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  • NWSL roundup: Marta’s PK enables Pride to snap Spirit’s long unbeaten streak

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    (Photo credit: Daniel Kucin Jr.-Imagn Images)

    Marta’s penalty kick in the 72nd minute broke a tie in the Orlando Pride’s 3-2 road victory against Washington on Saturday afternoon, snapping the Spirit’s 12-match unbeaten streak.

    Orlando’s Kerry Abello was responsible for the game’s first two goals, scoring one and the other an own goal. The Pride (11-8-6, 39 points) later benefited from an own goal on the way to extending their unbeaten string to four matches.

    Sofia Cantore scored for the Spirit (12-5-8, 44 points). Washington failed to convert off two corner kicks in extra time.

    It was the fourth goal of the season for Marta, who hadn’t scored since April 25. The penalty kick came after Kysha Sylla’s foul in the penalty area.

    Cantore scored with three minutes to go in the first half, taking advantage of teammate Paige Metayer’s delivery. Metayer tracked down the ball before it crossed the end line and sent the pass to Cantore, whose backheel deflecting slipped past Anna Moorhouse.

    Abello’s own goal in the 35th minute resulted in the opening score. Three minutes later she converted for the Pride, who clinched a postseason berth last weekend. Haley McCutcheon’s pass on a header set up the goal.

    The Spirit pulled even a minute into the second half on an own goal.

    The Spirit were without standout Trinity Rodman, who suffered a sprained knee ligament earlier in the week.

    The Spirit won 1-0 when the teams met April 19 in Orlando.

    Houston Dash 1, Kansas City Current 0

    Ryan Gareis scored her first career goal in the 69th minute as host Houston handed a rare loss to first-place Kansas City with a 1-0 decision, halting the Current’s 17-match unbeaten streak.

    Gareis, who is in her fourth season in the league, entered as a substitute just a couple minutes before posting the goal.

    The Current (20-3-2, 62 points) hadn’t lost since falling 1-0 at Seattle on May 2.

    Houston goalkeeper Jane Campbell made six saves. The Dash (8-11-6, 30 points) ended a three-match winless streak and avenged a 2-0 loss to Kansas City from April.

    Yazmeen Ryan was credited with an assist as Gareis entered the box unchecked in transition.

    Kansas City’s Clair Hutton had a first-half scoring chance, but the ball bounced off the left post. The Current finished with a 20-6 edge in total shot attempts.

    –Field Level Media

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  • Crew remain 9th in East with Orlando City draw

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    (Photo credit: Kim Klement Neitzel-Imagn Images)

    Fullback Marcelo Herrera scored his third goal and the Columbus Crew earned their best result in weeks with a 1-1 draw Saturday night at Orlando City.

    Goalkeeper Patrick Schulte’s error not long after Herrera’s tally kept the Crew from halting a winless run that extended to four matches.

    But it was still a promising performance from Columbus (13-8-12, 51 points) against a potential playoff opponent, even though it remained ninth in the Eastern Conference with the draw.

    Crew leading scorer Diego Rossi also made his first appearance since suffering a hamstring injury in a 5-4 win Sept. 13 at Atlanta.

    Marco Pasalic scored his 12th league goal for Orlando (14-7-11, 53 points), which saw a three-match home MLS winning streak snapped.

    Pedro Gallese made six saves in a performance the Lions needed to extend a modest unbeaten run to four games, which includes three draws.

    Columbus opened the scoring in the 32nd minute before Orlando responded only two minutes later.

    For the Crew, Lassi Lappalainen got down the left, then appeared to catch Orlando’s defense off guard by sending in a cross a few yards before he reached the byline.

    It met Herrera making a clever run parallel to the goal line, and the Argentine dispatched a tidy first-time finish past the flailing Gallese, who had too little time to react.

    The Lions pulled level essentially on their next trip into the Columbus end.

    Luis Muriel took a speculative shot from outside the box that dipped as it reached Schulte, who spilled it forward.

    Pasalic reacted to the error before the keeper could and capitalized for his first tally since he scored a consolation goal in a Leagues Cup semifinal defeat to Miami on Aug. 27.

    Columbus had the better of the late chances.

    Gallese made an enormous save with his trailing leg in the 83rd minute to deny Max Arfsten at point-blank range after Arfsten outmuscled Alex Freeman for a cross.

    Three minutes later, Herrera and Darlington Nagbe combined to find Daniel Gazdag, who missed the target from an excellent position near the penalty spot.

    –Field Level Media

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  • Our Top 10 ‘Captain America: The Winter Soldier’ Moments—10 Years Later

    Our Top 10 ‘Captain America: The Winter Soldier’ Moments—10 Years Later

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    Universal Studios

    In honor of its 10-year anniversary, Mal and Jo talk ‘Captain America: The Winter Soldier’ favorite moments

    Mal and Jo reveal their top 10 moments from Captain America: The Winter Soldier in honor of its 10-year anniversary (5:48).‌

    Hosts: Mallory Rubin and Joanna Robinson
    Producers: Carlos Chiriboga and Isaiah Blakely
    Additional Production: Arjuna Ramgopal
    Social: Jomi Adeniran

    Subscribe: Spotify / Apple Podcasts / Stitcher / Pandora / Google Podcasts

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    Mallory Rubin

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  • ‘The Conversation’ Is Still Pristine, 50 Years Later

