Grizzly Game Review: Dark Souls

Japanese publisher From Software were responsible for dozens of broken controllers in 2009 with their release of Demon’s Souls, an action-adventure RPG that became notorious for its unforgiving difficulty. The game enjoyed a niche success for the few thousand sadists willing to dip into the devilish game-world, and suffer frequent trips to the Game Over screen. It became somewhat of a critical darling for its unique gameplay and the innovations it made to online play.

This year From Software released Dark Souls, an indirect sequel that promises more of the same nightmarish game design, and for some reason after playing Demon’s Souls (A game I own and have been stuck on for two years), I said “Yes, I’d love to be reduced to tears by a videogame! Direct me to your nearest store, good sir,” and bought a copy. Einstein defined insanity as doing the same thing over and over and expecting different results – I’ll check myself in after this review.

Dark Souls begins with an equally gorgeous and vague cinematic that forms the basis of the game’s lore and history; dragons and powerful beings at war for power, the birth of fire and the rise of humanity. It is revealed that you are one of many humans branded with the ‘darksign’, a symbol marking you as an immortal undead, damned for all eternity to rot in an asylum until ‘hollow’.

You begin the game by escaping your prison, at which point you are chosen to travel to Lordran, Land of Lords, to ring the bells of awakening and remove the darksign. There’s little in the way of exposition – in many ways the story is as indifferent to handholding as the combat, but that’s the point – Like the gameplay, Dark Souls’s story expands and unfolds through exploration and interaction, found in small tidbits such as NPC dialogue and item descriptions, so the more you see and play around with, the more there is to learn and do. This philosophy is what drives the experience of Dark Souls and while it can be immeasurably hard to penetrate and endure, the reward for succeeding is a sense of achievement that you will not find anywhere else in a video game.

The majority of Dark Souls’s design carries over from its predecessor. Like Demon’s Souls you create a character by specifying your desired class (Mage, warrior, thief, etc.), although this time there are a few more levels and specifications to apply which can affect your play, such as starting gifts which can boost certain stats or open elements of the game-world earlier on. While it’s a good idea to select a class that reflects your play-style, Dark Souls never completely punishes you for your choices; if you select a class with low magic stats for example, certain magic attacks or NPC interactions may initially be cut off, but if you’re willing to grind and build your stats you’ll eventually gain access to whatever you desire. In this way, I managed to build a melee-focused Wanderer class who was also quite adept at pyromancy.

Once you’ve given your character life (Or the game’s nearly-hollow equivalent) it’s time to go out and slay some demons. In keeping with Demon’s Souls’s established system, souls are your experience points and currency. Killing enemies rewards you with their souls and the more powerful the demon, the larger the purse. By successfully surviving for longer and longer you’re able to afford more powerful weapons, armor and spells, as well as boost your own statistics. It’s a true-RPG format that forces you to decide where those souls should be applied. A strong weapon is only useful in the hands of a strong enough wielder, so you have to think hard about when to purchase what item.

Making each soul even more precious is the fact that whenever you die, your souls are depleted, you’re returned to a spawn-point and all the enemies you’ve defeated (Bosses excluded) are brought back to life. Your ‘lost power’ is left where you died and you have one chance to reclaim it – you die before then, and it’s gone forever. This is the mechanic that can drive the player insane: Impatience, distraction or a misplaced attack can lose you hours of work. I have slain several bosses in one run only to be stabbed in the back by a generic weak enemy, losing me thousands of souls.

So sure, be careful. You’ve played a video game before, you know the deal. The risk-reward system doesn’t sound too evil until you experience Dark Souls’s difficulty. Mid-way through the tutorial level you’re faced with an enormous boss you have no business fighting that sets the tone for what you’ll have to face throughout the game. His attacks are devastating and a huge change of pace from the easily defeated undead warriors you’ve faced up to this point. It takes a bit of trial-and error to discover the proper way forward, and eventually how to exploit his weakness.

