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Day: 5 May 2018

Review: God of War

This year has seen a number of important reboots for long-standing but ailing franchises: Activision’s Call of Duty, Ubisoft’s Far Cry and Assassin’s Creed. The world of games journalism has generally received these rejuvenations in uniform, lauding such titles with high review scores but damning by faint praise in terms of feedback.

April 2018 saw another long-standing franchise return: God of War. This time, however, the industry has responded with nothing but the highest praise and, having spent almost a week with the game, I have to admit that the hype is fully justified.

For long-standing God of War fans, the departure of the latest instalment from its predecessors is dramatic. Sony Santa Monica have made wholesale changes, refocusing the franchise to exist as part of the Nordic mythological canon, adapting the camera to a more on-trend over the shoulder position, and revamping Kratos’ biographical premise to install the mortal vulnerabilities of parenthood. Early in the game, Atreus, Kratos’ son, asks, in a innocent but no doubt metanarrative way, what the implications of the events unfurled in the prologue are, to which Kratos replies, “everything is different, boy. Try not to dwell on it.”

And things are different. Where Kratos was once a figure at war in a mythological ideology that his level of violence was generally in keeping with, he now finds himself at the distinctly human end of a story in which violence becomes a means of catharsis. Indeed, much of God of War, for all its bloodshed, is essentially about expunging ugliness from beauty. Whether this involves ridding the Elven realm of Alfheim from the tumor-like growths that block your path, clearing the black breath that hangs over The Mountain, or simply destroying the many sinewy weeds that permeate the game, you soon come to realise that Kratos’ catharsis is about more than clearing the way for progress on the surface, but an inward journey of spiritual redemption.

Much of the narrative focuses on Kratos’ relationship with his son following the death of his wife. As the story progresses, Kratos’ own brand of gruff, tough-loving fatherhood is constantly challenged by the respective needs of the still grieving pair and Kratos’ own inability to express emotion outside of the physical. As time goes on, a genuine and really quite heart-warming tenderness grows inside Kratos, but the writers do an excellent job of spreading this out across the full course of the game and plausibly pacing his personal development in accordance with the rest of the game.

photo:SonySantaMonica

Not that Kratos has exactly gone soft. Indeed, many of the more complex and emotional scenes are supplemented by characteristically brutal and high-octane action. Whilst the narrative demands a certain level of emotion from Kratos, rage, revenge and brutality are still very much a tool in Kratos’ arsenal which he, and developers Sony Santa Monica, use to full effect.

The combat system, at the most rudimentary level, maintains much of its hack-and-slash heritage, although varying layers of complexity and variety are built on top of this as you progress, adding magical ‘runic’ attacks, increasingly intricate combos and changing enemy tactics. Whilst attacking enemies with your primary weapon remains enduringly effective, this array of offensive options allows you to optimize your approach on a per-fight basis, and means that even the more formulaic boss fights remain enthralling.

The combat is also excellently supplemented by the way fighting sounds and feels. Every sound effect that emanates from a fight-scene is deep and powerful, working with tactile feedback on the controller to produce a meaty, emphatic experience which underlines Kratos’ physical prowess.

This mechanical and audible variety is mirrored by the aesthetic variety found in God of War’s visually outstanding world. From the monochromatic frozen Dantean hellscapes of Helheim to the colourful dappling of the forest to the giant corpse of mythological giant Thalmur, God Of War’s universe is a joy to behold. The world is huge for a game whose central narrative is essentially linear, and not always easy or intuitive to traverse, but this superlative blend of art design and intertwining with mythological detail means that every new location is as fascinating as the last.

photo:SonySantaMonica

Attention to mythological detail is a lot of what this game tick. Whilst the more personal story revolving around Kratos and his son is arguably the central thread, it is embellished and augmented by being set against a field of mythology that the developers skillfully weave in. For those unfamiliar with Nordic mythology (most of us), such tales are conveyed clearly but faithfully, and we are provided with a codex to read for some background. Cleverly, this codex is written in Atreus’ hand to maintain accessibility for the game’s broad audience.

