A New Hope: Clone Wars & The Mandalorian Show Star Wars’ Bright Future

A New Hope: Clone Wars & The Mandalorian Show Star Wars’ Bright Future

Originally published at CBR on 02/17/2020.

With Season 1 of The Mandalorian satisfyingly wrapped-up, Season 2 on the horizon, and the last season of The Clone Wars just around the corner, it’s a good time to be a Star Wars fan. Just two months removed from The Rise of Skywalker capping off a wildly divisive run of cinematic releases from a galaxy far, far away, what’s changed? It goes back to one man: Dave Filoni.

In 2008, Filoni was a little-known animator, fresh off experience on the first season of Avatar: The Last Airbender. George Lucas surprised many by choosing Filoni to help shape Star Wars’ on-screen future after the conclusion of the prequels, as the director of the Clone Wars animated movie and creative force behind the proceeding Cartoon Network series. The existence of the film itself was bewildering — do we need more prequel era stories about Anakin and Obi-Wan? And its about Anakin’s padawan, who is just never discussed again? And after all, the prequels are bad! Though the theatrically released film was universally panned, it proved successful enough for the series to continue, and what a miracle it was.

After the boring, seemingly pointless Clone Wars movie, who would’ve thought that the series it spawned, on Cartoon Network no less, would be one of the best-told stories in the Star Wars Universe. The first on-screen story to truly feel removed from Lucas’ own sensibilities, the larger narrative was aimed under the guidance of the world’s creator but was first and foremost a Dave Filoni story. Interestingly enough, you can see how Filoni matured as a storyteller along with the show in the first few seasons, growing from an imitation of the live-action films to embracing its own little corner of the universe.

Over time, fans began to embrace what made The Clone Wars so special, cheering on the recurring appearances of characters created for the show like Hondo Ohnaka and the handful of clone troopers with personality, rather than just crossover appearances from established characters like Yoda and Darth Maul. Just as the show was really hitting its groove, telling some of the boldest stories in the Star Wars universe and addressing the gray-area morality of the Jedi acting as a militarized group, Disney pulled the plug.

Though Clone Wars wrapped its story up quicker than the fans and creators had hoped, it still provided a satisfying conclusion, fully overcoming the bad rap of the film and the early episodes. When you look back on those first five televised seasons as a whole, the show did a few things many would consider unthinkable — it offered actual depth to the prequel films while creating something entirely new in the process.

Star Wars Rebels, Filoni’s follow-up to The Clone Wars, had a far less steep hill to climb. Unburdened from the constraints of a brief timeline between two films and without the need to work around the canon of major characters, Filoni, along with new collaborators, Simon Kinberg, Carrie Beck and Greg Weisman, learned from his mistakes and delivered something interesting right out of the gate.

The premise was far simple and offered a more compelling hook, as the show followed a team of rebels, pre-Original trilogy, led by one of the few surviving Jedi and his new Force-sensitive padawan. Eventually, Filoni pulled out the rug from everyone and the show dove headfirst back into the same corner of the universe as The Clone Wars, bringing back many of the characters and themes from his earlier show. Longtime fans of the previous series found it to be incredibly rewarding, but this was a bold risk considering the many new viewers of Rebels, itself more appealing to younger audiences on the new home of Disney XD.

Nevertheless, Filoni was clearly staking his claim, promising that his pieces of the Star Warsuniverse would work together, building upon one another to tell a larger, more epic story.

But since the premiere of Rebels, much has changed in the Star Wars universe. In theaters, Disney’s Star Wars films have sort of led to the fandom tearing itself apart. In 2015 and 2016, Episode VII: The Force Awakens and Rogue One: A Star Wars Story seemed to hint at a future of fun, passable films that couldn’t quite replicate Lucas’ original magic. But then Episode VIII: The Last Jedi came out, and for the last two and a half years arguing about Star Wars has become one of our most beloved pastimes. Much like Filoni’s many stories, Rian Johnson’s film took huge risks with the property.

The Last Jedi is easily the boldest and most unique story in the canon and a massive step forward on every level. It forced the characters that so many grew up admiring to actually look at themselves and question who they are. The film humanized these larger-than-life figures in a way audiences had never seen before, including addressing the gray morality of the Jedi, who once considered themselves the ultimate arbiters of Justice. Many didn’t see the film this way, and were largely put off by Johnson’s boldness. Rather than view the story as a whole, and analyze what it means, many viewers instead felt it betrayed what they loved about Star Wars in the first place, and couldn’t get behind the new risks it took. Just months later, this was followed-up with Solo: A Star Wars Story, a lifeless, gray Han Solo origin that lost its filmmakers halfway through shooting.

Now, here we are, just months after Episode IX: The Rise of Skywalker, the most divisive film in the series in a whole two years. Though certainly not bad, JJ Abrams’ Skywalkerseemed to focus far more on delivering what fans said they wanted than achieving a more unique vision, and almost feels more like a 150-minute highlight reel than a conclusion to the 42-year saga. With no more announced films in the franchise, rapidly declining box officereturns and the worst reviews of any live-action movie in the series, one would expect fans of the series to be pessimistic. Thankfully, the last few years of Star Wars television have been very kind, and promise to only improve.

On smaller screens, Rebels offered another satisfying conclusion from the Cowboy Hat-wearing animator in early 2018. The finale comes full-circle, building upon The Clone Warsand potentially setting up a third story in that vein, though there’s been little movement on that front. He also helped create Star Wars Resistance for Disney XD, and though Filoni took a less hands-on role in its storytelling, it still found universally positive reception. And last year, Jon Favreau recruited Filoni to help create The Mandalorian for Disney+.

