Tuesday, 22 September 2015

Camp X Ray: DVD Review

Camp X Ray: DVD Review


Rating: M
Released by Madman Home Ent

Guantanamo Bay, Kristen Stewart and the issue of detainees make for dramatic bedfellows in this release.

Stewart plays Amy Coles a soldier, newly assigned to the Bay, its routines and its human rights ignorances. Expecting to have been in Iraq, Coles finds the Cuban set base a bit of a shock initially, but adjusts to life behind bars for the inmates and herself. But gradually, she forms a friendship with a detainee, known only as 471 (Peyman Moaadi) which gets harder as her time in Gitmo goes on.

Camp X Ray is a nicely underplayed study of the military and of a place surrounded in controversy.

Stewart makes a great fist of Coles, a soldier who ironically becomes a detainee of the military, its protocol and its hypocrises as time progresses. This is a Stewart that provides so much by offering so little on the screen as the hypnotic repetitive routine plays out before our eyes. But equally, Moaadi brings a humanity to the detainee issue as 471, a man whose imprisonment is degrading him physically and mentally day by day. Particularly a final sequence which is as tense as you'd expect when Coles is due to ship out.

Writer / director Peter Sattler dips his toes into melodrama initially before wisely pulling back and reins in the cliches of a woman on base (before disappointingly going there) and realising the power of the film lies within the relationship between the two either side of a door.

While the politics of Gitmo are touched on briefly, Camp X Ray is more about two central performances than any showy message being dispatched. And for that reason, it's a compelling psychological piece that examines life in prison - both for those behind bars and those policing it.

Rating:


Monday, 21 September 2015

The Avengers: Age of Ultron: Blu Ray Review

The Avengers: Age of Ultron: Blu Ray Review


Rating: M
Released by Sony Home Ent


Peace in our time, existential angst and a lot of setting up for Phase 3 of Marvel's Cinematic Universe are the big issues explored in the latest Avengers' movie,helmed by Joss Whedon.

Following on from events in Manhattan where the Chitauri invaded under Loki's malevolence, the film begins with a raid on a fortress to secure Loki's Sceptre.


But when Robert Downey Jr's Tony Stark and his hubris tries to jumpstart a dormant peacekeeping program by using the tech from the sceptre, things go badly awry, birthing the villainous Ultron (James Spader) and threatening the safety of the universe due to his malign God complex.

Foregoing his usual style of quippiness and ditching his lighter touch in favour of a darker psychological movie with character in amid the chaos, The Avengers: Age Of Ultronstrives to make the superhuman gang a little more exposed to their human foibles with the introduction of fan-fave, the insidious and devious Ultron (brilliantly brought to life by James Spader, whose tones swing between outright disdain and anger at a moment's notice).

In fact, the whole movie feels darker and broodier in tone to previous outings, with more emphasis on the relationships and the human scale of the team providing the, at times, underdeveloped drama.

From the fractious dynamic of theapple pie Captain America squaring off against the cocky and cocksure Tony Stark to the burgeoning will they / won't they of Romanov and Banner's Beauty and The Beast relationship - and a surprising turn of events forJeremy Renner's Hawkeye (who was a relative blank slate in the previous film). New additions to the fold include Aaron Taylor-Johnson's lightning fast Quicksilver andElisabeth Olsen's Scarlet Witch, who both harbour a resentment and connection to Stark's military past.

This mournful movie isn't perfect though it has to be said; at times, Whedon feels constrained from his customary quip and wit - and the one inclusion of it sticks out like a sore thumb.

Equally the film's "Coulson moment" lacks the resonance of the first time around in The Avengers, even if it does come with a self-referential line for the character involved. A scene where Hulk and Iron Man go at it reeks of 9/11 allusions, right down to the dust and cuts on victims' faces and it packs a power that's nervously divisive. It feels as if ironically Whedon is more a puppet within the road map that Marvel's laid out rather than free-wheeling.