    ‘The Conversation’ Is Still Pristine, 50 Years Later

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    “At my age, I can afford for film to be a passion and not a business.” That’s what Francis Ford Coppola told me 15 years ago during an interview about his 2009 film, Tetro, a glossy, quasi-autobiographical melodrama starring Alden Ehrenreich and Vincent Gallo that he described as being part of a professional rebirth—a “second career” whose guiding mandate (made possible by the Oscar winner’s long-fermenting sideline as a celebrity vintner) was to stay outside the studio system that made him both an icon and a punchline in the second half of the 20th century. More than any other member of his easy-riding cohort, Coppola emerged at the beginning of the ’70s as the face of the New Hollywood—a status beholden to the industry-shaking success of The Godfather films, and one that he retains, proudly but a bit ruefully, because of the startling unevenness of his post–Apocalypse Now output.

    The idea that Coppola lost his mojo in the ’80s has always been a middlebrow myth, albeit one tied to a very real capacity for hubris; when he made a biopic of the iconoclastic inventor and auto-industry disrupter Preston Tucker—a quixotic genius brought down by his assembly-line-minded competitors—it was very obviously an act of self-portraiture. (Another of his on-screen doppelgängers: Gary Oldman as Count Dracula in Bram Stoker’s Dracula, an old-fashioned man trying to adjust to an increasingly newfangled world.) The title of 2007’s Youth Without Youth, meanwhile, suggested an old master nostalgically striving for naivete, an image of the sorcerer as apprentice very different from the majestic maturations of Spielberg and Scorsese, who played with form while stopping short of avant-garde experimentation. Coppola’s postmillennial work, though, went the distance: While not officially a trilogy, the films were more stylistically eccentric than the work of most contemporary auteurs (including the filmmaker’s own daughter, Sofia). In fact, the only real precedent for such aesthetic recklessness lay in their maker’s previous reviled passion projects. Say what you will about the sentimental fantasia of Youth Without Youth (about an elderly professor who de-ages after being struck by lightning) or the metafictional horror of Twixt (which features, among other things, several expressionistic 3D dream sequences and Val Kilmer’s Marlon Brando impression), but they are, if nothing else, Ones From the Heart.

    The same would seem to be true of Coppola’s upcoming—and already legendary—sci-fi allegory Megalopolis, starring the patron saint of iconoclastic directors, Adam Driver, and featuring a supporting ensemble that seems to have been generated at random. Stop me if you’ve heard this one before: Jon Voight, Shia LaBeouf, and Aubrey Plaza walk into a bar. The film, which is hotly tipped to be making its world premiere next month at Cannes, has already been described by industry insiders as “batshit crazy” and a “mix of Ayn Rand, Metropolis, and Caligula a fascinating and potentially fatal designation for a self-financed movie that’s been in the works for 40 years and whose budget is reportedly north of $100 million. (So far, no distributor has stepped up to the plate.) Given the material’s themes of excess and empire—with embedded parallels between the ruling classes of ancient Rome and contemporary America—it’s possible that Megalopolis will end up as a complement to The Godfather series, which remains one of the most steadfastly anti-capitalistic epics ever produced in the United States. But if we’re talking purely about artistic legacy, the movie that Coppola is chasing is the one that represents the most rigorous, vertiginous balance between his populist instincts and experimental intuition: 1974’s supremely and persuasively paranoid thriller The Conversation, a movie that defined its specific sociopolitical moment but that also somehow feels more pristinely and discombobulatingly modern than anything on the 2024 calendar.

    It begins with a bird’s-eye view: a predatory perspective on San Francisco’s Union Square that renders the park in stark, almost geometric terms. Eventually, the camera begins zooming forward and down, a slow, deliberate movement that heightens the sense of documentary realism—a bustling urban scene observed at a distance—while introducing Coppola’s obsessive and claustrophobic theme of technological control. We’re not as free to look around as we think we are, and it’s not long before the shot isolates our protagonist, Harry Caul (Gene Hackman), who cuts a noticeably solitary figure in his slate-gray raincoat. Accosted by a mime, Harry refuses to engage, suggesting that his loneliness is by choice; the street performer, meanwhile, is a nod to Italian maestro Michelangelo Antonioni, whose 1966 art-house hit, Blow-Up, had been a beacon to so many emerging young American directors. In that virtuosic tour de force, a photographer poring through his own snapshots thinks that he sees evidence of a murder scene; in Coppola’s homage, a surveillance expert, the aforementioned Mr. Caul, comes to suspect that one of his field recordings contains garbled but distressing audio evidence of a potentially lethal conspiracy against two civilians. Haunted by his past complicity in a violent tragedy, Harry decides to figure out who’s trying to kill the people he’d taped in the park and why, effectively contradicting his own philosophies of distance and disinterest. “I don’t know anything about curiosity,” he tells a colleague. As it turns out, what Harry doesn’t know could kill him.

