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  • All the ways Insomniac Games is teasing the next Spider-Man game in Spider-Man 2

    All the ways Insomniac Games is teasing the next Spider-Man game in Spider-Man 2

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    Marvel comics, TV shows, and especially movies seem to have a requirement to emphasize the “what’s next” of it all, where the end of everything is also a tease for something else. Well, folks, Insomniac Games took that assignment, ran with it, and took a few extra laps just for good measure.

    Spider-Man 2, the triumphant sequel of one of the best games of 2018, is packed with teases and Easter eggs, all of which could be spun off into new games, half-sequels, or the ultimate finale of Spider-Man 3. We’ve got evil brothers hidden in plain sight, a mysterious bartender rendered in PlayStation 1-style graphics, and more symbiote threats than we initially thought. Let’s tuck into it.

    [Ed. note: This post contains major spoilers for Marvel’s Spider-Man 2. If you haven’t beaten the campaign of the PlayStation 5 game and cleared every side mission, you will probably be spoiled by something in here.]

    Spider-Man 2 sequel teases

    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    There are a lot of teases for the future of Insomniac’s Marvel games, and several of them come at the very end of side missions or are a bit obscure if you’re not a comics reader.

    Otto’s plan for the final chapter

    Doc Ock looks at his manifesto in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via ScereBro PSNU/YouTube

    In one of the post-credits scenes for Spider-Man 2, Norman Osborn visits his old frenemy Otto Octavius. Otto is, of course, imprisoned in the Raft penitentiary because of all those crimes he committed as Doctor Octopus back in the first game.

    Norman wants Otto to tell him the identity of the Spider-Mans so that he can seek revenge against them for putting Harry in a coma. Otto, who used to be lab partners with Norman but now hates his guts, revels in Osborn’s suffering and refuses to help, and he just keeps working on his manifesto. When Norman asks what Octavius is writing, he simply responds, “The final chapter,” as he limps toward the camera.

    The tease here is really just that Otto is clearly going to be back in some capacity in a potential Spider-Man 3. Although with his physical condition worsening (it’s established in Marvel’s Spider-Man that Otto has some kind of degenerative brain disorder that’s causing him to lose his fine motor skills), it’s unclear whether he’ll be fighting on the front lines or playing the role of master tactician.

    Miles, meet Cindy and Albert Moon

    Miles Morales meets Cindy Moon in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Dan Allen Gaming/YouTube

    After Miles’ mom, Rio, spends the entire game asking him to meet her new boyfriend, Miles finally opens the door to meet Albert in one of the post-credits scenes. But Albert isn’t really the tease here, as it’s quickly revealed that Albert has brought his daughter Cindy with him to the family dinner.

    Cindy Moon is better known as Silk, yet another Spider-person who fights baddies and protects New York. In some versions she has a rather traumatic upbringing and isn’t particularly close with her father. Insomniac is clearly looking to twist this origin, although we’re not quite sure how just yet.

    Norman wants the ‘G-Serum’

    Norman shouts about needing G-Serum in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Dan Allen Gaming/YouTube

    After the Spider-Mans and MJ defeat him, Venom reverts back to Harry, who, as we said earlier, is in a coma. In a fit of rage over his son’s condition, Norman calls someone to ask for the G-Serum.

    Now, it’s never explicitly stated, but this is about as on the nose as you can get for a Green Goblin tease. In the moment, it seems like Norman wants the G-Serum for Harry, but we have no doubt it’ll end up in the disgraced former mayor eventually.

    Wait, isn’t that Knull’s symbol?

    A symbiote meteor hangs from symbiote tendrils in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Zanar Aesthetics/YouTube

    During the campaign, it’s revealed that the symbiote came to Earth via a meteor, and that meteor has a big, red spiral on the front of it, which is most often associated with Knull, aka the King in Black, the tyrant god of symbiotes.

    Interestingly, the game never mentions Knull by name, or even really alludes to an additional cosmic presence outside of the meteor itself, which Miles, Pete, and MJ destroy at the end of the story. This could be just a nod to comics fans, but it could also be a seed that might blossom into a full symbiote invasion led by the king himself.

    Cletus Kasady is in possession of a symbiote

    Cletus Kasady holds up a symbiote in a glass vial in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via HD Playground/YouTube

    Peter works to take down a cult called The Flame over the course of Spider-Man 2, And in the final quest, Insomniac reveals the cult’s leader to be none other than Cletus Kasady, everyone’s favorite serial murderer.

    Cletus is the symbiote host for Carnage, the red-tinged symbiote villain who has given both Venom and Peter a lot of trouble over the years. With Kasady uncaptured at the end of Spider-Man 2 and in possession of a healthy symbiote, the rise of Carnage is all but assured.

    The Chameleon is thriving in NYC

    Chameleon holds up a martini glass in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via GameClips/YouTube

    After chasing down all of Kraven’s drones, the two Spider-Mans eventually stumble upon a beautiful penthouse apartment with a secret basement. Turns out this place belongs to Chameleon, a master of disguise. (Fun fact: He was the first villain Spider-Man ever faced in the original comics.) Oh, and the Chameleon is also Kraven’s brother.