In fact, I'd go as far as to say this doesn't feel like Joss Whedon film in many ways (which, I admit, I respect it for).

There's a quiet dissonance throughout the at times dour The Avengers: Age Of Ultron, a feeling of endings and of set up for pay-offs further down the franchise, which may lead some to feel latest Avengers' film isn't quite the air-punching blockbuster and calibre of the first, with some probably feeling a little too much time is given to semantics and discussion about whether you should or shouldn't enact the Avengers' equivalent of the Patriot Act as well as delaying pay-off until the ominously titled Captain America 3- Civil War.

Still, at least Marvel's offered up an old school good guys vs the bad guy scenario in this transitional piece rather than the usual Infinity Stone MacGuffin fuelling the action (but still rely on the same style endings as befits all their films); there are some impressive action sequences and the usual space to let them breathe; and the end where the broken team reacts to their own ideologies, their fracturing and a different future is mapped out is an intriguing one.

Avengers: Age of Ultron will still be incredibly popular, though I suspect this darker, more introspective and slightly over-long piece won't be raved about in the same breath as the previous entry, but it may serve a long tail life; it's a film to be appreciated and applauded for Whedon's refusal to repeat the formula the second time around and proffers up a tantalising, if not entirely gripping or engaging, peek at what lies ahead for the Marvel Cinematic Universe.

Rating:

Tearaway Unfolded: Developer interview

Tearaway Unfolded: Developer interview


To celebrate the release of Tearaway Unfolded, I got some time to chat to Rex Crowie, the creative lead at Media Molecule on Tearaway. We talked about the re-imagining of the game and the fun of unfolding it on the PS4 platform.

What made you want to re-envisage Tearaway on the PS4 - and has it turned out the way you wanted (it does look wonderfully colourful and a rich paper world that teems with life)?

Mostly because we could! It was an experiment to begin with - I knew that the art style would translate well to the big screen, because although its bold and colourful, it's actually all about the details: the torn edging on the paper, the way it squashes slightly as you walk over it, the tiny imperfections where the paper has started to unpeel and unstick. So visually it felt like it would translate well and look better than ever at 1080p, especially if we could rewrite all the lighting engine, and rebuild all the content, which we did!

The gameplay and the unusual bond that Tearaway forms between the player and the game was the more unknown question, and that was something we were only able to answer with a lot of fresh experiments.

But yes, I’m very happy with how it turned out, and the way the Tearaway team, spread across Mm & Tarsier Studios, have been able to create something that sits alongside the Vita original game. Each title has its own personality and its own special features that wouldn’t have been possible on the other platform - so I hope players will enjoy them both in different ways.


The VITA incarnation of the game was so inherently structured around the interactivity of the platform, did that put you off at all with the PS4 version or did it spur you on?

All the games we’ve made have been in part inspired by the hardware they are on, whether that was the new online connectivity of the PS3 inspiring us to create LittleBigPlanet, or all the new input methods on the Vita giving birth to Tearaway. So when we started to think about doing Tearaway Unfolded we needed to focus on the new hardware, and experiment and prototype as if we were totally starting from scratch. So we tasked ourselves with coming up with totally new ways of interacting with the paper-world using the Dualshock4 as even if that meant making the game would be a much harder, longer process than just porting it, because ultimately we’d have more fun challenging ourselves and staying creative, and its what the Tearaway universe deserved as well!

Talk us through how you decided to proceed with the revamp and while you've tweaked and expanded elements of the story, you've not really strayed from the original's innate charm, have you?

In some ways it's hard, because you are balancing what to change to improve on the original, what just needs to change due to the hardware changing so much, and what’s important to keep the same - especially as what makes a game special can be very different for each player. But that's the kind of pressure that a sequel to any successful game has, introducing it to new players while also bringing existing fans with you.