This is how every new enemy is taken care of. It’s a different pattern of blocking, dodging and attacking for each foe you encounter, and several hours in you’ve already mapped the combat tactics for dozens of enemies. The first time a new monster one-hits you it feels like a cheap and impossible attack to overcome but with patience and a level-head you learn its tells and the maneuvering necessary to take it down. The suffering you’re forced to undergo doesn’t seem worth it until you feel the elation of killing a demon three times your size. It’s a satisfaction earned entirely from your own skill and strategy, none of it simulated by gimmicks like quick-time events or restricted by contextual set-piece moments.

The last main aspect carried over from Demon’s Souls is the online system which introduced an entirely new way to interact with other players. For the most part, there’s no direct contact at all with other people playing the game, although every now and then you’ll see the ethereal silhouette of another player moving through the landscape. They can’t be interacted with, but there are several ways they can affect your experience. Most notably, there is a system in place to leave basic messages on the ground for other players to read, which can be helpful or detrimental depending how sincere the message is. Some will advise against tough enemies ahead or reveal their weaknesses, while others will encourage you to jump to your death. How much you follow the advice of other players is up to you.

Additionally you will sometimes find bloodstains of fallen players on the ground, which you can touch to replay their last moments before death. It can serve as a warning for players entering a new environment. There are also several ways to trigger ‘invasions’ where you can battle other players for their souls, as well as summon other players to help you fight for a time, but it’s possible to avoid this altogether if you prefer to play solo. In Dark Souls you’ll have a few more subtle elements that incorporate online play which deepen the sense of camaraderie, like the stony remains of a cursed player or the ringing of a bell signifying a nearby boss has been defeated by a fellow player. Small incidences like this help to richen what could otherwise feel like a lonely endeavor.

Dark Souls’s biggest departure from its precursor is its lack of a hub-world between levels. While Demon’s Souls was composed of 5 large ‘levels’ linked by a safe, nuclear base of operations, the sequel boasts an entirely open and interlinking world comprised of a myriad of different environments. While many of these are available right from the beginning and you are free to tackle each area in any order, there is a general route to follow in which the enemies will scale gradually in difficulty – Stray from this path and you’ll likely find yourself smashed to pieces by a demon far above your capabilities. Finding this route can be a painful lesson in experimentation, but coming back to cut apart an old nemesis when you’ve eventually built the strength to do so is a powerful feeling.

Safe zones are few and far between, but you will be able to rest and upgrade your character at bonfires you’ll find scattered throughout the land. By lighting them you can sit by the flame and fix up and alter your player in all sorts of ways, depending on purchases and upgrades you apply to the fires. The bonfire element is probably Dark Souls’s biggest refinement to the franchise in that it allows the player to progress more efficiently and with less travel back and forth. It also means load times are almost non-existent once you’re in.

From Software have done a fantastic job of expanding on the medieval and mythical influences they drew upon in the first game. Dark Souls oozes with atmosphere and history, not only in the beautiful landscapes which showcase everything from crumbling ancient castles to gloomy, dense forests but even in grotesque and inspired monster designs that could give Guillermo Del Toro a run for his money. There are some frame-rate issues which can almost bring the game to a stand-still, and ragdoll physics that can either be taken as hilarious or incredibly annoying, and these are issues that can really bring down the otherwise amazing presentation. Besides that, you’d be hard-pressed to find another game that can boast an equally deep, immersive world.

It’s hard to advocate Dark Souls as a must-play because it’s such a polarizing game. There is such a high learning curve, and the gameplay is so unforgiving that it’s just too hard to break into for many people. If you’re really into games and you can handle the challenge, there are very few RPGs out there that can match Dark Souls’ refined combat system and action-adventure gameplay.

Take it from me, as I stand stuck for weeks on the final boss, ready to fly to Japan and murder-punch everyone at From Software: Dark Souls may be one of the best games you’ve ever played, and I hate it.

4/5 Bears. 