    Ostensibly, the model for Harry was Martin L. Kaiser, a wiretapping savant who worked with the CIA and FBI and who also served as a technical consultant for Coppola’s film. Hackman plays Harry as a man who’s more comfortable talking about technology than his feelings; his longest conversations are with a priest, who receives his confessionals in stony silence. The idea of a cipher who intently listens in on other people’s conversations for lack of having much to say (or anyone to say it to) is an irresistible hook, and Hackman—who was coming off an Academy Award for playing the charismatic, two-fisted NYPD hero Popeye Doyle in The French Connection—gives an ingeniously introverted performance. Harry has repressed his desires so deeply that he can’t consciously connect to them. Instead, they’re lurking in the back of his mind through knots of sweaty, tangled, Catholic guilt. In one haunting sequence set against the backdrop of one of Harry’s chronic nightmares, we learn that he was sick as a boy and nearly died in the bathtub after being left alone by his mother, an anecdote that not only unlocks the character’s chronic moroseness but also connects him to Coppola himself, echoing the director’s childhood struggles with polio.

    Viewed through this self-reflective lens, The Conversation deepens in resonance and complexity, revealing itself less as a riff on Antonioni than an expression of deeply personal ideas and anxieties around life and filmmaking. “[I] had heard of microphones that had gun sights on them that were so powerful and selective that they could, if aimed at the mouths of people in the crowd, pick up their conversation,” Coppola told Film Comment. “I thought: what an odd device and motif for a film. This image of two people walking through a crowd with their conversation being interrupted every time someone steps in front of the gunsight. … I began to very informally put together a couple of thoughts about it, and came to the conclusion that the film would be about the eavesdropper, rather than the people.”

    The concept for The Conversation dates back to 1967, but Coppola waited to make it until the interregnum between the first Godfather pictures, citing a desire to work on something smaller scale. With this in mind, the sinister, enigmatic character of the Director—Harry’s employer, and a man implied to have a number of dizzyingly high-end connections—is legible as an analogue of an industrial power structure that Coppola has always tried to challenge or subvert. (Think of the gleeful, bloody satire of Hollywood casting practices in The Godfather, with its obnoxious A-list producer brought into line by the gift of a racehorse’s head in his bed.) That the Director is played by Robert Duvall cinches the conceptual link between the films, and a case can be made that, beyond Hackman’s impeccable anti-star turn, The Conversation features one of the best and most eclectic casts of the ’70s, including John Cazale, Frederic Forrest, Allen Garfield, Teri Garr, and an impossibly young Harrison Ford, who oozes menace as one of the numerous shady operators in Harry’s orbit.

    As a piece of filmmaking, The Conversation is beautifully executed, with textured, tactile cinematography by Bill Butler, who would go on to shoot Jaws; carefully dividing the interior settings into squarish steel-and-glass frames, Coppola evokes the placid sterility of modern architecture only to pause for bursts of expressionistic splatter. (A toilet that spills over with blood during a hallucination sequence simultaneously looks backward toward Psycho and ahead to The Shining.) The almost subliminally precise editing is by Richard Chew and Walter Murch, the latter of whom was also responsible for the film’s phenomenally detailed sound mix, which turns the aural landscape of San Francisco into a character in its own right. In an interview with IndieWire, Murch explained that he and Coppola were primarily interested in questions of realism, starting with the Union Square prologue. “It was shot with hidden cameras,” said Murch, “and apart from the leads and a couple of plants, 90 percent of the people you see were captured in the moment.”

    The overlay of authenticity on carefully structured fiction is the movie’s ace in the hole: The more naturalistic the presentation, the less the audience notices that they’re being manipulated. The Union Square scene provides Harry—and the audience—with the audio snippet that acts as both a narrative catalyst and an insidious source of misdirection. The pitch-black joke at the heart of The Conversation is that Harry’s preternatural skill at capturing sound—the instincts that make him, in the words of a colleague, “the best bugger on the West Coast”—doesn’t give him the ability to interpret it properly. Slowly, that conjoined, paradoxical sense of authority and confusion boomerangs back on the viewer, whose understanding of events is carefully filtered through Harry’s own (ultimately mistaken) perceptions. Like Roman Polanski’s Chinatown—which was released the same year—The Conversation is a movie about a character whose own brilliance becomes a liability because he can’t see (or in this case, hear) the bigger picture. The two films also share a theme of institutional corruption that couldn’t have been more timely, but where Polanski’s neo-noir used the social and political topography of the 1930s to critique rapacious late-capitalist practices, Coppola’s artistic antenna channeled a zeitgeist in which secretly recorded audiotape was understood as a kind of smoking gun. That the film hadn’t actually been inspired by Watergate or the Nixon tapes didn’t matter. In a moment when surveillance tech was becoming interwoven into every aspect of daily life, The Conversation quickly became a conversation piece—an allegory about the collapsing gap between a generation’s public and private lives.

    In 1998, director Tony Scott cast Hackman as a surveillance expert opposite Will Smith in Enemy of the State, sparking fan theories that the character was an alternate identity for Harry Caul. It’s a funny notion that suggests the depth of the late action auteur’s cinephilia, but it also undermines the devastating finality of The Conversation’s closing scenes, which rank among the darkest endings of the 1970s. Without completely spoiling the film’s plot—which is itself really just a pretense for Coppola’s fine-grained and unsentimental exercise in character study—it can be said that Harry comes out on the losing end. However malevolent the larger forces around him may be, the film is ultimately a story about a man disappearing into a rabbit hole of his own making. No matter how many careers Coppola has, he’s unlikely to match the potency of this coda: The manic yet methodical energy with which Harry goes about (literally) dismantling his own little corner of the world—in search of a bug that may or may not exist—provides an indelible image of physical and psychological ruin. A heartbreaking, blood-chilling glimpse of the expert (or maybe the artist) as a helpless, compulsive prisoner of his own devices.