I think the key is always that everything has to make sense in the logic of the paper-world, and the world and characters have to react to it in interesting and characterful ways. And we’ve been able to have fun during development with different ways to achieve this, particularly focussing on the Dualshock4 and trying to make it feel like its a little part of the game world coming to life in your hands.

Kenny (Tearaway audio lead) and myself completely tore up the script for the Vita version and re-wrote all of it, and I think the script is about three times longer now, because we felt we knew a lot more about the characters and their relationships with each other. It was a fun process to go back to a world that we knew very well, and work on new narration that would give some knowing winks to long-term Tearaway fans, as well as expressing the games own surprise at finding itself expanded and reworked!

The game is so cleverly structured that it really does feel like it's been tapered for the format rather than shoehorned in (it feels fluid and natural)- was that something that was easy to grasp in theory but hard to execute in practice?

I’m glad you feel that! Again, I think that comes down to just taking the big decision of rebuilding everything from scratch in order to make it feel natural, because ultimately the majority of time in development is spent working out what you are trying to do, rather than just doing it.

So although it was a big task to remake the whole world, it's a world we knew very well, so we could put a lot of our focus into creating the new areas and gameplay, thinking up new twists and turns and making sure it all sat together well.

I'm interested to know what the creative process for a game like this is - both this and Little Big Planet would suggest imagination and the sky are the limit, but what are the practical concerns in bringing it to life?

It comes out of us having a strongly experimental game-jam culture at Media Molecule, we really enjoy playing around with the new hardware toys that Sony gives us!

But for a good game-jam to happen you need a good theme and set of limitations to push up against. So we try to have a strong metaphor or theme for everyone to jam with, to keep it focussed and to keep everyone inspired.

These game-jam sessions tend to happen a few times during a project, but they can’t be something that happens constantly, otherwise we’d never ship a game! Plus there is a huge amount of work that comes after an original prototype to integrate it into the game, how its explained, how it looks, sounds, and how the characters interact with that element, how it fits in to the story etc. So we tend to have cycles of experimentation, and then iteration and integration, to both keep things fresh, but also to keep the quality high as well.

Was there ever a moment when you thought you had gone too far?

Sometimes experiments don’t quite work as something you can release in a polished console game, but they might influence other features. One of my favourite features that we had to cut on the Vita version of Tearaway was some facial-recognition work done by Omar (Tearaway gameplay programmer) where the hardware’s camea was used to detect the players facial expression, and certain doors would only open if you, the player, was smiling or wearing glasses, or had a beard (basically every door opened for me ;) But that was a little bit too glitchy to ship with, if you had bad lighting conditions while playing you could get completely stuck.

But using our faces (and the video feed) while playing was something that had a interesting outcome - instead of creating gameplay we used it to create the face-in-the-sun feature, where the players own face was projected into the game, and making them part of the narrative and cut-scenes.

And as well as the sun feature, some of that facial-recognition experimentation still lives on in a new form in Tearaway Unfolded. If you smile while decorating the main character, they will smile back at you!

Conversely, was there ever a moment when you wished the format would allow you to do more?

In the ideal world (although probably just for me!) the PS4 would have a built in printer, so the paper-craft that you collect in game could magically spool out of the PS4 while playing. But I think using the Tearaway.me website to view your progress and print out your collectables is a pretty good compromise, as I’m not sure many other games would find a use for a built-in hardware printer!

Like the VITA, I think you appear to have seamlessly utilised the possibilities offered by the DUALShock controller - from the light bar to the touch pad, the camera to the PS App, what's your favourite moment when the controller breaks that fourth wall and why?

I think the Thrown-Forth, where objects or characters can be thrown out of the game, and “caught” in your pad, and shot back into the game-world. Because it really represents a lot of things we were tying to do not just with breaking the forth wall, but with bringing the hardware to life. As the Dualshock4 has the speaker and the light-bar we were able to make it really feel like a character has just landed in your pad, you can hear them in there, feel them bouncing around as you shake it. And my ultimate favourite moment of using that mechanic is when you throw a squirrel into the controller and you hear it singing along to the music that's playing in the game.