Chronicle: Super Powers Done Right

This February director Josh Trank releases his first feature film, and it looks pretty damn sweet. Chronicle tells the story of 3 friends who acquire super powers, and then follows as they learn how to use, and eventually abuse them. As you can see in the trailer, things get out of hand…

http://youtu.be/i-M5Qx57_UU

The most recognizable actor in the movie is easily Michael B. Jordan who you may recognize from Friday Night Lights or Parenthood, but the movie also features character actor Michael Kelly and up-and-comer Ashley Hinshaw. Considering how good the effects looks, that’s not bad on budget of less than 10 million dollars.

To me this looks sort of like the early episodes of Heroes, but better. The only thing that I’m unsure of is the whole ‘Blair Witch’ camera work which can get old quick when in the theater. But I guess we’ll find out February 3rd.

Trailer and Posters for “Sherlock Holmes 2: A Game of Shadows”

On December 16 of this year, Sherlock Holmes: A Game of Shadows will release in theaters everywhere. In this, the second of the new series of Holmes movies, Sherlock Holmes (Downey) meets his match. Sherlock crosses paths with a criminal mastermind by the name of Professor Moriarty (Jared Harris). The Professor is not only smart… he is Sherlock Holmes smart! To pair with his extreme intelligence, Professor Moriarty also lacks a conscience, so he can be pure evil with a complete lack of sympathy.

In the movie, the Crown Prince of Austria is found dead. Inspector Lestrade (Eddie Marsan) deems his death a suicide. However, Holmes does not agree, and is of the opinion that the death was a murder facilitated by Professor Moriarty. During Sherlock Holmes’ investigation, he meets a gypsy at a  gentlemen’s club. She sees that he is very involved in the situation regarding the Prince’s death, and agrees to help him.

This movie looks like an action-packed good time! It seems like every post from fans in online forums is about what a great pick Jared Harris is for the evil Professor. I would absolutely agree. His popularity from Mad Men will help to promote the movie, and I loved him in Mr. Deeds. I will be seeing this movie! There are a ton of new movie posters for this one, so here are some very lovely ones and a video!

Mmmm… those eyes!

Grizzly Review: A Very Harold and Kumar 3D Christmas

Everyone loves racist jokes. Everyone loves pot jokes. Everyone loves racist pot jokes (it’s true don’t deny it). These three facts may be an explanation behind the strangely successful Harold & Kumar franchise, which is now on its third film. The other strange thing about the franchise is that it’s one of the only, if not the only successful franchise led without a Caucasian character in a lead role. I’m sure there are others that I’m forgetting, but that’s really not important.

In A Very Harold & Kumar 3D Christmas, six years have passed since the previous sequel, Harold & Kumar Escape from Guantonomo Bay. On an unrelated note, considering that both Harold & Kumar Go To White Castle and Escape From Guantanomo Bay take place during the same week, and the first Harold & Kumar came out in 2004, the whole 6 years passing thing is extremely close to being accurate as far as the time-lapse. Not very important, but I felt like sharing, now back to the review.

Harold (John Cho) has since married his dream girl Maria (Paula Garcés – Below), who now wants to have a child. Kumar (Kal Penn), who was dumped by his girlfriend Vanessa (Danneel Ackles), now lives alone spending his days getting high and talking to his annoying neighbor, Adrian (Amir Blumenfeld, in what should be his breakout role).

Christmas Eve rolls around, and this is where the fun begins. Harold’s very scary and very Mexican in-laws are in town for the weekend, led by their patriarch, Mr. Perez (Danny Trejo), bringing with him an extremely important and cherished tree that he’s been growing for eight years for this specific Christmas. Harold just wants to show to him that he’s a responsible husband and won’t ruin Christmas.

On Kumar’s side of things, with nothing to do, he decides to go out with Adrian, but hours before doing so, Vanessa drops by to give Kumar a little news; she’s pregnant. On top of all that (yes, there’s more), a package arrives for Harold who hasn’t lived in that apartment for almost five years. With all this on his mind, Kumar and Adrian head to Harold’s house to drop off the package and get out of their as soon as they can, but of course, we know the formula by know, that’s not going to happen.