    Adam Nayman is a film critic, teacher, and author based in Toronto; his book The Coen Brothers: This Book Really Ties the Films Together is available now from Abrams.

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    Adam Nayman

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  • common grande meaty

    common grande meaty

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    embarrassed, he later went in a draconian campaign of book-burning, but historians kept recording the fact and hiding it in increasingly obscure places. Ironically, it’s unknown how much of his history was lost, but King Taejong of Korea later was mostly known for falling off his horse and trying to censor the event.

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  • The Subversive Genius of ‘Far Cry 2,’ 15 Years Later

    The Subversive Genius of ‘Far Cry 2,’ 15 Years Later

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    He speaks with a familiar, unnerving sureness. “Men have this idea that we can fight with dignity, that there’s a proper way to kill someone,” says the arms dealer known as the Jackal, the central antagonist of Far Cry 2. “It’s absurd. It’s an aesthetic. We need it to endure the bloody horror of murder. You must destroy that idea, show them what a messy, horrible thing it is to kill a man.”

    For all the gruesome, wince-inducing ways that virtual bodies have been designed to meet their demise, the idea that violence can create a bigger kind of mess is one strangely lacking in video games. Not so in Far Cry 2, which depicts the repercussions of killing on both micro and macro scales. Down an enemy in this open-world, first-person shooter, and they may not actually go down. Instead, they’ll convincingly writhe in agony before pulling their sidearm on you. Destroy an entire encampment, and another will simply take its place, respawning because so little—least of all conflict—can be solved with a gun. The world that Far Cry 2 presents, an unnamed African country ripped apart by civil war, is one in which violence seems to have its own libidinal energy. The only way out is to turn a weapon on yourself—to engage in an act of self-annihilation.

    Released 15 years ago Saturday, Far Cry 2 is not an easy game to love. Its sub-Saharan setting burns with deep orange hues while also sinking into a swampy morass of muted greens and browns—evocative, if not straightforwardly beautiful. Neither is it a straightforwardly “good time,” but a brutal, sparse experience in which you’re suffering from the effects of malaria. In fact, very little is straightforward about Far Cry 2, a game whose simulationist mechanics paired with its hostile open world caused it to feel like a particularly intense fever dream upon arrival in 2008. It can be slow and tedious before then-cutting-edge fire technology, an AI friendship system, and reactive environments cause it to crackle into capricious life. Just as significantly, Far Cry 2 seeks to disempower the player rather than offer a soothing war hero fantasy, a point reinforced by the game’s grim, morally murky story. It’s as if every system in the game, including the story, is in a feedback loop with everything else. You’re caught in this maelstrom, just trying to survive.

    Far Cry 2 boldly pointed toward an alternative future for the first-person shooter, a path that diverged from the jingoistic, popcorn spectacle of Call of Duty 4: Modern Warfare that had taken the world by storm a year before. For Austin Walker, former editor-in-chief at Vice Media’s gaming vertical, Waypoint, and now IP director at game studio Possibility Space, it was an “affirming” game—not only for him, he opines via video call, but for a cohort of “young critics and developers.” At the time of its release, Walker was 23 years old, living in New York, and working as a trademark researcher while attempting to make his way into games media. For him, Far Cry 2 was a watershed moment, imparting the “sense that you could do real thematic work in the first-person shooter that wasn’t just, ‘Rah, rah—I’m the guy with the gun.’”

    This is 2008: Indie games were only just blowing up, and so any questioning of blockbusters was still mostly coming from the inside. “We [were] really bound into the triple-A space discursively,” stresses Walker. But here was Far Cry 2, whose propensity to provoke its audience aligned it more with the arthouse than the mainstream. No wonder Far Cry 2, the sequel to an interesting if hoky 2004 original, charted only 18th in NPD’s software-sales charts for October 2008, way below the likes of Fable II and Fallout 3. By 2009, the game had shipped 2.9 million copies, hardly a bust but far from the megahit that Ubisoft was perhaps hoping for, and which it had scored a year prior with the original Assassin’s Creed (which sold 8 million copies in a comparable time frame). As Walker says, “[Far Cry 2 didn’t have] many fans, but [it had] lots of interest from those fans. A real ‘everyone-who-heard-this-album-started-a-band’ kind of game.”

    Chris Remo, who was the editor-at-large of Game Developer (formerly Gamasutra) at the time, and would go on to codesign Firewatch and Half Life: Alyx, recalls how the game’s release coincided with the launch of the Idle Thumbs podcast. Idle Thumbs (which Remo cofounded alongside fellow Firewatch and Alyx developer Jake Rodkin, and which also often featured another Firewatch and Alyx creator, Sean Vanaman) waxed lyrical about the game for years, coining as close to a meme—“grenades rolling down a hill”—as you’re likely to get for the emergent design that Far Cry 2 trailblazed. In the anecdote, Vanaman relates how his AI companion died in a blaze of fire caused by the explosion of his own grenade. It’s emblematic of a game whose systems, says Remo, were “unusually good at generating moments of extraordinary serendipity, tragedy, success, or any sequence of these things, sometimes very rapidly.” What effect did this have on the then 24-year-old? “I felt energized by what it was attempting,” Remo says. “And that significantly outweighed the surface-level challenge of playing it.”