The pacing of God of War is also masterful. Every time even an ounce of tedium started to creep in to any facet of the game – be it storytelling, combat or environmental puzzles – the development team had something up their sleeves to immediately enthrall.

On top of all of this, the game manages to maintain a sense of humour. Whilst the story is largely a serious affair, Sony Santa Monica employ Christopher Judge as an amusingly deadpan Kratos whose no-nonsense brutality and morbid gruffness is often deployed as an amusing foil to a cast of more quirky side characters who seem intent on annoying him at every turn.

My criticisms of the game are fairly minor. I occasionally felt that Atreus’ dual role of son to be protected and useful assistant in combat was contradictory. Generally, this was addressed as a nuanced aspect of the Kratos’ parenting, but I felt – particularly at the start of the game – that Atreus was too often put willingly in harm’s way to be consistent with Kratos’ protective nature throughout the main story.

The over-the-shoulder camera could also be a little troublesome. The intention, in many parts (particularly puzzles), was, I imagine, to guide the player, but it did sometimes make navigating indoor areas difficult and meant I was often battling with the right stick when I had a much more dangerous troll/ogre/God to worry about. Puzzles were also a little bit one-note, and sometimes felt like a conventional formality when compared with the rest of the game’s outstanding ambition and execution, although a couple of times the writing did fall just the wrong side of that tenuous line between heartfelt and hammy.

There aren’t too many superlatives that haven’t been used to describe God of War already, but it truly is a masterpiece. The story is both astoundingly, inspiringly epic and large-scale whilst deeply human and personal, managing to satisfy its own artistic ambitions as a personal tale whilst standing on the shoulders of the giants that act as its source material. The gameplay is varied and challenging, building on the base, visceral brutality of its franchise forebears to produce an experience with real depth, and  this depth is apparent everywhere in the game, from lore, to sound and visual design to a plethora of engaging side quests.

Perhaps the highest praise I can give God of War is that it lives up to its name. In the battle that has raged between Sony and Microsoft for more than a decade, Kratos has delivered the final blow. The war for console supremacy may have just been ended.

9.5/10

Fallowfield sees worst local election turnout in Manchester

Popular student area Fallowfield had one of the country’s lowest turnouts in yesterday’s local council elections.

17 per cent of Fallowfield turned out to vote, re-electing three Labour Councillors: Grace Fletcher-Hackwood, Zahra Alijah, and Ali-Raza Iljas.

Labour dominated the count, taking 94 of the Manchester City Council’s 96 seats. The Liberal Democrats won 2 seats, both in Didsbury West.

Labour previously held 95 seats, with the Liberal Democrats’ John Leech holding the remaining seat. The Liberal Democrats haven’t held more than one seat on the Manchester City Council since 2012.

The Liberal Democrat gain was announced late in the day, as the result was so close a recount was ordered. John Leech, who is serving his twentieth year in office, claimed the top spot on the Manchester ballot, with 2524 votes. The party’s press office announced: “Liberal Democrats secure double shock win in Manchester.”

John Leech said: “Labour poured over 120 activists, including the council leader, into our area in a bleak demonstration of their commitment to absolute control, and I couldn’t be happier and more grateful that local people placed their trust in us.”

Chorlton Ward had the highest electoral turnout: 46.3 per cent, almost 30 per cent more than the turnout in Fallowfield. Turnout in most of Manchester’s 32 wards exceeded 30 per cent.

Fallowfield’s turnout appears to be one of the lowest in the whole country. London’s lowest turnout was in Havering, where 36.8 per cent turned out to vote — more than double the turnout in Fallowfield. The lowest turnouts in the North East of England were in Chirton and Redhill, which saw 24.2 per cent turnout each.

In the 2016 Council Elections, Fallowfield drew a turnout of 24.74 per cent. This year, only 2164 residents voted in total. 30.6 per cent of Withington, another popular student neighbourhood, turned out to vote.

Sarah-Jane Smyth, Co-Chair of Manchester Labour Students (MLS), told The Mancunion: “I was really pleased to see 3 brilliant Labour Councillors re-elected in Fallowfield. It was great to see such amazing youth turnout in the general election, but unfortunately a lot of students just weren’t aware local elections were even taking place.