The show, along with the now inescapable Baby Yoda, became Disney’s first entry in the Star Wars universe to have a large-scale cultural impact and inspire widespread, deep admiration. In The Mandalorian’s final moments, it mirrored what he did in the finale of Season 1 of Rebels, once again delivering a final twist that this story also occupies that same, Dave Filoni corner of the Star Wars universe. On top of all of this, next week the creator’s beloved Clone Wars returns to tie up all of those loose threads.

Whether you love or hate Disney’s wildly divisive live-action Star Wars entries, odds are you have seen (and enjoyed) something with Dave Filoni’s fingerprints. Now, with the future of the galaxy far, far away largely obscured, there’s reason for optimism, because it lies in good hands.

Premiering Friday, Feb. 21, on Disney+, the final season of Star Wars: The Clone Wars stars Matt Lanter as Anakin Skywalker, Ashley Eckstein as Ahsoka Tano, Dee Bradley Baker as Captain Rex and the clone troopers, James Arnold Taylor as Obi-Wan Kenobi, Katee Sackhoff as Bo-Katan, and Sam Witwer as Maul.

Comic Book Movies Don’t Need the Academy’s Approval – Especially Not Joker

Comic Book Movies Don’t Need the Academy’s Approval – Especially Not Joker

Originally published at CBR on 1/18/2020.

In February 2009, Heath Ledger won a posthumous Academy Award for Best Performance by an Actor in a Supporting Role. Ledger’s win, awarded for a genre-redefining take on The Joker, marked the first time a blockbuster superhero film had broken into a major category. A decade later, Todd Phillips’ Joker led all 2019 films with 11 Oscar nominations and is a favorite for many. It completes this cycle of superhero films, closing the loop on a decade that birthed the idea of a Cinematic Universe as we know it and saw superheroes rise to the top.

In many ways, this growth is exciting. Those who were raised on comic books and niche science fiction might see this as the public finally embracing something they once derided, but the question needs to be asked—why does it matter if these films are “embraced?” And is Joker really the best we can do?

The Dark Knight, released in 2008 by writer/director Christopher Nolan, was unlike many other comic book films at the time. While films like Raimi’s Spider-Man were bright and vibrant, The Dark Knight operated with a muted color palette, an atmosphere more reminiscent of crime thrillers. The film’s more prestigious tone, along with Ledger’s powerhouse performance, allowed the movie to finally get taken seriously by audiences and the film industry as a whole. Though previous movies had established that capes and cowls can draw audiences, this was a new breed, earning rave reviews and even convincing the Oscars to expand the field of Best Picture.

But as Marvel’s Cinematic Universe grew beyond its humble origins in the following decade and allowed comic book movies to “go weird,” the broader resistance to take movies of their kind seriously returned. The massively budgeted films could gain nominations in categories like Best Visual Effects and Best Sound Editing but always fell short to “prestige” films and smaller, quieter material. But, while all of this happened, the MCU passed Harry Potter as the highest-grossing franchise of all time in just seven years of existence. The Avengers had the highest opening weekend of all time in 2012. DC got in on the Cinematic Universe game, and though it took a while, finally found their footing with Wonder Woman. Countless franchises attempted to ape what superheroes had, and the genre became ubiquitous, dominating theaters with even more films each year that continued to succeed. Despite what can frequently be a harsh reputation, film critics embraced many of these films, and the MCU collectively averages just over 83% positive reviews on Rotten Tomatoes. And last year, to put a final exclamation point on everything, Avengers: Endgame became the highest-grossing film of all time worldwide.

Yet, after all of this, fans still clamored to be taken seriously by critics groups and award voters. As time goes on, the fandom has grown more impatient with those who do not ascribe to their way of thinking. Any time a public figure has something negative to say about the genre, just take a look at any comments section—fans are bewildered that anyone could hate their precious (billion-dollar) films.

It wasn’t until 2019 that Marvel Studios broke out of the technical categories and won a Best Picture nomination for Ryan Coogler’s Black Panther. A clear representation of everything superhero films should be, Black Panther broke the mold by taking massive steps forward in terms of representation for black artists, both in front of and behind the camera. The film takes the standard superhero template (hero, villain, fight scenes, car chases), and uses it to tell a moving story about personal responsibility and flawed governments, bathed in subtext as a response to the racism that has enveloped modern society and kept movies like this from ever coming before.

If ever there was a film that should represent what superheroes can do when they deserve to be taken seriously, it’s Black Panther. With its seven nominations and three victories, the film certainly earned a place in the conversation, but didn’t earn a nomination in any acting, writing, or directing categories, and was never considered a real competitor for the Oscar for best picture. Unfortunately, the first blockbuster comic book superhero film to actually make that step is Todd Phillips’ Joker, a film that shares many similarities with Black Panther, but many stark differences.

Though not quite a bad film, Joker’s greatest mistake is failing to make a compelling argument for its own existence. Were it simply an intimate, cynical thriller about the consequences of a broken, selfish society, Phillips’ film would work. Instead, it becomes this weird meeting place of decades-old comic book lore, a cinematic love letter to the ‘70s crime films of Martin Scorsese and a tone-deaf screed against a nonspecific idea of “society,” muddling the actually effective story that lies beneath the surface. That’s not to take away the craft with which Phillips makes the film, expertly evoking Scorsese’s style with a few of his own flourishes, as well as Joaquin Phoenix’s in-your-face performance and Hildur Guðnadóttir evocative score, which all form a perfectly well-created movie. But underneath this surface-level technical skill, there just isn’t anything there.