How hard is it to follow up a universally loved title like Tearaway, Unfolded and LBP - do you know what you want to work on next? Also, will there be DLC for this game?

It’s pretty stressful actually! We all take a lot of pride in our games, but we are also their harshest critics, so we really put ourselves through it, trying to make sure they are the very best they can be. But ultimately we are making games to our tastes, we’re making the things we want to play, and staying truthful to that is the most important thing.

As for what's next, there’s going to be lots to show soon from our other title Dreams, and I think that’s going to keep us pretty busy as we are still a very tiny studio for the ambitious games we make!

What's the one moment that stands alone for you as a developer for Tearaway Unfolded during the game - and why does it feel special?

In the game, it's always going to be the ending of the game, and the conclusion to the journey you’ve been on with your little Messenger, particularly seeing how customised they, and the world, have become, based on all the little moments of customisation you’ve done through the game.

And as a developer I’d really have to say our wrap party, in a bar that we completely paper-crafted to look like the tavern from the game. It's so special to be together with everyone you made a game with, and all the external collaborators that have flown in, and be able to celebrate together.

It's an extremely busy time for games at the moment, what are you finding time to play, what are you enjoying and what are you looking forward to getting your hands on?

What I’m really enjoying is the wide range of games its possible to play at the moment, so the cross-section of games I’m actively playing at the moment are: MGSV, Super-Time-Force, Pillars of Eternity and Lara Croft Go. So thats pretty wide selection, one huge open-world triple-A, a innovative indie title, a crowd-funded old-school RPG and a mobile puzzler. It's a great time for good games, if you manage to find the time to play them all!

Sunday, 20 September 2015

Testament of Youth: DVD Review

Testament of Youth: DVD Review


Rating: M
Released by Transmission

The spectre and horrors of the first World War hang heavy in this adaptation of the iconic memoir of Vera Brittain which opened originally in time for ANZAC commemorations.

A powerful and tenacious Alicia Vikander stars as Brittain, who in the months leading to the outbreak of war, is waging her own fight to be allowed to sit the Oxford entrance exam against the wishes of her father.

Orbiting her quest for intellectual stimulation are her brother Edward (Kingsman: The Secret Service star Egerton), long time crush Victor (Merlin star Colin Morgan) and potential love interest, sensitive Roland (Game of Thrones star Kit Harrington aka Jon Snow).



As Brittain forms a relationship with Roland through a shared love of poetry across the miles, war breaks out and the effect on a generation is nothing short of seismic. But through it all, Brittain fights for her place in the world, her right to be on the battlefields and her grief at the terrible losses she suffers.

Testament Of Youth is a strong, poignant piece that shirks none of the responsibility of showing the true horrors of war on the young; stiff British upper lips quiver in the face of conscription and Kent does a sensitive job of using small moments to convey the naievete and horror in equal measure.

A tremendous Vikander outshines most on screen, imbuing her Battle of Brittain with an emotional depth and resonance from the outset, even if the script threatens to sideline such strengths. While the initial petulance and settling of Brittain into a Blue Stocking, looking for nothing more in life than a husband seems to clash with her headstrong desire to be educated and yet also be one of the boys, sections which turn her into a hopeful romantic rankle, seemingly at odds with all that's gone before and threatening to turn our heroine into a simpering girl whose only purpose in life is to conform to the social mores.

Those feelings are only compounded by the amount of screen time given to the relationship with a particularly insipid and wet Harrington as Roland, which threatens to derail the whole thing, rather than providing the strong emotional touchstone needed for the film.

In fact, Testament of Youth is a much better piece when it heads to the fields of France and leaves the aloof and dreary romance behind, and stops desperately from trying to make you connect to the star crossed lovers.