Basically, to shorten the sequence, Kumar leaves the package on the front stoop and tries to get out clean, he ends up slipping on ice, Harold hears it, comes out, greets him, and invites him in for coffee. Kumar reluctantly agrees only to see that Harold’s new house is, and I quote, “not s**ty.” Harold and Kumar, after their awkward introductions, finally get around to opening the mysterious package, only to find a ridiculously large joint with the words “I killed Bob Marley” written on the side of it (I’m only kidding about that last part). Kumar immediately begins smoking the joint, and Harold forces him to throw it out. The joint, accompanied by some slick movie magic, is thrown out of the window, to only boomerang back into another open window, placing itself neatly on the cherished tree, thus lighting it on fire. Here’s where the adventure begins.

I won’t explain all the things that happen next, but I can say one thing; it’s funny as hell. The Harold & Kumar films, as mindless and raunchy as they may seem, are for the most part expertly plotted, smartly written, and extremely funny films, this being no exception.

The only thing that I thought was more or less distracting was the overall change in style. I can’t quite put my finger on everything that was different, but it’s like watching a sequel or a remake to your favorite movie. It’s probably good, but it just isn’t the same. Another distracting element was the almost constant use of slow-motion and 3D. Unfortunately, I was forced to see the film in 2D, as well as sober, so I probably only got about 1/10th of the effects that every stoner with a pair of 3D glasses did.

But for all the stylistic changes, the addition of new and hilarious characters, including Thomas Lennon as Todd, a naïve father who inadvertently involves him and his even funnier baby girl Ava in Harold and Kumar’s misadventures, as well as the return of all the old characters, notably NPH (whose cameo may be his best yet) and Rosenberg and Goldstein (whose cameo scene will have fans of the original in stitches), make this 3rd outing better than it has any right to be. Additionally, the use of meta-filmmaking makes for some even better laughs than almost any joke in the film. The real genius of this 3rd Harold & Kumar film, is that, it will most likely please fans of the original, but it also makes room for millions of new fans who have not yet been introduced to the antics of this lovable stoner duo.

4/5 Bears




Dexter: Season 6, Episode 6 – “Just Let Go” Review

Recap: This episode of Dexter begins with Dexter stalking Travis hoping he will lead him to Professor Gellar. Dex gets a call from Deb and she tells him that Brother Sam has been shot and is in the hospital, sending Dexter away from his personal mission. He quickly makes it to Brother Sam’s crime scene. He remembers hitting one of the thugs he came across in Sam’s shop with a baseball bat. After analyzing the blood on the bat, he finds a match. Leo Hernandez.

Dexter goes to visit Brother Sam after learning that he himself may be responsible for the shooting. He also goes to a gathering of locals praying for Brother Sam.

Notive that Geller doesn't interact with anyone but Travis...

Batista and Quinn are digging deeper into Professor Gellar’s past to try to find something useful. Deb notices in one of the old newspapers that there is a photo of a girl with a Hindu tattoo on her lower back. At that point, Quinn realizes that the girl in the photo is the same chick he porked from the bar… Carissa Porter. Quinn and Batista now have to bring her in for questioning. Awkward!

It is very endearing to see how emotionally attached Dexter is to Brother Sam. They both have a darkness inside of them. I think that at this point, Dexter looks up to Sam for being capable of putting his “dark passenger” to the side.

Continue reading Dexter: Season 6, Episode 6 – “Just Let Go” Review

In Case You Missed It: Take Shelter

Storms are a scary thing. They’re big, they kill people, and they can sweep up houses easily. You know what else is scary? Big, brawny men attacking you and your daughter in your dreams, causing you to pee your pants and have seizures, that’s what. These are a couple of the things that Take Shelter’s troubled protagonist Curtis (Michael Shannon) experiences. A working husband and father in his mid 30s, Curtis begins to experience apocalyptic visions of a storm that will wipe out a huge amount of the population. These nightmares provoke him to start building an expensive storm shelter in his backyard, a mere weeks before his daughter is scheduled to have a surgery that will permanently fix her hearing problem.

Continue reading In Case You Missed It: Take Shelter