Aside from the fact that it mostly feels like a story that has already been told in a style that has been done to death, Joker also marks a troubling landmark for Hollywood as a whole. As first brought up in critic David Ehrlich’s review of the film, the success of Joker could very well make the film a precursor to a new wave of cinema that is bold but wouldn’t exist without an existing IP grafted on top of it. Though it certainly pushes boundaries in terms of content and what’s allowable in a big-budget mainstream studio movie, there’s no way the movie exists without the presence of Bruce Wayne, negating any actual bravery the movie would otherwise possess.

When it comes to the Awards, the Motion Picture Academy of Arts and Sciences has made its purpose clear—to honor the best and boldest movies of each year. They’ve certainly strayed from that by nominating and awarding safe, less-than-stellar choices in recent years like Bohemian Rhapsody and Green Book, and choosing to honor Joker only continues down that path. For years, comic book fans have gleefully watched as their favorite genre became a titan in modern culture and dominant at the box office, but it wasn’t enough. And now, they’re just another mistake in a pattern of mistakes at the Oscars, validating nothing but the audience’s vanity.

Apple Arcade’s Must-Play Mobile Games

Apple Arcade’s Must-Play Mobile Games

Originally published at CBR on January 20, 2020.

In September, Apple launched Apple Arcade, a $5-per-month subscription service that provides unlimited access to a massive library of video games, exclusively on Apple devices. Joining the heavy-hitting likes of the PlayStation Now and Xbox Game Pass subscription services was never going to be easy for other companies, but Apple had a particularly massive hill to climb. The company has spent the past decade earning a bad reputation for its deep catalog of largely terrible iPhone games, with only a handful of truly great titles. Apple combated that by restricting who was allowed to make games for the service.

Arcade is a curated selection of games specifically commissioned for the service. Some games are simply available on Apple Arcade, but for others, the tech giants shelled out the big bucks, purchasing the mobile rights for indie games from popular companies like Simogo and Capy.

At launch, Apple Arcade provided members with about 60 games, but that number has quickly elevated to well more than 100, consistently offering more and more reason to come back to the service. Many of these games, like Oceanhorn 2Marble it Up: Mayhem and Shinsekai: Into the Depths offer fully-fledged gaming experiences that are best with a controller, showcasing the service’s versatility. But on the other hand, most of the games finally deliver on the promise of the App Store in 2008: fun, delightful, bite-sized experiences optimized for a small touch screen, making any commute pass by in no time. These are just some of Apple Arcade’s can’t miss entries as of January 2020.

GRINDSTONE

Grindstone is, quite easily, the perfect encapsulation of Apple Arcade. Featuring all of the fun, addicting trappings of any great mobile game, but unburdened by ads or microtransactions, it represents the massive promise of the service. And on top of that, it’s an absolute blast.

The core of Grindstone is very simple and will be very familiar to most players. It is a color-matching puzzle game, similar to Candy Crush or Bejeweled, but with plenty of its own flourishes. To start, it has some of the best 2D hand-drawn art in any video game from last year, focusing on a heavily muscled brawler (you, the player) as he slashes his way through a dungeon of monsters (which are, of course, the color-coded pieces of the puzzle). Each level asks the player to destroy the monsters and make their way out of the dungeon, with optional collectibles along the way. And just when it feels like Grindstone will ask the player to wait to recharge before they can continue, or buy a pass, or watch an ad, or do some other menial task to monetize the game…it doesn’t. The 150 levels fly by in a flash, thanks to a Nintendo-level commitment to keep introducing new elements to keep gameplay fresh.

WHAT THE GOLF

There are very few games that understand humor on the level of What the Golf. Rather than relying on text-based humor like Donut County or the situational humor of Untitled Goose GameWhat the Golf uses the language of video games to continuously surprise and delight players.

Ostensibly, the game is about golf. For the first few levels, it’s a 3D golfing game. And then, at the drop of a pin, it’s something much more. The wildly subversive game offers surprise after surprise, using the basic premise of being a golf game to deliver minigames that include hockey, platforming and, uh, driving? I won’t spoil anything else from the game, but trust that it’s a touch-screen wonder, bringing hours of fun, surprise, and laughter to your iPhone.

LEGO BUILDERS JOURNEY

On paper, LEGO Builder’s Journey doesn’t make a ton of sense. The popular toy brand has already planted its flag in the games industry by making a brand out of fun, quick-paced, child-friendly brawlers based on a popular IP. From the early days of LEGO Star Wars to the most-recent LEGO DC Super-Villains, there is already a clear template for LEGO games. LEGO Brawls, which was available at Apple Arcade’s launch, shirked those expectations slightly, but still featured that same fun, funny LEGO atmosphere.

LEGO Builders Journey completely bucks this trend and goes all the way in the other direction. Much closer to a meditative, quiet mobile puzzle game like Monument ValleyBuilder’s Journey is tremendous. It follows a father and son, made out of abstract legos rather than the usual minifigs, as they go on an adventure. The slow, haunting music perfectly accompanies their story, as the player uses their knowledge of the decades-old toy to build the environments and help the pair along their way.

SAYONARA WILD HEARTS

Sayonara Wild Hearts is one of the best albums of 2019. Full of fun, poppy earworms, the game’s soundtrack absolutely must be heard. On its own, the game sort of defies description. Partly a level-based runner game, party a rhythm game and party a story-based drama, it’s something new entirely. Though some of the touchscreen controls can be sort of unresponsive, the game’s beautiful, colorful visuals and absolute banging soundtrack easily make up for that.