The true appalling consequences of war and human nature are laid bare in the warzone that Brittain experienced first hand emotionally and personally. It's here the cameras don't shy from the drab wet conditions, so clogged in mud and blood and lay bare the wounded, the wailing and the frightened. The film gathers its strength from its final third and it's here really that the film grips on the heartstrings.

Sadly though, the final sections see a sudden shift to pacifism that comes from left-field; granted, Brittain's seen more than her fair share of horror but the move doesn't work as well, due to the lack of connection to a weak wet romance and a cold emotionless series of scenes, which is a real shame.

While Testament of Youth looks beautiful and benefits from Vikander's presence, its central message is somewhat muddled and it loses the power that it should really pack given its material.

Rating:

Newstalk ZB Review - Everest, Sicario and Entourage

Newstalk ZB Review - Everest, Sicario and Entourage


This weekend, I caught up with Jack Tame to discuss the vertiginous Everest, the thrilling and sickening Sicario and the DVD Release of Entourage.

http://www.newstalkzb.co.nz/on-air/saturday-mornings-with-jack-tame/audio/darren-bevan-everest-sicario/

Newstalk ZB Review - The Maze Runner - The Scorch Trials, People Places Things

Newstalk ZB Review - The Maze Runner - The Scorch Trials, People Places Things


This week, I caught up with Jack Tame to discuss the latest Maze Runner film and Jemaine Clement's newest film, People Places Things.

And I took a look at Mad Max Fury Road on DVD


http://www.newstalkzb.co.nz/on-air/saturday-mornings-with-jack-tame/audio/darren-bevan-the-maze-runner-people-places-things/

Saturday, 19 September 2015

Paper Planes: Blu Ray Review

Paper Planes: Blu Ray Review


Rating: G
Released by Roadshow Home Ent

The director of Balibo has gone in completely the opposite direction with this family friendly movie that's refreshingly retro in many ways.

Alexander and the Terrible, Horrible, No Good, Very Bad Day star Ed Oxenbould is Dylan, a young kid living in Western Australia, whose dad's mired in grief following the death of his mother five months ago.


With his father (played with Aussie outback blokiness by Sam Worthington) refuses to move off the couch or show any interest in life around him, Dylan finds his interest piqued in a paper planes championship. When he makes it through to the national finals, Dylan discovers he faces threats and friendships in equal measures from those around him.
Paper Planes wears its heart on its sleeve with a gently refreshing naivety that some will find endearing, and others will find frankly infuriating.

Reminiscent of the gentle Children's Foundation dramas which used to play back in the UK on a Friday afternoon, its retro charm has certain limited and likeable appeal if you're willing to forego some of the lulls and some of the faintly sketched out characters.

Messages of competing for fun, not just for winning and the bonding of fathers and sons are likely to cause as much a ripple in some emotions as the frankly gravity defying CGI planes cutting through the air provoke incredulity.

Skewing young with its overt messages and earnestness, the piece is carried by the almost everyman behaviour of Dylan - as personified by Oxenbould's lispy, heavily cow-licked haircut kid. There's a certain charm to his turn as we celebrate the traditional kid in the Aussie outback (one early scene sees him playing Snake on an analogue phone while all his classmates turn in their latest iDevices to the teacher) and his underdog status.
But if Paper Planes stops from soaring, it's due to moments which demand the audience draw the dots and overlook the gaps in character development; Worthington spends most of the movie moping, Dylan's friendship with a chubby classmate barely progresses along the "let's put our differences aside and be mates" level, and the villain of the piece is more cardboard and stiff than the paper the planes are fashioned out of.

Ultimately, with its heart-on-its-sleeve earnestness and with a target of youngsters purely in mind, Paper Planes will hit its demo square on. It could have done with an expeditious trim here and there though, and some parents may feel the nostalgia of the past isn't quite enough to see them through - but you can guarantee that most of the kids watching this will be planning their own papyrus based miracles of aviation after the credits have rolled.

Rating:

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