    Remo and Walker were far from alone in feeling activated by the game. A new wave of young game critics excitedly interrogated the game’s marriage of politics, hostile design (like its famously jamming weapons), and systems-driven gameplay, subjecting it to the kind of scrutiny reserved for only a hallowed few. One of those select titles was 2007’s BioShock, a creepy sci-fi shooter that doubled as a heady meditation on Ayn Rand’s philosophy of objectivism. Chief among the critics of that game was Clint Hocking, the creative director of Far Cry 2 himself, who in the years prior had built a reputation as a smart, considered public thinker on video games through his blog, Click Nothing. He referred to BioShock as a “disturbing” example of “ludonarrative dissonance,” arguing that its theme of Randian rational self-interest was at odds with its narrative, which charged you with helping another character.

    Far Cry 2, then, was Hocking’s answer to the thorniest of conceptual problems, an attempt at creating a cohesive, unified vision of story and systems. In authoring this synthesis, he was putting his own critiques into creative practice (think video games’ own Paul Schrader), all while giving the most switched-on players an inside look at a medium mutating in real time.

    BioShock may have been the title that allowed Hocking to articulate “ludonarrative dissonance,” but as he explains on a video call from Ubisoft Montreal’s office, the subject had long been on his mind. The creative director wanted to avoid any vagueness in a game that depicts “a particular kind of a conflict,” one that’s “pretty bleak and pretty sinister.” This was the mid-aughts: The battle of Mogadishu between the United States and Somali forces had taken place not much more than 10 years prior and the Iraq War was lurching from bad to worse, all while films like Hotel Rwanda, The Constant Gardener, and Blood Diamond explored, to various degrees, the effects of Western intervention on developing nations. “We kind of stepped into this,” Hocking says. “It was challenging because you don’t want to make disaster tourism, right? You don’t want to make a game exploring people’s misery and suffering for shits, giggles, and headshots.”

    In March 2005, Hocking had just wrapped production on Ubisoft’s Tom Clancy’s Splinter Cell: Chaos Theory, a game on which he’d held three senior positions at once: creative director, lead level designer, and scriptwriter. He was broken by the process but nonetheless satisfied enough with the results to move forward (“I’ll never make a better one than this,” he recalls thinking). Ubisoft had published the first Far Cry and later acquired full rights to the IP, so Hocking switched franchises, assembled a small pre-production team, and started to hash out design ideas. “Very quickly, we decided we wanted to make an open-world, first-person shooter,” he says, stressing the scale of the challenge they were about to embark on: “That had never been done before.”

    This genre hybrid—open-world, first-person shooter—became the foundational idea of Far Cry 2. The team looked to both 3-D Grand Theft Auto games and Bethesda’s landmark 2002 first-person RPG, The Elder Scrolls 3: Morrowind, for inspiration. But the task and design brief that Hocking and his team were wrestling with was unique, one that sought to go beyond the large, open, but nonetheless discrete levels of the original Far Cry and 2007’s S.T.A.L.K.E.R.: Shadow of Chernobyl. “Can you have a first-person shooter that isn’t a linear, authored, narrative, level-designed experience but that gives you the freedom of these games?” Put another way, is it possible to make a game that “has the momentum of a first-person shooter but takes place in an open world?”

    In pursuing this unprecedented design goal, Hocking and his team at Ubisoft Montreal devised a new, stranger form of momentum. This is what struck Tom Bissell, author of Extra Lives: Why Video Games Matter and a writer for both games and television (including Gears 5 and the upcoming Andor Season 2). Typically, Bissell explains, first-person shooters would follow an intensity waveform: skirmish, skirmish, big battle, skirmish, etc. “You play Far Cry 2 and it’s not like that,” he says. “Just because you made it through a battle doesn’t mean that two more jeeps aren’t just going to roll up. … Suddenly, there’s 90 seconds of the most fucking incredibly intense conflict you’ve ever experienced in virtual form.”

    What’s striking about Far Cry 2’s development story, as Hocking tells it, is how quickly the fundamentals of the game coalesced. Africa wasn’t chosen as the game’s setting because the team necessarily wanted to make grand proclamations about colonialism and interventionist foreign policy (other options included the Appalachian Mountains and central China). Rather, they were searching for what Hocking calls an “iconic” setting, something as evocative as the original’s box art, which depicted palm trees, a sandy shore, and blue water. As for mechanics, the “first play” (an internal vertical slice) delivered to Ubisoft executives at Christmas 2006 already contained a working “buddy system,” a handful of missions, jamming weapons, a wound animation, and the player suffering from the debilitating effects of malaria.

    The narrative, the glue to bind all these potentially discordant elements, came together even quicker. “I wish it wasn’t so—almost—cliché,” Hocking says. “Even before we settled on Africa, it was apparent that the story of the original Far Cry is The Island of Doctor Moreau—it’s just a retelling. And once we decided to go to Africa, we immediately realized that The Island of Doctor Moreau is almost the same story as Heart of Darkness. … It was an obvious leap, and then we were able to relook at Apocalypse Now and reread the book. It was a kind of map for us.”