On top of this, it’s also a very beautiful love story between two women, which unfortunately is a type of love story that doesn’t get told often enough. This subtext isn’t new to gaming but Sayonara Wild Hearst finds brilliant ways to use gaming to tell a story that otherwise might not have found an audience.

CRICKET THROUGH THE AGES

Much like What the GolfCricket Through the Ages uses a very basic gaming premise as the set up for surprise, delight and plenty of laughs. The central conceit is that you, the player, are playing cricket in ages since the dawn of man. A posh British narrator explains how cricket has impacted the course of human history, which is all, of course, fictional.

It’s a short, fun journey from dinosaurs to cowboys and everything in between, and though it doesn’t live up to the true inventiveness of What the Golf, it’s still a small delight.

SUPER IMPOSSIBLE ROAD

Super Impossible Road, like Grindstone, has the basic structure of a dreadful mobile game. The player controls a ball on a track, with neon visuals and an annoying EDM soundtrack. But there is a basic reason why “ball on a track” games have been successful on flash sites and app stores for so long, in spite of bad design and obtrusive ads—they are simple and fun. Super Impossible Road is no different, in spite of that dreadful name.

Players can upgrade and modify their ball, but the progression system is slightly tacked-on. The real meat of the gameplay is driving on the road, or rather, off of it. The hook here is that you will never win a race if you simply stay on the track, so you have to jump off and let gravity be your shortcut, reading the track and landing back on it before falling into an abyss. The game really isn’t all that different from previous games of its kind, but it has a few very important things going for it: no microtransactions, no ads and plenty of content to keep you busy.

Square Enix’s Avengers Game Hands-On: Wow, This Thing Just Might Work

Square Enix’s Avengers Game Hands-On: Wow, This Thing Just Might Work

Originally Published at CBR.com on October 4, 2019.

Following a questionable debut in July at Comic-Con International, Square Enix’s upcoming Marvel’s Avengers video game had a bit of a hill to climb in the public eye before its May 2020 release. Thankfully, it’s taking some massive steps forward this week at New York Comic Con, and CBR got some encouraging hands-on time with the game itself.

However, that’s not all, as the studio also revealed one of the game’s most important (and most promising) details of all: the addition of Kamala Khan as the story’s main character.

The announcement of Marvel’s Avengers met with a … less-than-positive reception. Formerly known as The Avengers Projectit landed with a thud, drawing complaints of ugliness, and questions about the confusing release schedule. Some positivity followed the reveal that Square Enix developer Crystal Dynamics would take lead in the game’s creation, but then came the announcement that the lineup of heroes just appeared to be a diet version of the Marvel Cinematic Universe’s original Avengers, minus Hawkeye.

The first glimpses of gameplay suggested a linear path through the story, with combat reminiscent of a mobile brawler. On top of all of that, Square Enix teasedthe game would undergo consistent content updates, potentially suggesting the it would feature an unfinished story at launch. The heroes themselves didn’t look great, even earning comparisons to the scene in Spaceballs in which they accidentally get the characters’ stunt doubles. Perhaps, many wondered, some of these issues are just limited to the opening portion, and it begins to open up later on?

It seemed slightly unfortunate, then, that CBR’s hands-on demo was also largely restricted to the same opening segment from that first trailer. Yet, it miraculously took only a few minutes for many of those issues to melt away. Once the player actually takes hold of a controller and gets into the game, it immediately feels perfect, like slipping into a favorite pair of shoes. The combat is clearly building on the Arkham/Spider-Man school of fighting, with light attacks, heavy attacks, a dodge and combos, but allows each hero his or her own style, skillset and specialty moves. The demo takes place in San Francisco, as the team of five Avengers (seriously, where is Hawkeye?) works to stop Taskmaster and his endless waves of goons from destroying the city.

It opened with Thor, who similar to Kratos in 2018’s God of War, has the ability to aim and call back Mjolnir with the press of a button. The enchanted hammer blends perfectly into the typical superhero combat system, fluidly allowing the player to continue combos, even when at a distance from the nearest enemy. The god of thunder also has the ability to fly, which gives the hero his own quirk, but it feels familiar.

A segment as Iron Man was next, and controlling Tony Stark felt similar to Thor in terms of power and flight controls, but his ranged attacks are much different. Marvel’s Avengers allows a massive amount of customization in terms of how the player wants to play, which extends to Iron Man’s ranged attacks, giving the player the ability to swap between lasers, repulsers and rockets on the fly, depending on the threat. There was also an on-rails flying sequence as Iron Man, but it only lasted about 30 seconds and offered very little depth, not even allowing dual-stick controls.

Marvel's Avengers

Playing as Hulk was probably the most satisfying part of the demo, swapping out flight and ranged attacks for an unstoppable, rampaging monster. Taking out the enemies was quite easy, even for a demo, but it felt so natural smashing around, picking up enemies and pieces of concrete, then smashing them into each other that the difficulty wasn’t really an issue. In terms of level traversal, Hulk leaps from bright red launchpads, there to help the player follow the critical path in a Naughty Dog-like manner.

Captain America received one of the briefest stretches in the demo, but the Avengers’ leader had a fully developed skillset and playstyle, even if he does meet his doom in the first act. Throwing the shield, fighting enemies while waiting for it to return, then delivering a finishing blow upon its return was an intuitive flow, and it’s sad to see it go to waste (or will it?).