“Students aren’t always aware that you need to re-register to vote when you move house, so a lot of people who had been registered for the general election last year might not have realised they weren’t registered this year. MLS had run a voter registration stall on campus in the run up to the local elections but I was disappointed the SU didn’t promote voter registration more, since it’s so important that young people’s voices are heard!

“Next year MLS hopes to work on the Labour Students Million More Voices campaign which is to lobby the university to include voter registration as part of the process of registering for halls, which would hopefully have a massive effect on the numbers of students able to vote in Manchester!”

Kratos and the Almighty Back-hander

In case you’ve been living under a Mount Olympus-sized rock for the past week or two, you might have noticed that a certain little franchise called God of War released its latest installment, and with consistent 10s pretty much across the board, it’s fair to say that it’s the best entry to date.

The game is being hailed as a masterpiece by virtually everyone, applauding director Cory Barlog and those at Santa Monica Studio’s for its directorial innovation, immersive storytelling and all-round level of polish both mechanically and aesthetically, marking it the most seminal title within their flagship series. Kratos himself, however, seems to have a somewhat different definition of a compliment.

Of course, I am talking about the motion and voice actor behind the character, Christopher Judge. Any kind of compliment from Kratos would most likely be a series of grunts and shouting at an unnecessary volume — or at least it would have been, before this roid-raged, all-action, yet famously one-dimensional alpha-male was revitalised, courtesy of Judge’s acting talents and the new team behind this excellent new script and direction.

Photo: Wikimedia Commons
Photo: Wikimedia Commons

During an interview with BBC Newsbeat, Judge told reporter, Steffan Powell: “Reading the script for the first time, I thought it was for a big A-list film” and believed that “[t]here are wonderful tales to be told in this medium, and it is truly just another form to exercise your craft”. That’s great, right? Well, not really, as the worry set in as soon as you notice the phrase “just”.

Whilst this quote alone might slip past you, in light of the various other comments given throughout the interview, it is clear that Judge held a number of preconceptions about the games industry that almost completely negate his otherwise positive comments. Instead of being a much needed and warranted bit of good publicity for the gaming industry, it turned out to be, arguably, the biggest backhanded compliment of all time.

Judge went on to explain that his agents actively chose not to tell him that the script was for a game, as he had been “staunchly against doing them in the past” and was surprised by the level of serious acting he had to do during the audition. ‘An actor having to actually act to get a role’, funny old thing.

Furthermore, as praiseworthy as he was for this particular script and auditioning process, I struggled to take away little more away than what he (and presumably many serious actors and individuals within entertainment) thought of the industry in general. He joked about having to ask, “are you sure this for a game?” and spoke about his surprise at how good the material was, rather audaciously adding that he eventually didn’t care that it was only for a video game. It gets worse.

As if to put the cherry on top of this ultimately dry and disappointing cake: at the height of this article, Judge essentially points towards the likes of Kevin Spacey’s performance in Call of Duty: Advanced Warfare as having done the industry a favour, with other big actors subsequently scrambling for roles in recent years, where before it was considered a place “where old actors go to die.”

Photo: commorancy@Flickr
Photo: commorancy@Flickr

With all due respect, Judge is not an actor I had heard of before, and given the big fish that had already dipped their toes into the apparently dubious, smaller pond, I found it puzzling that he had such a low opinion of the industry considering the great company he would have already been in.

As Powell points out, the industry has often enjoyed vocal acting talents: Samuel L. Jackson, Ray Liotta, Michael Fassbender — I know I’ll never forget hearing Liam Neeson in Fallout 3 for the first time and being shocked when he didn’t threaten my life with his particular set of skills.

Point being: actors have long featured in video games and in making these ill-informed, sweeping statements, he is also commenting on the work of many of his fellow actors. The reality is, games were never really capable of transposing the level of performance that Judge is referencing simply because the advent of performance capture had not yet fully dawned.