    For all the laudable grit that Far Cry 2 brings to its conceit—namely, its depiction of civil war as a wretched and oppressive phenomenon—treating Africa as a “composite … a mélange of different places” is the aspect that holds up least for former journalist Walker. He says the game parallels Western media’s portrayal of African conflicts, never really explaining what the heart of the conflict is about (“Oh, they’re both just basically warlords,” he quips). Walker, however, commends the game for the areas in which it was miles ahead of its time—for example, the way it lets you choose from a diverse cast of characters, all of whom hail from countries touched by the pernicious hand of colonialism. More importantly, Far Cry 2 brought unambiguous “cynicism” to the idea that the player’s “presence here could ever mean anything good,” Walker says. “That’s not a perspective we’ve often seen elsewhere. Far Cry 6 is about you showing up as an outsider and helping a revolution. At the end of Far Cry 2, you save some people—but your presence is endemic of a disease that anyone like you is here at all.”

    For as long as Hocking had made games, he’d been fascinated by the interplay of virtual space and narrative. As a youngster, he experimented with the level editor of the 1983 platformer Lode Runner (“painting with eight different pixels,” he calls it), saving his work using the primitive Famicom Data Recorder. “There was a cassette drive which you’d put a cassette tape in,” he says. “I would take an old Billy Idol tape, put some masking tape over the songs, and write over it.” Soon after, he started programming, making a handful of games for the VIC-20 home computer before getting into Dungeons & Dragons. This introduced a more intricate matrix of elements: complicated rules; a more freeform experience; a stronger sense of narrative; play that could careen in any direction. It’s precisely this dynamic, almost volatile cocktail of elements that continues to hold appeal for Hocking—“a really expressive thing for me,” he says.

    But Hocking wasn’t just a child of nerd culture. Born in 1972, he spent the first few years of his life in Southern Ontario before moving to Vancouver. Like a lot of Gen X kids, he was raised by his single mom, who worked during the day and attended school by night, eventually scoring a job as a production accountant in the film industry. Before that, Hocking grew up “pretty poor.” He paid his way through college, starting with an undergraduate course in visual fine arts at Langara College in Vancouver, where he mostly studied drawing. (“Not like comic book drawing, but open, freeform, messy, artistic drawing,” he says.) By his own admission, Hocking was “terrible” at it, but the degree gave him a crash course in taking criticism, invaluable for the BA in creative writing he obtained at the University of British Columbia, which served as a springboard to a master’s degree. Hocking maintained his omnivorous creative ventures while working as a copywriter for web companies during the dot-com boom of the late 1990s. He was part of the Unreal modding scene, contributing a level to a mod called Strike Force (credited as “Clint ‘Cmdr_Greedo’ Hocking”). He made independent films. He even played in a punk rock band.

    It’s tempting to read an abrasive energy similar to punk rock’s running through Hocking’s often confrontational work. The opening level of Splinter Cell: Chaos Theory contains a distressing torture scene. In Watch Dogs: Legion, released in 2020 (Hocking’s first game for Ubisoft after returning in 2015 following a five-year absence), you learn that migrants in the game’s dystopian version of London are being sold into slavery and harvested for organs. Hocking might be employed by Ubisoft, wholly embedded within the studio system, but he has a propensity to ask contentious questions through the two elements that have captivated him since he was a child: virtual space and narrative. Yet Far Cry 2 is different from these games: It rouses intense, physiological reactions—prickling hair, a rapidly quickening heartbeat, a thin film of cold sweat—through long-form play rather than discrete moments. More than any other game of Hocking’s, it’s holistic—and the noise it generates is often overwhelming.

    When Far Cry 2 was released on October 21, 2008, it received admiring if not unanimous praise. For Eurogamer, Christian Donlan wrote that “Far Cry 2 is unforgettable rather than perfect; brilliant, frustrating, somber and comical.” Chris Dahlen asserted for Variety that “gunfights are brisk and unpredictable, but the mission framework falls short.” In an 8-out-of-10 review for Game Informer, Matt Miller said that “Far Cry 2 is one of the most ambitious game releases in years. … Sadly, it’s also plagued by a combat system that rarely elevates itself past basic gunplay.” Fifteen years later, Remo echoes the critical consensus, albeit more generously: “In a lot of ways, Far Cry 2’s reach exceeds its grasp,” he says. “But I think its reach is so interesting and compelling that even the ways in which its ambitions were not fully realized are themselves interesting. And when those ambitions are realized, it’s almost sublime.”

    Bissell, who would go on to work on three Far Cry games for Ubisoft in the early 2010s (all of which were canceled), believes the criticism Far Cry 2 received upon release was tough for the development team to stomach: “I was explicitly told not to bring up Far Cry 2 overmuch when talking to my superiors [because]—and this is my read on it—the studio really loved what they’d made.” Bissell says Far Cry 2 was a “dirty word” within the studio, but not because the game was perceived as a creative failure. Rather, he suggests, the studio was suffering from “collective trauma” knowing it had made a game that was “special” yet wasn’t received by the majority of its audience “with anything that resembled recognition of its greatness.”

    Still, Far Cry 2 was received rapturously by a small stratum of people. Another of its early champions was Ben Abraham, a 22-year-old critic who took it upon himself to play the entire game with a single life in response to one of Hocking’s blog posts. It was, Abraham explains, an exercise in getting into the game’s “headspace” more intensely, akin to “speedrunning for narrative.” He recalls how “scary” the playthrough was at first, but that he mediated the experience by utilizing “degenerate strategies”—long-range rifles, explosives. Thus, a sense of “boredom” began to set in, at least until Abraham hit the brutal difficulty spikes of Act 2. How did the intrepid critic record this endeavor in the era before Twitch and the video game live-streamer? Abraham wrote a nearly 400-page novelization called “Permanent Death,” which has been downloaded close to 30,000 times. Hocking described it as a “complete oddity.” For Bissell, the document stands as a “breathtaking exercise in taking love for a single game to an almost maniacal place.”