The last stretch of the tutorial followed Black Widow in a boss battle as she faces off against Taskmaster. It was a bit clunkier than the first parts of the demo, and because it was a boss fight it’s difficult to get a grasp on how Natasha will actually control during battle. It’s still the early stages of the game, but the boss fight was quite repetitive, featuring three phases of “solve-and-repeat” action to eventually bring down the villain.

When the tutorial’s gameplay draws to a close, footage from the first trailer plays, as we see Captain America go down with a Helicarrier, the Avengers disband, and AIM replaces heroes as the law-keeping regime.

Narratively, outlawing heroes and replacing them with a more automated system resembles classic deconstructionist stories like Watchmen and The Incredibles, but it’s never really been done to this degree with the Marvel heroes. It’s intriguing, and the heroes are all left in duress, with Thor leaving Mjolnir out of fear of unworthiness and Banner trapped in a permanent Hulk state. The story properly kicks into gear when Kamala Khan, the stretchy Inhuman and future Ms. Marvel, comes to the team with proof that AIM has sinister motives.

The final hands-on activity CBR was granted with Marvel’s Avengers was in the HARM Room, basically a training facility for the Avengers, and control over Kamala herself. The character is easily the best-feeling in the game, with smooth animations that flow quickly into the next. Her expressive, powerful fists and feet grow when she makes contact, but she also moves quickly, dodging blasts more easily than some of the chunkier characters.

All in all, if gameplay is king, Marvel’s Avengers will turn out just fine, with a bountiful selection of gameplay styles that are each rewarding in their own way. And that isn’t to speak of many additional systems, like upgradable power moves, gear and unlockable costumes.

As for the questionable release schedule, Crystal Dynamics head Scot Amos helped clear that up as well. The game will feature two types of missions, one titled HERO Missions, which are solo levels that progress the story, and another titled WARZONE Missions, which allow for up to four-player online co-op, and add additional story content. From launch day, Amos confirmed that the entire story of Kamala and AIM will be available to play from start to conclusion without waiting for any updates, but that there will be free updates that add missions, heroes, and locales.

After learning a bit more about the game and spending some time in the tutorial and training modes, it’s safe to say many of the initial concerns about Marvel’s Avengers are unfounded. Generally, the combat is fluid, with enough distinct differences between characters to justify the full roster of heroes, but similar enough to feel a cohesive unit. With Amos’ guarantee that the game, at launch, will feature a start all the way through the conclusion to a satisfying story arc, it’s safe to say that in the end, the only issue that remains is the muted, gray color palette, and hey—maybe they’re just trying to carry on the tradition of the Marvel Cinematic Universe.

Developed by Crystal Dynamics and Square Enix, Marvel’s Avengers features Nolan North as Iron Man, Troy Baker as Bruce Banner, Laura Bailey as Black Widow, Jeff Schine as Captain America and Travis Willingham as Thor. The game is scheduled to be released on May 15, 2020, for PlayStation 4, Xbox One, PC and Google Stadia.

The Walking Dead: Saints and Sinners Revives a Tired Gaming Genre

The Walking Dead: Saints and Sinners Revives a Tired Gaming Genre

Originally published at CBR.com on October 10, 2019.

The Walking Dead: Saints and Sinners is the latest in a long line of video games based on Robert Kirkman’s The Walking Dead. The most prominent among them is Telltale’s story-focused adventure games, but at New York Comic-Con 2019, CBR got some hands-on time with the upcoming VR game Saints and Sinners, and it looks to be the series’ high point in terms of gameplay.

The game’s first trailer didn’t give an in-depth view of the gameplay, though it showcases the story’s morally murky atmosphere. The developers estimate the larger story, which we still have few details on, will take about 15 hours to play through. If it’s anything like that trailer, it’s sure to be gripping, but what about the gameplay?

Odds are players are familiar with Saints and Sinners‘ style of gameplay. Anyone with a passing familiarity with the genre will feel at home in seconds. That sense of comfort is important, as players see this type of world through an entirely new lens. Like The Last of USZombiU and many other undead thrillers, it’s a survival action game with low supplies of weapons, a stressful item management system and, of course, hordes upon hordes of undead. But where many of zombie games have started to become overly familiar, Saints and Sinners immediately feels fresh and fun due to depth added through the immersive VR headset and controls.

Where many virtual reality games tend to fine-tune the entire experience around a specific gameplay mechanic, like the way Superheat VR plays with the passage of time, Saints and Sinners takes a much more ambitious route. In a decision that may eventually come back to haunt the developers, it is a fully fledged single-player campaign, complete with a larger story and sandbox-like environments to explore.

In CBR’s hands-on session with an early level of the game, the player was tasked with traversing a single location and navigating complex scenarios through speech and/or action. Set in a fairly unremarkable neighborhood in New Orleans after the zombie apocalypse, the player had to attempt to talk down two rival groups and resolve the situation before zombies began plaguing the neighborhood. There were plenty of ways to go about resolving the disagreement, but it seems they all eventually lead to violence against one of the groups.

Thankfully, the actual combat in the game is some of the most satisfying in a virtual reality game. With multiple different weapon and enemy types to balance, there’s tons of depth (and a steep learning curve), but a clear John Wick-like quality once you actually get the hang of it. For example, the player can hold two small weapons and a large weapon, with extras in a backpack.

