie may feel a little slow to start, or even be
purposefully meandering. The story is told in the same way that most
people tell stories: imperfect, nonsensical, and riddled with bad
lines. Pace is perfectly convincing as an addict on the brink, but not
at all convincing as the dashing hero of the revenge story. The editing
makes it difficult to follow who’s who and what people are saying
behind closed doors - important conversations just out of Alexandria’s
earshot. These style choices are clever, but the sur/realist approach
often obscures itself.
The Fall is like a box of fine dark chocolate that you accidentally left in your car on a hot afternoon: messy, slightly ruined, but not enough that you won’t eat and enjoy it. Though the story falls short of charming, Alexandria’s unique and mischievous personality, the subtle symbolism, and the epic’s breathtaking composition might be enough to warrant a salvaged feast.
Everyone panned the Matrix sequels and groaned at Speed Racer, but
it’s not that bad. At the very least, there’s value in seeing the
eye-popping art direction, even if the flimsy story doesn’t grip you.
With V for Vendetta, the Animatrix, and the collective experience of
John Goodman, Christina Ricci and Susan Sarandon behind their latest
project, surely the Wachowski brothers have managed to redeem
themselves a little bit.
Speed
Racer is a live-action remake of a 1960s anime classic. The story’s for
kids and is very straightforward: Speed Racer (Emile Hirsch) races
cars. Trixie (Christina Ricci) is his girlfriend. Speed Racer is a true
innocent - all he wants to do is race, and his nobility of spirit is
constantly tested by rival racers. Speed Racer loves his family: Mom
Racer (Susan Sarandon), Pops Racer (John Goodman), little brother
Spritle (Paulie Litt) and Spritle’s pet chimp, Chim-Chim. The movie
adaptation does add a little bit of depth; Speed Racer is courted by
megacorp Royalton Industries, but wonders if leaving his family’s own
racing team would be beneficial in the long run. Speed is haunted by
the poor decisions his older brother Rex Racer (Scott Porter) made,
which ultimately cost Rex his life on the track. Speed discovers the
ugly corporate underbelly of racing and overcomes obstacles in both the
physical and moral world.
Characters aren’t always straightforward at first, but the ideology of the movie is so cut-and-print that adult moviegoers will see the entire plot unfold before them in about fifteen minutes (or less, if you read this review beforehand). With a campy adaptation of a cash-cow children’s anime series, I’m not sure how anyone can expect a story of Shakespearean proportions. Those expectations are as unrealistic as the main character’s name.
Rating:
Staring: Emile Hirsch, Christina Ricci
Written and Directed by: Andy and Larry Wachowski
The most stunning aspect of Speed Racer is the art. Every frame of the movie looks like it could be a movie poster. Every detail is meticulously placed. Speed Racer’s distinctive style may even be ahead of its time; I can see this movie inspiring animation movies for years to come.
The visuals are reminiscent of circa-1985 racing games: Not the realistic ones, but the garish neon games that had you race across tracks that were better suited to roller-coasters. There are even a few effects that are borrowed from modern racing games, like Speed’s car following the “ghost car” of his deceased brother Rex, comparing not only their times but how they both ran the course, as racers can do in simulation games like Gran Turismo or Forza Motor Sport. There are light streamers from the taillights of cars. In one tunnel, zebras are printed in alternating black and white strips, made to look like flip book animation when the drivers speed past. All of the colors are straight out of a gumball machine. The stationary scenes look layered, like the cel-shaded animation that inspired the movie. The transition between CGI and live-action is so frequent, so seamless that we can rely only on our viewer knowledge to tell us which is which.
But this visual feast is so sumptuous that it’s almost too much. The eye-candy certainly overpowers everything else in the movie, which isn’t hard to do with the story, but is a shame for the great actors and their characters. Some of the visual techniques are overused and repetitive. I’d like to take the editor out to a nice dinner, back them up against the wall in an alley, and beat them soundly with a sock full of creamed corn for the overuse of intercutting with transitional effects. I will die a happy woman if I never see another movie where two scenes are linked by panning across them with the profile of a talking head filling the visual space between the two.