    How, then, to assess the legacy of Far Cry 2 beyond the straight line that exists between the game itself and the criticism it inspired? It’s been argued that the plausible, simulationist mechanics of Far Cry 2 left their mark on the survival genre that exploded in the 2010s with the likes of DayZ. Another possible vector of influence is battle royale games like PlayerUnknown’s Battlegrounds, which seem to embody something of Far Cry 2’s tense, fraught, and emergent approach to combat (“the battle royale is a ‘grenades-roll-down-the-hill’ genre,” Walker suggests). There are also a few games that seem to more closely share Far Cry 2’s systemic, open-world DNA: Metal Gear Solid V: The Phantom Pain; The Legend of Zelda: Breath of the Wild; Death Stranding. But this might just be a case of convergent evolution—there are, after all, a lot of ways to arrive at expansive, systems-driven gameplay. Viewed from another angle, the game’s influence can be said to extend to players for whom it crystallized what they wanted out of a game. Walker loves Breath of the Wild partly because Far Cry 2 “pushed” him in that direction.

    We can be more specific, however, and point to Far Cry 2’s influence on the work of a few designers. Harvey Smith, creative director of the Dishonored series, enthused about the game for Penny Arcade in 2012 and described the recently released open-world shooter Redfall as “what you’d get if you blended the Arkane creative values with Far Cry 2.”

    Remo, meanwhile, is unequivocal about the effect that Far Cry 2’s “uncompromisingly first-person nature” had on his own Firewatch, a first-person drama set in the hills of Wyoming. Take, for example, the map in Firewatch that works just like the one found in Far Cry 2. Your character pulls out and holds in-game objects in such a way that they take up the vast majority of the screen; the game doesn’t pause; the map is diegetic, not viewed inside a menu. Firewatch’s walkie-talkie dialogue system works similarly, with conversational decisions playing out on the fly as you traipse about the wilderness. Remo declines to call the approach an overarching “philosophy.” Instead, he describes it as a “method of design thinking” intended to ensure the game remained “grounded.” The goal was simple yet strict: refrain from breaking the player’s “immersive viewpoint.”

    But Firewatch and Redfall are edge cases, rare attempts at internalizing and developing Far Cry 2’s experimental design principles. It’s the opposite of a slight to say that the game remains one of the most daring titles ever made at blockbuster scale. “What I like about Far Cry 2 is that it tried to create a bunch of its own conventions,” Bissell says. “What’s interesting is how few of them, despite being elegant, interesting, and audacious, caught on in the wider design community of games. That is an achievement in and of itself.”

    Not even the Far Cry series itself (which boasts in excess of 50 million unit sales since Far Cry 2) has run with many of the design ideas laid out by the second installment, beyond the open-world, first-person-shooter structure. Each of the four subsequent mainline entries, none of which Hocking worked on, has “sanded down” the spiky, subversive magic of Far Cry 2, says Walker, as if Ubisoft asked itself: “How do we make this our Modern Warfare? How do we make this our huge breakout first-person shooter?” It would do so by forgoing the disempowerment part of the power fantasy. To play a recent Far Cry is to engage with a clear upgrade path and enjoy supersoldier-esque powers, like the ability to tag enemies (thus basking in the knowledge of their location at all times). When you open the map, the game pauses, and when you set a waypoint, giant holographic arrows show up in the virtual environment, leaving practically zero chance of getting lost. Crucially, says Walker, the narrative has shifted from one where you play as a “morally questionable, bloodthirsty mercenary” to an “average Joe who’s gotten swept up in something bigger than themselves.”

    For better and worse, the series has come a long way, and its current identity is best summed up by Sandra Warren, the new vice president and executive producer of the Far Cry brand (who also worked as lead animator on Far Cry 2). “We want you to go on holiday and basically throw away all the travel books you can think of, get out of the touristic landmarks, and discover the eeriest things a location has to offer,” she writes via email. “It will make you adventurous, uncomfortable, free, afraid at times. And no matter what, if you survive, when you come home, you will have absurd stories to tell your friends.”

    In these terms, the Far Cry series has metamorphosed into precisely the “disaster tourism” that Hocking set out to avoid. In Far Cry 5 and 6, real-world issues like the rise of fundamentalism in the U.S. and revolution in Central America are mobilized in service of something that curves closer to conventional video game “fun.” Certainly, we’re a long way from games that show players “what a messy, horrible thing it is to kill a man,” and not just because the death animations in these games lack Far Cry 2’s macabre eye for detail.

    Now, the franchise features snappy, feel-good gunplay of the Modern Warfare school, while its tongue-in-cheek storytelling is firmly rooted in the postmodern mode popularized by Grand Theft Auto. One can understand Ubisoft’s swing for a broader tone in its pursuit of the sales that make the economics of these hugely (and increasingly) expensive entertainments feasible. During his short stint at Ubisoft Montreal in the 2010s, Bissell caught a glimpse of the monumental labor, and thus the monumental stakes, of such productions. “It’s the only game studio I’ve ever been in that had a Starbucks in it,” he says. “It was so big, even then, it didn’t seem possible. I looked in the Assassin’s Creed room and there were 500 fucking people.” At that moment, Bissell saw the direction of blockbuster game development—the way it was becoming “potentially unmanageable.” It would only get more unwieldy: “What seemed like big teams at the time just became colossi of largeness.”