To grab the large weapon, like an assault rifle or baseball bat, players reach behind their back right shoulder and hold down one of the triggers. To grab either of the smaller weapons, like a handgun or a knife, they reach down to their left or right hip. If a zombie is nearby, it’s less of an immediate threat and won’t require a bullet, but they can be difficult to stab perfectly. The fastest way to dispatch a walker is to move close, grab it with one hand using the controller’s trigger, then grab the knife with the other hand, flip it in that hand using one of the controller’s buttons and thrust the weapon into the zombie’s skull. It takes some getting used to, but after about half an hour we were doing it with ease.

On the other hand, actions like this open the player up to enemy fire, so the player has to keep an eye out for humans and use one of the guns to keep them away. Even the guns have a complex, mini game-like reloading system, requiring emptying out the magazine, replacing it and cocking the weapon. Because of this, enemy encounter is a time-management problem as well, because running out of bullets when surrounded by a horde of zombies is the last place you’ll want to be.

In the admittedly short playtime we had with The Walking Dead: Saints and Sinners, the game showed mountains of depth in terms of understanding the combat systems at play. It wasn’t quite as polished as some of the VR games focused around a particular gimmick, sometimes leading to a stab that glances off a villain’s head. What it lacks in polish, it makes up for in ambition, and though it may eventually run dry around the 10th hour or so. When Sinners and Saints works, it works, delivering some of the most rewarding combat in any game over the past few years.

The Walking Dead: Saints & Sinners releases January 23, 2020.

Brad Pitt: Once Upon a Time in Hollywood Show Could Outperform the Film

Brad Pitt: Once Upon a Time in Hollywood Show Could Outperform the Film

Originally published at CBR.

The many rumors about Once Upon a Time in Hollywood’s extended edition miniseries may have some weight to them, according to comments made by star Brad Pitt earlier this week.

In an interview with journalist Kyle Buchanan, Pitt addressed the rumor and confirmed that director Quentin Tarantino has discussed it and called it an “arousing idea.”

RELATED:How Once Upon A Time In Hollywood Plays In A Post-Weinstein World

With Hollywood on its way out of theaters and Ad Astra just weeks away, Buchanan profiled Pitt for The New York Times. The profile provides plenty of insight into Pitt himself, but additional information was included in a follow-up tweet with cut pieces from the interview.

Kyle Buchanan

@kylebuchanan

Some Brad Pitt outtakes for ya…

Kyle Buchanan

@kylebuchanan

Brad Pitt confirmed that Tarantino’s discussed a streaming version of ONCE UPON A TIME IN HOLLYWOOD that would expand the film into several episodes and add cut footage. “It’s a pretty arousing idea,” Pitt told me.

View image on Twitter
915 people are talking about this

In the first part of these outtakes from the interview, Pitt voices his concerns about the fragility of the cinematic experience. He voices his worry that people will prefer a television series or that a movie may get lost in the packed market of content, and references The Hateful Eight: Extended Version as a way to move cinema forward.

RELATED:Once Upon A Time In Hollywood’s Ending, Explained

The Hateful Eight: Extended Version was Tarantino’s first attempt at repurposing a film into a TV show. The three-hour, seven-minute movie was cut into four nearly hour-long TV episodes exclusive to Netflix. It came as a shock to die-hard fans of the director, who famously fights to preserve the movie theater experience.

The studio has not announced any official news regarding a miniseries for the film, but it will probably be a while, as it took nearly four years for The Hateful Eight’s extended series to arrive on Netflix.

Written, directed and produced by Quentin Tarantino, Once Upon a Time in Hollywood stars Brad Pitt, Leonardo DiCaprio, Margot Robbie, Burt Reynolds, Al Pacino, Tim Roth, Zoe Bell, Michael Madsen, Timothy Olyphant, Damian Lewis, Luke Perry, Emile Hirsch and Dakota Fanning.

 

Harley Quinn/Birds of Prey Teaser Will Not (Officially) Release Online

Harley Quinn/Birds of Prey Teaser Will Not (Officially) Release Online

Originally published at CBR.com.

Sorry, clown-fearers: The only way to view the trailer for Birds of Prey (And the Fantabulous Emancipation of Harley Quinn) is to get out to the theater and see It: Chapter Two.

The footage, which leaked online last week but was quickly taken down, is entirely built around a reference to Warner Bros.’ other clown-based franchise. Much like Christopher Nolan’s Tenet, the studio is betting on audience attendance to spread the movie’s buzz instead of internet shares.

RELATED:Birds Of Prey ISN’T A Suicide Squad ‘Sequel,’ Thank Goodness

Assuming the leaked footage actually does represent the theater-only trailer, it features an overwhelming amount of Pennywise’s trademark red balloons, before Margot Robbie’s Harley Quinn steps in and pops them with a massive hammer.

“I’m so f—ing over clowns,” Robbie says, followed by a quick sizzle reel of the movie’s many female comic characters.

RELATED:Birds Of Prey: John Wick Director Overseeing New Action Scenes For DC Film

The brief trailer is fairly similar to the “See You Soon” teaser that dropped in January, and only showcased the actors and their costumes. It: Chapter Two releases in cinemas tonight, and the teaser will surely play throughout that movie’s run in theaters.

Directed by Cathy Yan from a script by Christina Hodson, Birds of Prey (And the Fantabulous Emancipation of One Harley Quinn) stars Margot Robbie, Jurnee Smollett-Bell, Mary Elizabeth Winstead, Rosie Perez, Ewan McGregor, Steven Williams, Derek Wilson, Dana Lee, Francois Chau, Charlene Amoia, Chris Messina and Matthew Willig. The film is scheduled for release on Feb. 7, 2020.