Photo: Wikimedia Commons
Photo: Wikimedia Commons

Obviously, I am not saying that Judge’s remarks are entirely derogatory (and I’m sure that was not his intention), but the fact that this interview ultimately centred around the supposed notion that not just this game, but any game, was capable of delivering a heartfelt, complex and compelling narrative came across as rather dated and disrespectful.

Not only have games, as Powell points out in the clip that features within this article, been telling great stories for years, but gaming is one the biggest forces within the entertainment industry and has been for quite some time. We have come a long way from Pong and Super Mario.

In fact, in the upcoming Detroit: Become Human — developed by Quantic Dream, known for their heavily filmic and plot-focused games such as Heavy Rain and Beyond: Two Souls — lead writer Adam Williams, in an interview with VG247, revealed that he left his job as a TV writer to pursue interactive storytelling as he felt that, unlike the restrictions in more traditional mediums, gaming gives you “extra weapons” for “moving people” and all the while still “thought provoking.”

Photo: BagoGames@Flickr
Photo: BagoGames@Flickr

We are all aware of the persistent stigma that is attached to gaming and how it is somehow perceived as a lesser form of art, and perhaps, as Judge alludes too, there used to be some credence to that. However, as Judge says in one of the saving graces about this article: “games are not just about the gameplay anymore, but about the stories” and they have been for a long time. Fair play to him on that one.

In truth, games have long taken cues from Hollywood to bring a more story-driven and cinematic feel to their gameplay; they have also been heavily influenced by literary works to develop more profound and meaningful narratives, often leading to players reflecting upon serious and mature subjects. Whilst it may feel a recent development to an outsider, to a gamer, we know that this a craft and a passion that people take very seriously and have always wanted to give more than just gameplay.

So, I guess the moral of the story is that whilst Judge may have tried his hardest to be nice, his unfortunately backhanded compliment was symptomatic of a wider societal prejudice towards gaming; a half-baked attempt at flattery that betrays an ingrained culture of snobbery towards a medium that is making artistic strides at a very fast rate, and should be considered as having the same autered subtlety and academic validity as any other art form.

Review: Avengers – Infinity War

Back in 2008, I was 11 years old and Iron Man had just been released. I went with my brother and my godmother’s daughter (I believe the term is godsister) and since I wasn’t of age my godsister fulfilled the ‘A’ of the 12A rating. As best as I can remember, this was my first superhero movie; the first stepping-stone towards a life of small Bat-signals, Riddler Converse, and Suicide Squad snapbacks. Nowadays I’m pretty up to date on all things superhero: casting, upcoming films, the comic book storylines they corresponded to etc.

But back in 2008 this wasn’t the case. Life was simpler. It was a time where it was still socially acceptable to leave at the start of the credits, to not know what an Infinity Stone was, and to Google who that purple guy was at the end of Avengers Assemble. The term ‘cinematic universe’ had not yet entered the mainstream.

Ignorance was acceptable and 11-year-old me had no idea how much of a gamble Iron Man was. I didn’t know about which studio owned which properties, didn’t know who Robert Downey Jr. was, didn’t know what rehab was, and I didn’t know what a heroin addiction was (still don’t). Nevertheless, reading back now on coverage of the film at the time, what is clear is that this film rested on shaky, shaky ground.

Race forward ten years, 18 films, and nine franchises later and that shaky ground has turned into the safest pair of hands cinema has ever seen. These hands can turn a genre previously reserved for a clique of speccy nerds (of which I consider myself a proud member) and turn it into entertainment for the masses.

These hands can turn a dying Andrew Garfield into a fresh, new-baby-smelling Tom Holland within three years. These are special hands. Magical hands. Nay, miraculous hands. So, when a few years back president of Marvel Studios (and my heart) Kevin Feige announced that near every property they owned would come together to fight Thanos (that purple guy you know you Googled), no one questioned it.

It was the single biggest promise to ever come to cinema, and no one stopped to think that Marvel might have bitten off more than they could chew. Why would they? Their biggest crime thus far was a perfectly watchable Thor sequel (a franchise they then fixed with Ragnarok). Marvel doesn’t f**k up. At best they stumble, before bandaging the wounds with billion-dollar notes. So, the world waited patiently for Infinity War’s arrival. And now it’s here.

