IT’s a testament to the critical and commercial success of Life is Strange that Dontnod Entertainment had already begun work on a sequel even as its final episode was just being released. When the French developer confirmed the piece of news in January 2016, sales had already reached the three-million mark and physical copies were already making their way to store shelves. Episodic adventure games weren’t new to the industry, and yet it managed to present a choice-driven, coming-of-age narrative that transcended the genre. And, understandably, it wanted to build on its singular achievement.
SO GET this -- Ron Stallworth becomes the first black police officer in a large largely white town (the “Jackie Robinson of the Colorado Springs police force” as his superior puts it). He is consigned to the records room, requests a transfer to undercover; sees a recruitment ad for the KKK, dials the number, gets an unexpected voice at the other end, improvises a racist rant, is invited to join the group.
By Anthony L. Cuaycong NIPPON Ichi Software (NIS) has been known to push the envelope in terms of offerings for popular genres, so it’s no...
LAST October my mother died.
WHEN noted video game producer Keiji Inafune left Capcom at the turn of the decade, not a few quarters figured the Mega Man franchise, to whose success he contributed much, would grind to a virtual halt. And, for a while, those from the outside looking in were right; longtime developers in the company understood that the responsibility of taking on a successful intellectual property required following in giant footsteps. Only until Koji Oda of Resident Evil fame decided to do so last year did longtime followers entertain hope for a revival of the series.
SAY THE name “Jacques Tourneur” and the first word come to mind for most folks is “horror” (the second is possibly “cat”). Tourneur had been directing since 1931, mainly shorts, finally made a splash early ’40s working for producer Val Lewton in Cat People (low budget, eerily beautiful) and I Walked With a Zombie (despite the pulpy title, my favorite adaptation of Jane Eyre). Say “Tourneur” and the word “westerns” rarely pops up -- but some of his westerns do in fact represent his finest work.
MOST GAMERS are familiar with the modern dungeon crawler, with the likes of Diablo III, Torchlight II, and Path of Exile proving to be critical and commercial successes. That’s not to say that every release in the category follows the same formula; such notables as Class of Heroes, The Dark Spire, and The Lost Child are superb takes on turn-based exploration and fighting in elaborate milieus. They’re not for everyone, though; while compelling, they generally rely on the slow burn of an interesting story to keep players hooked, and their often-complicated battle systems can be a doozy to navigate through, especially for newcomers to the genre.
ERNST LUBITSCH’s To Be or Not to Be opened to mixed reviews and so-so box office. A picture that poked fun at Nazism and Adolf Hitler? At a time when fascism threatened to swallow the world (Pearl Harbor happened a few months before)?
WHEN producer Souhei Niikawa and principal programmer Yoshitsuna Kobayashi set out to make Disgaea: Hour of Darkness from scratch, they had no idea that it would stand the test of time. True, they were determined to meet the objectives set forth by publisher Nippon Ishi Software; they aimed to come up with a role-playing game that both adhered to popular mechanics and pushed the envelope in terms of execution. Even as they succeeded in doing so, however, they could not have envisioned an outcome that exceeded their highest expectations.
IN THE bleak winter of 1989, as a graduate student living in a windswept campus on the edge of the Scottish highlands, I found in a tiny bookstore a copy of James Hamilton-Paterson’s Playing With Water, which at that time had the subtitle Alone On a Philippine Island. Just another one of those vacation travel books, I thought. But at least it’s about home. I started reading it that evening, and finished the book in the gray light of dawn, close to tears -- and grateful at having been gifted with such a wonderful and unsettling read.
LONGTIME gamers remember Shenmue fondly for what it tried to achieve. The open-world adventure brawler was revolutionary in its ideas, trying its hardest to blend an engaging narrative, extensive exploration sprinkled with minigames of various types, quick time events, and combat sequences. Released back in 1999 as a Sega Dreamcast exclusive, it met with extremely positive praise, but somehow failed to parlay its critical acclaim into commercial appeal.
THE first film to come to mind watching this stony ground of a picture is Carl Th. Dreyer’s silent film, a wondrous series of gigantic closeups shuffled through at speed, arguably one of the most revered and the best-known version of the story.