When
not inciting these violent thoughts (which admittedly, is not hard to
do with this reviewer), Speed Racer promised and delivered
entertainment and even a few laughs. The combination of chimp and child
looks like it would be a recipe for comedic cliché and disaster, but
they were actually pretty cute. Spritle’s one-liners were clever, and
his delivery is so earnest that even when the comedic device is a
little overused, we can’t help but like the mischievous duo. There are
other great child actors in the film - young Speed (Nicholas Elia) and
young Trixie (Ariel Winter) have a few schoolyard romance scenes that
are so adorable they nearly brought me to tears.
As an adult Trixie, Christina Ricci is simply charming. It’s great to see John Goodman again, perfectly cast as a heart-of-gold yet grumbly dad. Susan Sarandon is pivotal to the film’s moral center as Mom and mediator. Racer X is masked and so familiar you’ll be asking yourself “Is that Jack from LOST?” the whole movie - yes, it’s Matthew Fox in his second movie role since LOST (his first was 2008’s Vantage Point).
See this movie for the visuals and the love of Speed Racer first, and be surprised by the fun and great cast. There’s plenty to enjoy for kids, and even adults can appreciate the sunny attitude of the film. The story may be two-dimensional, but it is completely within the spirit of the original.
Persona 3 is part RPG, part high school and dating sim. I haven’t played the previous incarnations (of the popular Shin Megami Tensei series), so I’ve been thrown into the anime-infused game both feet first. There are some things about the game that are a little annoying, and there’s a lot of free play that revolves around static calendar events a-la Harvest Moon, but overall the game is a refreshingly unique.
Persona
3 takes place at Gekkoukan High, where you’re a new student. You learn
that your dormmates are all part of the SEES (Specialized
Extracurricular Execution Squad), which hunts shadows in the morphing
monster city Tartarus, which only appears in the hidden hour between
midnight and 1 a.m., while the rest of the world is sleeping and
unaware of the shadows’ threat. SEES members do battle using personas -
summon magic powered by the strength of your personality. You must
balance your school work, social life, and your “extracurricular”
progress through Tartarus.
The most interesting part of this game is persona acquisition and leveling. You can acquire new personas at the end of each battle, randomly selected from shuffled cards. You can fuse personas together to make a new persona, which is not necessarily more powerful, but may inherit some of the unique skills from the pairing that would not be possible if you obtained the personas from cards. Some personas can only be acquired by fusion.
All personas gain power from your social status. Each persona is associated with a tarot card of the major arcana, and in turn, your friendships at school develop your affinity with that arcana. Hence, different friendships that you make at school contribute to your affinity with different personas.
Rating:
Replay value: low
Play time: 80+ hours
Relationship: Yuko (track team manager, Strength arcana)
Your party contains three other members, and while their actions can’t be controlled, you can assign different tactics to your party and they’re usually pretty smart about following your lead. You can analyze enemies and exploit their weaknesses; critical hits will knock an enemy down and give you an extra turn. If all enemies are knocked down, you can perform a free team combo. So it’s relatively easy, though expensive in SP, to exploit the weaknesses of all monsters using your extra turns and knock all the enemies down. But unfortunately, this system is available to the monsters too. To avoid monster combos, The tide of battle is best controlled by surprising the monsters while you’re roaming on the map, which will give your party the first action.
You’ll also have to keep your characters in good shape by not tiring them out during the day, or they’ll perform poorly in Tartarus. To build your personas, you must maintain a large number of friendships with people who have affinities with your favorite arcana. Many of your relationships depend on your academic, charm, and courage skills, which you can raise by studying, knowing the right answers to questions asked in class, going to the karaoke bar, and so forth. Most of your days are spent raising these stats and spending time with friends. You can favor some friends, but this will alienate others. Eventually you can date girls at the peril of alienating some or all of your other friends.
The
game takes place alongside the school year, and the shadows will
preemptively attack you at full moons, whether you’re ready for them or
not. You could theoretically spend all of your time socializing, but
you won’t be ready for these battles if you fall behind the game
progression. It’s generally a good idea to proceed as far as you can in
Tartarus with each cycle of the moon to ensure you’re up to snuff with
the game progression.
Certain clubs are only available on certain days, and some social events are also centered around the calendar. So you can miss some social opportunities if you’re neglecting to explore or maintain your current circle of friends.