This film is so f*****g good. It shouldn’t be possible. It shouldn’t be doable. To have this many characters, dominating personalities and plotlines flow so naturally into one compelling and cohesive script is mind-blowing. Directors Anthony and Joseph Russo have always delivered excellent additions to the MCU (Captain America: Winter Soldier and Civil War) but to say this is their best work is to dilute the sheer scale of their achievement. This film is not only the best entry into a decade long franchise, but it is the crown jewel in a project that myself and many other children grew up with.

This film gave me everything I wanted and more, it delivered on every promise of scale, grandeur, gravitas and levity and all within the first 30 minutes. With the second part coming this time next year, I feel confident in saying that the world of cinema will never experience anything like this again in my lifetime.

Following directly on from the end of Thor: Ragnarok, the film wastes no time in firmly establishing Thanos and his henchmen, the Black Order, as the pinnacle of all evil. Thanos seeks to wield all six Infinity stones: Space, Power, Time, Soul, Mind, and Reality. With them, he will have ultimate dominion over the universe. Needless to say, the stakes have never been higher. One by one the Avengers are roped into his scheme and the battle commences.

One concern of mine when going into this film was that, with so many disparate plotlines to merge into one, the script would struggle to bring these groups together into one cohesive unit. Incredibly, I never once regarded any of these meetings as unlikely, unnatural or unbelievable. Every strand is stitched together seamlessly, never leaving you with a frown of disbelief or even a whiff of plothole.

The script deals with some heavy themes: loss, sacrifice, guilt, and yet the balance of tragedy and comedy means that no moment carries any less weight than it deserves. Each poignant moment is given exactly the amount of consideration it deserves, but the following joke never ruins the moment, allowing the film a consistent level of sobriety and levity.

Make no mistake though, Infinity War hits hard. Previous entries into the MCU have been criticised for a lack of risk-taking. The age-old stereotype in comic-books is that death is meaningless. The villain is defeated, a city has been destroyed, but nothing has been sacrificed. When War Machine was shot down in Civil War many saw this as a wasted opportunity to teach Tony Stark a real lesson about loss and sacrifice. Infinity War pulls no such punches. Playtime is over now the grown-ups have arrived. Speaking of which…

Thanos. The Avengers may be on the label, but this is his film. He plays judge, jury, executioner and is the closest this film has to a main character. The Mad Titan is, undoubtedly, mad but there’s certainly method to his madness, an evil method though it may be. Far from a one-note villain we see a whole spectrum of emotion on his chiselled, violet face. Anger and sadness are to be expected but grief and serenity also make a welcome appearance, firmly establishing him as the greatest and most complex villain the MCU has ever witnessed. Josh Brolin is perfect casting.

Infinity War has some of the greatest, most awe-inspiring moments the series has ever created. Several times the theatre I sat in was stunned into pure silence, not a breath to be heard, let alone a rustle of popcorn. Speaking as someone who’s grown up with these characters, their personalities developing as mine did over the years, this film delivers on all fronts. It’s the perfect beginning of the end to a decade of film that I and many others hold very dear to our hearts. The highest compliment I can give this film is that, ten years on, it instilled in me the same sense of wonder that I felt at 11 years old.

5/5

Top seven acts at Live at Leeds this year

1)    The Howl & The Hum, Brudenell Social Club, 6:00 pm-6:30 pm

TH&TH is a whirlwind of eccentricity, peculiar narratives and sparks that resound within your heart as it struggles to settle back to its resting rate. With songs that envelope your soul in a curtain of nostalgia and transcendence alongside frontman Sam Griffith’s ability to concoct an air of awe-inspiring presence, The Hum are unlike any other band who are taking to the stages of Live at Leeds.

You do not need to have listened prior to their performance, however, you do need to have prepared your psyche. Don’t waste your £36.00.