    This is precisely the environment Hocking works within today. He lists some of the elements that make up a modern open-world blockbuster: collectibles, skill trees, inventory management, a small country’s worth of non-player characters to talk to, main quests, side quests, vehicles. “It’s just fucking enormous, and so to build on top of that, to progress that forward, you have to have templates that you build with,” he says. “It’s challenging for me because I’m a person who would prefer in an ideal world to always cut everything from full cloth. But that’s just not a reality of modern, triple-A game development. You don’t cut anything from whole cloth.”

    Far Cry 2 was made just before this blockbuster horse truly bolted. It’s the product of 150 people rather than 1,500; it took three years to make rather than six; it was made on a single continent rather than many (and without any outsourced labor). Hocking is upfront about the kinds of games he enjoys making (those with “big reach and big budgets”), and the upcoming Assassin’s Creed: Codename Hexe (reportedly set in Central Europe during the 16th century) may be his highest-profile game to date. He has little choice, then, but to adapt to the new, supersized conditions of production while noting, with a little wistfulness, the passing of an era in which blockbusters could take “chances and risks … when you could really bring a high concept to a triple-A game.” The year or two surrounding Far Cry 2’s debut brought the releases of Assassin’s Creed, Grand Theft Auto IV, BioShock, Dead Space, and Mirror’s Edge, games of both considerable ambition and a system of production that was yet to spiral out of control. At the risk of indulging in regressive nostalgia, there’s perhaps a case for thinking about these years as something of a golden age for innovation in blockbuster video games.

    On X, Hocking refers to himself as “usually the most cynical person in the room,” but there is no doubting his sincerity when talking about what he and his team achieved with Far Cry 2. “I sometimes lament privately in my darkest hours that it may be the best game I ever make in my life,” he says. “I’m very proud of it. I think it’s a very good game. I think it’s an important game.”

    Perhaps more significant than even the game itself is the nature of the conversations it’s sparked, the back-and-forth between audience and creator that Hocking holds dear and that’s been the invisible lifeblood of the projects he has steered at Ubisoft for the best part of 20 years. “That’s what I need. I guess some people get their reward from having sold 50 million copies of something, and that’s great, but having only sold 50 million copies doesn’t mean anybody liked it. It doesn’t mean that the game changed anybody’s life or their perspective. It doesn’t mean that I’ve communicated.”

    “Communication goes two ways,” he adds. “If it’s just broadcast—I make a thing and 50 million people play it—I can just fucking chuck my game into the sea and say, ‘Look, there it is.’ But it’s when it comes back to you, and you understand how people felt, and not just, ‘That game’s fucking wicked: 10 out of 10.’ If they can talk about what was important to them, what moved them, what changed their perspective about the world, this kind of conflict, these kinds of people, or this kind of play experience, that’s what matters. It’s the echo, right—the feeling that you’ve meaningfully contributed to someone’s experience. That’s why we make things.”

    Lewis Gordon is a writer and journalist living in Glasgow who contributes to outlets including The Verge, Wired, and Vulture.

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  • Austin Pets Alive! | Bring Joy to Jingle & Jangle

    Austin Pets Alive! | Bring Joy to Jingle & Jangle

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    Dec 20, 2021

    It was a regular day at the shelter until evening came and the staff went to lock the Maddie’s® Cat Adoption Center’s doors.

    Right outside, there was a cat carrier sitting alone with nothing but a note. As the carrier was shaking violently, a staff member went closer to see what was scribbled across the napkin. It read, “Dog flea treatment. Poisonous. Seizures.” As she looked into the carrier she could see two tabby cats in crisis.

    The cats, later named Jingle and Jangle for the holiday season, were rushed to the clinic. The staff said they had never seen anything like it. They were convulsing uncontrollably and nothing was seeming to stop the seizing. Clinic staff spent hours trying various methods until finally at 4 a.m., they were able to stabilize the cats by putting them in a medically induced coma.

    Flea medicine if used incorrectly can be deadly. Jingle and Jangle’s nervous systems were shutting down because their bodies couldn’t handle the dose. The clinic knew if they could get them stabilized after around 72 hours, they would have a good chance at recovering when the medicine worked its way out of their system.

    Miraculously, a day later you would never recognize that these were the same cats that were left to fend for themselves, seizing uncontrollably. Once the flea medicine got through their system they returned to their perfectly playful selves. The siblings were soon adopted out together and now are named Blue and Penelope.

    Their mom, Pattie had nothing but ‘purrfect’ things to say about the siblings. “Penelope loves naps on beds and chairs. Her favorite spot is getting on top of the refrigerator. She is a purr machine when she gets love. Blue is such a house cat. He will lay around all day long anywhere; on the floor, by the window, on a box just anywhere. He loves cuddles and is a chatterbox. They sleep, play, eat together and groom each other all day long,” Pattie said.

    Blue and Penelope’s lives could have ended up so much differently if you didn’t support the work APA! does. Our clinic staff feels your support behind them every step of the way. Lost or stray animals usually go to the city shelter, but because of you, they didn’t think twice about staying until the early morning hours if it meant these lives were saved. Together with you, we can continue to lift the spirits of pets and humans alike as we all strive to save the ones that are left behind.

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