The game can get really repetitive during the day or at the dungeon-crawl of Tartarus, but thankfully, you can focus on one set of actions if you get bored with the other. The game is very stylized and full of familiar high school and dating sim mechanics, which makes it a little eccentric at times. The music is J-pop and can get really grating if you’re not a fan of the genre. Overall, the style choices used will do a lot to date the game for future players and delight the otaku niche.
Persona 3 is a very unique title with some fresh game mechanics and great balance of battle and free roaming social activities. This title is quirky enough that people will either hate it immediately or be curious enough to continue past their first impressions. If you do continue on, proceed with caution! Fusing dating sims with classic RPG and collection games is a highly addictive gaming experience.
Originally posted to http://pixielate.com/booksmovies
Kay Kenyon’s first book in the Entire and the Rose series has
something of an identity crisis. No one seems to know how to market
this: sci-fi or fantasy? Bright of the Sky neatly strides both worlds -
literally - to create a universe rich with culture, sympathetic
characters that are truly flawed, and a plot that mimics reality more
than the paradigms we’re used to. Fans of fantasy world building will
be thrilled with the new series.
Bright of the Sky follows Titus Quinn as he journeys from our universe (the Rose) to another - that of the Entire, “graciously” created and ruled by the powerful and oppressive Tarig alien race. Quinn reached the Entire by mistake two years ago and came back with precious few memories of his time there; little enough that everyone felt he’d just gone mad at the loss of his young daughter and wife in the spacing accident. When scientists discovered truth to Quinn’s parallel universe claim, they sent him back, hoping he could regain his knowledge of the place. Quinn hopes to discover the whereabouts of his wife and daughter. But he also has the directive from his company to gain knowledge of how to travel freely between the realms, a quest made necessary by blackmailing Quinn. He also discovers that he gained notoriety in his first trip to the Entire, a place where those of “the Rose” are instantly recognized as intruders and unwelcome. Titus Quinn must overcome his torrid past in the Entire and pass by unnoticed, balancing his personal and professional goals to return to the Rose.
“Marcus Sund came awake all at once. “Lights,” he said.
The cabin remained dark. “Lights,” he repeated, louder this time, but with the same result. He sat up. The station hummed with life support - the ProFabber engines churned in their collosal duties - but something was missing from that profound vibration.
The most intriguing part of this book is the culture and world building involved in the Entire, and because most of the story takes place there, this might be better classified as a fantasy book. The Entire does have knowledge of the Rose, and the Tarig race fashioned all of the other races off examples from the Rose. For example, the Chalin people loosely resemble the ancient Chinese, appearing mostly human, pursuing control of emotions in a vaguely spiritual manner, ruled by feudal lords with an important scholar class. But the Tarig rule the Entire with an iron fist, and their first commandment is to withhold knowledge of the Entire from the Rose. So while the cultures in the Entire take cue from the Rose, deeper knowledge and conversation remains off-limits. How the Tarig created the universe remains a mystery through the first book. How the Tarig maintain control is made very clear: they’re credited with the immortal life that all in the Entire enjoy, their intelligence is nearly omniscient, and they punish all lawbreakers with swift death.
Because of this social structure, most of the action in this book takes place through politics and intrigue. If you want fantastic space battles or duels, you will have to look elsewhere (at least for few hundred pages). The pace is very strong through the first few chapters of the book and settles into a rolling quest once Quinn reaches the Entire. Quinn’s journey does not always go as you expect it. Dangers that are foreshadowed never come to pass. Misadventures and inconveniences pop up and make perfect sense, but can occur unexpectedly.
The characters are multi-dimensional in a way that goes beyond what most authors attempt. Quinn is flawed deeply, not superficially. He starts off the book a violent hermit, shunned by the world who initially rejected his story of the Entire. His notoriety in the Entire is not just the product of xenophobia - he’s done some awful things, and continues to do so, though we understand his motives and can sympathize with him, even if empathy is difficult. Those who support and oppose Quinn have their own clear objectives and secrets. Even the Tarig are not just bad guys; their self-created reputation for grace is not complete rubbish.