(via Variety)

ONCE UPON A TIME IN HOLLYWOOD Invites You to Hang Out in Quentin Tarantino’s Head

ONCE UPON A TIME IN HOLLYWOOD Invites You to Hang Out in Quentin Tarantino’s Head

Originally published at Cinapse.co.

The specifics of the title of Once Upon a Time in Hollywood have become a subject of much debate over the past few weeks. Is the title Once Upon a Time…in Hollywood? Is it Once Upon a time in…Hollywood? Is the ellipsis even necessary? Now, this debate wasn’t half of the shitstorm that was the Angry Scorsese Discourse and the Tarantino Rankings Discourse, but the varying forms of the title in different pieces of marketing perplexed a lot of us: in the end, why are there two variations on the title? Thankfully, the movie (which I’ll just refer to without the ellipsis) offers a conclusive answer — it’s both. But before we get there, we need to look back at just what the filmmaker was evoking with these two variations in the first place. And look, I know you didn’t click on a review of the new Tarantino movie just for the whole thing to be about the title, but bear with me — I got this.

In 1968, Italian Western filmmaker Sergio Leone, a clear inspiration on basically everything Tarantino’s ever done, released Once Upon a Time in the West, a beautiful western that many consider his masterpiece. Cinema has seen this title turn into something of a genre in its own right, defining films epic in scale and length that frequently attempt cap off a popular genre with an ode to the movies that came before. From Leone’s own gangster-themed follow-up Once Upon a Time in America to Robert Rodriguez’ Once Upon a Time in Mexico, the title evokes Leone’s seminal Western while offering an air of gravitas to the movie itself. Tarantino’s latest, itself a film about the industry, goes all in on the meta-commentary, and uses the title to bolster those themes. By placing the ellipsis just before the word “Hollywood,” “Once Upon a Time in…Hollywood” draws attention to the way Tarantino plays with film history in the movie itself.

Throughout the film, Tarantino obviously uses the movie’s 1969 Hollywood to voice his own thoughts on the industry itself, but it seems the director has learned a touch of finesse he’s never quite shown before. In previous outings, when the filmmaker takes inspiration from film history itself, it can often seem like being hit in the head by a Film Bro’s Superior Intellect, and it’s often just exhausting. But when the lead characters of OUATIH, Leonardo DiCaprio’s Rick Dalton and Brad Pitt as his stuntman Cliff Booth, interact with the period-accurate film industry, it’s never overbearing. These almost slice-of-life moments compose a heavy percentage of the movie’s runtime, as Dalton, who feels like a failed version of John Wayne and Clint Eastwood combined together, simply does his job. DiCaprio and Pitt excel throughout the runtime, but it’s a transcendent combination of a director helming a scene about filmmaking that’s draped in a reverence for the process, and actors playing actors in a scene that’s equally as reverent to the art of acting. Now this might be all lofty, but these are some of the best moments in the story; they’re a love letter to film history and the art of cinema itself without ever becoming too clouded with nostalgia or bogged-down in specific inspirations. There are some moments where it feels like the story might be going to a more meaningful place, critiquing the inherent flaws of what the film industry once was and how it’s improved, but they’re just played off for laughs. I can see how this can become a gamebreaking issue for some, as the Love Letter to Cinema is half of the movie’s conceit and it almost feels empty without having much to say, but I would say it works in spite of feeling quite shallow.

On the other side of the title’s meaning, “Once Upon a Time…in Hollywood” draws attention to the fairytale nature of the film, as he inserts two fictional characters into a much-studied piece of cinematic, and American, history. Dalton is a next-door neighbor to Margot Robbie’s Sharon Tate, and Tarantino uses this to tell her story in a way we haven’t ever really seen before. So much of the story of the Tate murders and the crimes of the Manson family are buried in the cold, calculated style of true crime. Instead of telling the audience about who Tate was, true crime stories condense the person down just to what happened to her. This story rejects that and films her scenes with the wonder of a fairy tale, allowing Tarantino to finally, fully let go of the bitter, cynical artist that made The Hateful Eight.

Robbie, as the third lead of the story, is the only lead playing a real person, and had a tough task ahead of her. Most of the film takes place in early 1969, when Tate was three months pregnant, but five months away from her murder at the hands of the Manson Family. If the scenes of 1969-style film production are a love letter to cinema, the sequences that follow Tate are a sacred text, as Tarantino treats the late star as a shining example of the best that Hollywood could be. We see her go out of her way to show kindness to people, gleefully soak in crowd reactions to her own movie, and live life with a free joy that so many of us can only dream of. Without needing to say anything, these extended episodes make you appreciate the person she was, and wonder what could’ve been. Though I had never seen a movie with Sharon Tate, Once Upon a Time in Hollywood makes an earnest plea to seek her out, to see the legend she could’ve become, and to understand how much she could’ve done. Tarantino captures all of this with an earnest, sincere sense of admiration and melancholy, and I hope he doesn’t abandon it after this movie.

With Spider-Man: Far From Home, the MCU Finally Gets Peter Parker Right

With Spider-Man: Far From Home, the MCU Finally Gets Peter Parker Right

Originally published at CBR.com on July 9, 2019.

WARNING: The following contains spoilers for Spider-Man: Far From Home, in theaters now.

When Spider-Man: Homecoming was released in 2017, fans and critics fell head over heels for director Jon Watts’ take on Marvel’s web-slinger. It was a refreshingly small-stakes blast, but it lacked the one thing it needed most: a vision of Peter Parker that actually lives up to the source material. Thankfully, Spider-Man: Far From Home is nearly a complete reversal, spring-boarding off the tragedy of Avengers: Endgame to create a fully realized, and wholly new, wall-crawler.