 

2)    IDLES, The Wardrobe, 12:00pm-12:45pm

Putting a band like IDLES in a venue like The Wardrobe is slightly concerning. You can expect broken barriers, busted windows and chaotic crowd-surfing. If you wish to begin your Live and Leeds festival with the perfect spirit which will leave you reeling for the rest of the night, IDLES is essential. Join the revolution that will take place in one of Leeds’ greatest venues (before it becomes trashed).

 

3)    Cosmo Pyke, Brudenell Community Room, 10:45 pm-11:15 pm

Yes, that’s his real name. Cosmo Pyke is an unmissable artist who provides raw, beautiful and melodic tunes to the likes of Rex Orange County and Jorja Smith. Playing such a small venue will only enhance the intimacy which is already saturated with his lyrical style. See Cosmo whilst he’s still an arm-stretch away, this won’t be the case for much longer.

 

4)    Cabbage, The Wardrobe, 9:45pm-10:45pm

Cabbage is possibly one of the most fervent bands on the bill for this year’s Live at Leeds line-up. With crowds that give some of the industry’s current heaviest bands a run for their money, Cabbage guarantees you a raging set that will undoubtedly imprint on any other artist you also choose to see on this thrilling Saturday.

5)    Phoebe Green, Leeds Beckett 2 2:00pm-2:30pm

Dream-like haziness instils the spaces in which Green and her musical counterparts perform. Arguably, sounding even better live than on record, Phoebe Green combines nifty guitar licks with compelling lyrics to create songs that offer a place of warmth and acceptance. A story-telling style ensures that her performance will resonate in your consciousness for days to follow.

 

6)    SHEAFS, Hyde Park Book Club, 1:00pm-1:30pm

Sheafs possess the vigour and temper which exceeds a considerable number of their competition within the current industry. With lyrics laced with impertinence exhibited by fearless vocalist Lawrence Feenstra combined with intoxicating guitar licks and heavy drum beats, Sheafs will make Hyde Park Book Club feel a lot larger than it is.

 

7)    Heir, Leeds Beckett 2, 12:00pm-12:30pm

Heir are a vivacious quintet who produce effervescent indie rock tunes embellished with synth beats. Their bubbling stage presence perfectly produces a performance that leaves you at the mercy of dancing along. Their clear passion for music is something they invite you to share with them as they guide you through upbeat and feel-good indie tunes.

 

Live Review: Gengahr

The intimate and treasured Mancunian venue Gorilla provided the perfect backdrop for Gengahr to exhibit their new second album, Where Wildness Grows, a spell-binding concoction of intricate guitar licks and dream-pop synth, complete with eerie vocals.

An orange and dark green wash of light perfectly complemented the warmth that radiated from the tapestry displaying the indie rock quartet’s new album artwork. Before the band had even ventured onto the stage, an air of enchantment had infused every corner and crevice found in this sold-out 600 cap venue.

Strolling onto the stage, frontman Felix Bushe unlatched their dream-like haziness which was cast upon the audience through his distinctive yet incredibly soothing vocals as the band opened with hit single ‘Is this how you love? A song that acts as a microcosm for the rest of the blossoming blanket of warm that Where Wildness Grows has to offer.

Gengahr played a 15-track setlist which also paid homage to their classics from debut album A dream outside which offered a pleasurable sensation of nostalgia, particularly with the performances of Heroine and my personal favourite Fill my gums with blood.

The return of such songs generated a new wave of enthusiasm throughout the audience who undoubtedly appreciated the clear contrast with the newer, more upbeat and comforting tracks alongside the more angsty and raw gestures which Gengahr had initially gained their early fanbase from.

Given the complexities found within the instrumentals of Gengahr’s soundscape, I was quite disappointed with the fact that they just weren’t loud enough. I wanted to feel the truly immersive nature of the quartet’s individual musical parts but some of the intricacy’s, particularly the nifty lead-guitar licks from John Victor were lost at times.

However, the band’s collective energy and sheer enjoyment that they exhibited throughout near-enough filled that void.

Overall, Gengahr plunged their audience into an atmospheric blissfulness characterised by Bushe’s subdued vocals and a wall of winding and dynamic riffs, leaving their fans light-headed.

 

8/10