Initially the fantasy world is a little difficult to believe, with sentient races popping up as convenient and other devices revealed in a very linear plot, parallel to the motion of the adventure. But the book probably falls shortest in the descriptions of the Rose and our own future universe. Corporations rule the world and their money is made from space travel. Standardized testing separates savants from the average. The average live off company welfare, occupying themselves with meaningless jobs or entertainment media. Most of the characters in the Rose we encounter are “savvies” and are in the upper echelons of the ruling corporations. But these high-intelligence characters are petty, capricious, and pathetic. Their lives are run like soap operas and their social graces don’t exist. Some might argue with me that this is a good representation of those who have high IQs, and certainly we’ve all met the uber-smart who are more in touch with their intellectual pursuits than emotional development. But I feel that making one universe so completely dark breaks our immersion and makes the single shade difficult to accept, especially in contrast to the dynamic Entire.
Bright of the Sky is a cliffhanger, but is not unsatisfying. Some of the major issues are resolved or morphed into new issues, and nearly all of the important questions are answered, leaving us with more questions. This is a deep and addicting way to introduce us to an intricate world and an exciting new series.
Originally posted to http://pixielate.com/games
Okami remains one of the most beautiful gaming experiences I’ve ever had. When I originally played this on the PS2, I wrote a gushing review. I never finished the game due to outside distractions and the promise of a Wii version. Since the game is built on brushwork, it seems like a natural fit, and almost a sin to play it on my tiny TV with analog sticks. Now that I have a big shiny TV and a Wii, I’m playing Okami as it was meant to be played.
The game hasn’t changed much. You still run around mythical Japan as the wolf (in Japanese, “Ōkami”) incarnation of Amaterasu, the Shinto goddess of the sun. Ammy must restore the natural beauty of the land by feeding animals, helping trees bloom, and performing chores for villagers. The game is very puzzle-based with a smattering of combat. The calligraphy-style cel shading of the game is stunning. The concept itself is a joy. You will have a hard time putting the brush down and going to bed. “Just one more cherry tree!”
Rating:
Play Time: ~40 hours
Replay Value: low
Favorite Weapon: Rosary beads
The Wii version offers new controls but changes little else about the game. It’s not harder or easier to control your brushwork, just different. It’s much easier to draw vines and straight lines than it was before. Holding down Z on your nunchuck and pressing A on the main controller forces a straight line to be drawn. You can change the thickness of your brushstrokes by moving the remote towards the TV. To fight, you flick the main controller in time with Ammy’s attacks. This was the most frustrating aspect of learning the new controls - you can’t just go nuts with wiggling the controller, you have to establish a slow and deliberate rhythm to perform a chain of attacks (unless you’re using the rosary weapons).
Some of the very frustrating minigames seem to have improved, and some others, like the paw print loading screen, have been taken out entirely. Other than these and possible improvements to how brushstrokes are interpreted, I can see no other changes.
Okami remains on my Top 10 list, and the Wii version improves the gameplay experience. The game is accessible to all ages and walks of life. This stunningly beautiful, ultra-positive game now has the bonus of extremely intuitive controls. If you played the first, consider renting the Wii incarnation. If you never played the first, this game is a MUST for your permanent collection.
Originally posted to http://pixielate.com/booksmovies
If you’re not a 13 year-old boy, Forbidden Kingdom was not really made for you. I understand the appeal of Jet Li and Jackie Chan, together at last, and everyone’s hopes for a harmonious combination like peanut butter and chocolate. I shared this hope, but was served something more like canned cheese with crackers. It’s not that this combination is bad, just that their pairing is framed within a feeble, pointlessly enthusiastic action film.
Forbidden
Kingdom follows the story of Jason (Michael Angarano), a die-hard
kungfu fan and his concussion-induced journey back in time to a
mythical China. Jason must return a golden staff to the Monkey King
(Jet Li), who is imprisoned in stone under the evil gaze of the
immortal Jade Warlord (Deshun Wang). Jason meets a silent monk (Jet
Li), drunken master Lu Yan (Jackie Chan), and musical assassin Golden
Sparrow (Yifei Liu) who all have a vested interest in the Monkey King
or the demise of the Jade Warlord. They accompany Jason on his quest
and give him the skills he needs to repel his foes.