Between its fun style and star Tom Holland’s magnetic performance, Homecoming was easy to like, but Peter lacked the depth of previous iterations. It worked well as an extension of the Marvel Universe, and the depiction of his life as a high-school student was brilliant, but by focusing primarily on Peter’s relationship with Tony Stark, it failed to deliver emotional depth. By looking to the history of the character, both on and off the big screen, Watts, with writers Chris McKenna and Erik Sommers, finally gave the Marvel Cinematic Universe the Spider-Man it deserves.

In 2002, Sam Raimi’s Spider-Man was a smash hit because it fired on all cylinders. Raimi’s dynamic direction, combined with a story of hope buried beneath a layer of tragedy, created the perfect movie for the moment. Around the end of the first act, Peter Parker’s Uncle Ben is murdered, and he blames himself. By focusing Peter’s story on his growth after Uncle Ben’s death, it laid the groundwork for the character’s emotional arc across the trilogy. Though Peter continued to crack jokes and find hope in the darkness, it almost acted as a veil for the despair that would plague him otherwise.

Although Peter’s history with Uncle Ben clearly happened in some way in the MCU, it’s mostly glossed over. Despite some references to a sad past, and a briefcase marked “BFP,” Peter’s backstory goes unaddressed over five films featuring the character. Everyone involved likely wanted to avoid the issues with Marc Webb’s The Amazing Spider-Man, which rehashed the story, the decision to skip over it entirely undoes a central part of what makes Spider-Man so great.

Additionally, Raimi’s vision, as with most other adaptations, took Uncle Ben’s death as Peter’s motivator. Just hours before his death in the first Spider-Man film, Ben echoed his comic book counterpart’s most famous line, “With great power comes great responsibility.” Peter takes that to heart, and although he doesn’t always want to be the superhero, he acknowledges his abilities give him a responsibility to help people. While Tom Holland’s Peter echoes that sentiment in Captain America: Civil War, something is lost in translation on the way to Homecoming, and it’s kind of dropped from the character.

The baffling decision to bypass the emotional fallout of Uncle Ben’s death led directly to losing the character’s most interesting dramatic motivator: the internal battle between power and responsibility. Now, Homecoming still has plenty of drama to supplant that, but it never quite clicks into place. Peter’s relationship with Liz and the surprise of Adrian Toomes (aka The Vulture) as her father played out in a fun, roller-coaster ride of a movie, but it lost the gravity that made Raimi’s movies so effective.

In 2015, when work began on Spider-Man: Homecoming, the public had largely grown tired of origin stories. Ant-Man had just come out, and The Amazing Spider-Man 2 had under-performed at the box office the year before. So, it’s likely they chose to dodge Peter’s relationship with Uncle Ben’s tragedy because they didn’t want to completely redo a story that had already been told twice before.

Nevertheless, they could have used everyone’s knowledge of Peter’s past as an emotional groundwork for the story they told. There’s even precedent in the MCU, as The Incredible Hulk opens with a title sequence that recaps Bruce Banner’s familiar story. Homecoming didn’t need to take that route, and could have looked to the brilliant 2008 animated series, The Spectacular Spider-Man, for influence. Like last year’s Spider-Man: Into the Spider-Verse, it basically assumes you already know Spider-Man’s origin, and goes from there.

They both still acknowledge the inherent tragedy to Peter’s story and the dramatic tension of grappling with the responsibility of being a hero, but don’t beat you over the head with Uncle Ben’s death. Instead, Jon Watts settled for a middling, shallow interpretation of the character his first time around, a movie that delivered thrills and laughs and not much else.

Thankfully, Watts and co. completely stepped their game up with the sequel, and delivered a glorious return to form in Spider-Man: Far From Home. It’s a triumphant return to a recognizable interpretation of Peter Parker as Spider-Man, with enough extensions and adjustments to make it feel like a breath of fresh air. In Tom Holland’s fifth performance as the character in the span of only three years, the best portrayal of Spider-Man is finally given a script to fit the talent.

In one fell swoop, the movie solves all of the issues and obstacles placed in its way by Homecoming with the death of Tony Stark. Peter struggles to overcome his mentor’s tragic death, but he’s also coming to terms with how to fill his shoes. His internal journey throughout the story heavily revolves around learning to move on and live in a way that would’ve made Tony proud.

Tom Holland Sad Peter Parker Spider-Man Far From Home

That’s not to say Far From Home is remotely as dramatic as Avengers: Endgame, but it provides a necessary grounding point for the otherwise cheerful character. It doesn’t remove any focus from Peter’s relationship with his classmates or his life in high school, instead of lending additional weight to the whole story. On top of this, Peter has been left a technological gift from Tony that forces Peter to reckon with his own responsibility to help people and brings the character full circle.

By basically replacing the death of Uncle Ben with the sacrifice of Tony Stark as Peter’s emotional grounding, Spider-Man: Far From Home may alienate some die-hard comic absolutists, but it works so well that it’s easy to forgive. Director Tom Watts followed up a fairly weak outing for the webhead with one of his absolute best, along with this bold declaration: this iteration of the character is in firmly MCU, and he’s here to stay. He’s not just a friendly neighborhood Spider-Man anymore, and that might just be a good thing.

Directed by Jon Watts, Spider-Man: Far From Home stars Tom Holland, Samuel L. Jackson, Zendaya, Cobie Smulders, Jon Favreau, JB Smoove, Jacob Batalon and Martin Starr, with Marisa Tomei and Jake Gyllenhaal.