The characters are interesting but completely shallow. We’re introduced to them as stock. There’s an assumed level of familiarity with martial arts movies, which they’re directly inspired by, but little more is given than this stereotype. Lu Yan and the Silent Monk profess death threats, engage in playful antics, and display some unknown kinship, sometimes all within the same scene. We like Golden Sparrow because she’s beautiful and she’s the same age as our protagonist. Beyond an obvious romantic setup, a briefly uttered revenge quest, and a catfight, she’s completely pointless. It’s interesting that Li and Chan both play secondary characters in this movie, and in roles that are not their traditional typecast fare. Jackie Chan is terribly sympathetic, but by his own undeniable Jackie Chan charm, not on any strength of the movie.
Rating:
Starring: Jet Li, Jackie Chan, Michael Angarano, Yifei Liu
Directed by: Rob Minkoff
Written by: John Fusco
My biggest problem with this movie lies in Jason’s story. He’s sent to mythical China with more stereotypes than skills, and through truly excessive use of montage, becomes a warrior who can help the Monkey King. I suspend disbelief for fantasy films, but the montages are as repetitive and annoying as the whiny Jason. Since we’re so interested in Jet Li and Jackie Chan, why make them secondary characters and give the focus to a coming-of-age quest? My rhetorical question is answered for you in the first sentence of the review. But I think this also skirts the issue of trying to give equal screen time and top billing to the two biggest martial arts stars of our age.
As repugnant as the writing and editing may be, Forbidden Kingdom makes up for this in a good dose of fight scenes. This has some of the best story-to-action ratios of any martial arts movie, hearkening back to the heyday of kung fu, where the story is minimized to make room for more action. Nothing wrong with that! It’s still entertaining as always to watch Chan and Li fight. There is one very long sparring sequence and while it’s nothing terribly flashy, you do get a sense that the two are very well matched. Some of the editing is sketchy, relying heavily on reaction shots rather than allowing us to see maneuvers connect. Some of the fighting is extremely theatrical and extended, in true wushu style, and beautiful to see.
The
visuals have that nearly animated quality, with emphasis on glow and
gold, that we’ve seen so often in fantasy movies lately. Combined with
the cutout characters, it gives the impression that you’re watching
more of a video game than a movie. I like video games, but this is not
necessarily a boon. I’d like to see something more original, or maybe
something that draws more heavily on Chinese cinema, since the movie
already borrows so liberally from those films.
Forbidden Kingdom has all of the good components of a classic action film, but together, these elements work against each other in a big way. The narrative is short, but not short enough. The general tone is more like a poor comic book movie than a kung fu fantasy. This may appeal to some, but dressing up in silks doesn’t make this tired thing new again.
4 Months, 3 Weeks, 2 Days entices you with a Golden Palm from Cannes, a thriller-style trailer, and a question that the movie's summary answers for you. What are these women doing that's so dangerous? They're arranging an illegal abortion in 1980s communist Romania. 4 Months fits so firmly into a realist style that it's impossible to derive the message of the movie. If abortion is a sensitive subject for you, 4 Months will rile you regardless of where you place yourself on the socio-political spectrum. If you're able to stomach the grit, read on and consider the film.
Otilia helps her college roommate and best friend Gabriela arrange an abortion. For 1987 Romania, both abortion and contraception are illegal, along with plenty of other things. The girls live a life furnished with contraband, and Otilia's able to obtain this dangerous procedure by way of her finely honed skills in manipulation. Gabriela is highly irresponsible: her bad memory, white lies, and apprehension jeopardize the whole arrangement. Otilia and Gabriela must re-negotiate with the abortionist when he discovers Gabriela's already into her second trimester.
4 Months is told from Otilia's point of view. Gabriela may be having the abortion, but the procedure is Otilia's burden to bear. We see her arrange everything in secret, dodge questions from her boyfriend and his family, and assist Gabriela with the horrific outcomes. We don't gain insight on how Gabriela and Otilia became close friends, or what happens to their friendship after this ordeal, but we know the extent of Otilia's fierce loyalty. Her actions may even be unrealistic - there are always limits to what friends will do for each other. I don't think any of the other characters can be criticized this way. The abortionist is a devilish man in the guise of a strict doctor. Gabriela is stupid and frightened but determined and strong.
The movie is squarely realistic. This will seem initially slow due to the long takes and minimal editing. The entire film looks like it's been shot with a handheld camera, but this won't make you sick, since most of the scenes involve casual dialog in homes and hotel rooms. There is a bit of excitement in the movie, when we follow Otilia in a thrilling "chase" scene, but most of the dramatic elements are brought by the content.
There's nothing glamorous or romanticized about 4 Months - the content is dramatic, but the settings is run down and desperate, the characters ruthlessly pragmatic. The soundscapes of the city are beautiful and strange at day, terrifying by night, and completely void of music. The editing and writing are superb for the style: the events are not spelled out for you, but every scene has importance to the story or characters.
The elephant in the room is the pro life/choice question. There is one clear message for the audience: illegal abortions are terrible. You can take this message in a few different ways. All abortions are horrible and should be banned. Illegal abortion is horrible, so safe and legal abortions should be made available. The characters are complex and not very sympathetic, so the value judgments are left wide open.
You would expect to see some appalling imagery, but the movie purposefully leaves these depictions out with the exception of one final scene, tightly packed with anticipation. Oh yes, it goes there, it does that, and you know I kept my eyes shut through it.
I can see why 4 Months is so widely acclaimed. It's an emotionally charged powder-keg that deserves a permanent spot on your list of heavy-hitters. It's unique in its attempt to remain neutral on the social issues. It's realistic without falling into any of the trappings of melodramas posing as realism. It's engaging, but probably not destined to be anyone's favorite movie. Is there such a thing as too real?
Originally posted to Pixielate Books & Movies
Lions and mermaids and shaman, oh my! Magic Burns is the
second book in the Kate Daniels series by Ilona Andrews. Kate is a
mercenary in magic-torn Atlanta, eliminating the magical anomalies that
surface each time a wave of magic hits. In Magic Bites, she investigates the murder of her guardian and ruffles a few important furs and feathers in the process. In Magic Burns,
we revisit Kate’s uncanny ability to attract danger from all sides as
she works to investigate the disappearance of a young girl’s mother.
She must work cooperatively with The People (vampires) and The Pack
(shapeshifters), though this alliance is frequently strained.
Fans of the series should not be disappointed by this new installment. This reads like a separate episode - while it does help to have some prior knowledge of the universe, it may not be required for you to enjoy this second book. The romantic fans will be titillated by Magic Burns as Kate’s relationship with Curran really starts getting interesting and a rival enters the battle.
Books like this are typically not my “thing,” but I have to give the author credit for a work that I finished at a break-neck pace. Magic Burns is full of action, adventure, mystery, humor, and a touch of romance. The emphasis of Magic Burns is the action - the dark qualities aren’t quite as strong as they were in Bites, and the mystery is a little rushed. Humor in a book like this is a delicate balance - alternating between comedy and dark adventure is tricky, especially while keeping up the momentum of the plot. Overdoing the one-liners can turn a book into pure schlock or a belly-laugh. In Magic Burns there are some phrases that are a little overused (”In your dreams!”), some reactions that seem unreasonable or cartoonish. But overall, the funny bits are very well done and elevate the series from interesting to endearing. The snark suits Kate well and creates a thoroughly entertaining read.
All of your favorite characters from Magic Bites make a reappearance in Magic Burns, almost without exception. These characters are typically well integrated into the story, but some of them make cameo appearances that are not really part of the story, and a few of the characters undergo a personality shift between Bites and Burns.
The world is intriguing and well researched, integrating Celtic mythologies and new facts about shapeshifters, vampires, and the urban fantasy landscape. Magic Burns takes place during a magic flare, where the abilities of all magical creatures are enhanced: for better and worse. We also get a short, satisfying, and revealing glimpse into Kate’s origins. Now that we have answers, here’s hoping that the next book will explore the inevitable confrontations.
Magic Burns is a tease and a page-turner. Peppered with furry, sticky violence and rapier wit, the whirlwind tour of Atlanta is far from over.








Yes, this movie was awful and a huge waste of time. read more
on Movie: Closer