    As the Spider-Mans swing away from the apartment, we see a man in disguise looking toward the rooftops, indicating that the Chameleon was watching as the heroes ransacked his apartment. Chameleon has clearly been set up in the city for a while, and this tease seems to indicate that he’ll appear in a Spider-Man sequel.

    Miguel O’Hara and the Bar with No Name

    Delilah tends bar in the Bar With No Name in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via PerfectParadox/YouTube

    Once you’ve collected all the Spider-Bots in the game, you’ll get a signal that leads you to an alleyway. When you get there, a portal opens, and you see a bartender named Delilah standing behind a bar. Delilah is the operator of the Bar With No Name, a secret bar for villains in the Marvel universe. After a cryptic chat, she opens a box and steals all the Spider-Bots you spent so long collecting. She then name-drops Miguel (O’Hara) before shutting the portal.

    This is a weird little Easter egg that doesn’t exactly have a clear tease. But with the nature of the Spider-Bots all being based on Spider-Man characters and villains from other universes, and Delilah’s style being that of a PlayStation 1 game, this seems to be teasing a multiversal story or some kind of crossover. It’s very unclear what this could be leading to or what it has to do with Miguel O’Hara, aka Spider-Man 2099.

    Spider-Man no more?

    Miles encourages Peter in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via DVESF/YouTube

    Pete hangs up his tights at the end of Spider-Man 2, letting Miles handle the city while the original Spider-Man gets a well-earned break. But this seems more like a Spidey-hiatus than full-on Spidey-retirement. We’d wager we’ll see a decent time skip between Spider-Man 2 and Spider-Man 3, and that Pete will be married and potentially a father before he dons the suit again.

    Are we getting another half-sequel?

    Spider-Man shocking an enemy lying on the ground in Spider-Man: Miles Morales

    Marvel’s Spider-Man: Miles Morales (2020)
    Image: Insomniac Games/Sony Interactive Entertainment

    Spider-Man: Miles Morales was a big hit with fans, and took the massive, sprawling Marvel’s Spider-Man and condensed it down to just a handful of hours. It told a great little tale, introduced us more completely to Miles as a hero, and, crucially, did a lot of legwork to set up Spider-Man 2.

    Based on the reception of Miles Morales, it seems extremely unlikely that we won’t see another half-sequel that bridges the gap between Spider-Man 2 and Spider-Man 3. The real question, then, is who that half-sequel will be about. We have a handful of ideas on that.

    Venom

    Venom is the clear candidate for a spinoff game. Not only is he briefly playable in Spider-Man 2 already (we’re not game designers, but we have to imagine at least some of that hard dev work will transfer over to a new game), but it seems like Insomniac’s developers have at least thought about it.

    In a recent interview, Spider-Man 2’s narrative director, Jon Paquette, told Insider that the team is waiting to see how fans react and what they want before committing to any spinoffs. This was in direct response to a question about a Venom game, so most people (ourselves included) are taking this as at least soft confirmation that Insomniac is toying with a Venom spinoff, and that the answer basically amounts to “we’re not not making a Venom game (*wink*).”

    But you may be asking yourself, “Wait, isn’t Harry in a coma, and wasn’t the Venom symbiote destroyed?” The answer to both of those questions is technically yes, but there’s a Venom-sized “but” that follows. Spider-Man 2 very clearly establishes that symbiotes remain inactive inside the host even after they’ve separated themselves from the original parasite.

    Just like how Mister Negative was able to harness Pete’s latent symbiote to turn him into Anti-Venom, it seems very easy to explain how someone with a very powerful connection to their symbiote (like Harry) could have their alter ego reawaken despite the host symbiote being “dead.” This could be especially fun with Harry’s current predicament, as it means we could spend the first bit of a Venom game piloting around a comatose Harry, wreaking havoc and getting into scrapes with Miles.

    Silk

    Silk is another strong possibility for a spinoff, as it’s essentially the same setup that led from Spider-Man into Miles Morales. However, Miles plays a major role in the first Spider-Man before getting any powers. All we see of Cindy is the back of her head, and we learn nothing about her character in Spider-Man 2.

    With Silk just being a blink-and-you’ll-miss-it tease, it seems much more likely that she’ll feature heavily in whatever half-sequel we end up getting before being playable in Spider-Man 3.

    Miles Morales 2

    Our final guess for a half-sequel is just a straight-up sequel to Miles Morales. This makes some sense, but is also just boring in comparison to the other two options — no offense to Miles, but we already have two full games where we can play as him whenever we want!

    Still, a Miles sequel would allow Insomniac to explore a New York where Miles is the only Spider-Man, and even bring Cindy in as his trainee. This would be a poetic handoff after the tutelage Miles received from Peter in Miles Morales and Spider-Man 2, and a great setup for a third game. I mean, who doesn’t want to hear Pete refer to himself as Silk’s “Spider-Grandpa”?

    But a Miles Morales sequel in that fashion is still retread ground, and Insomniac seems hell-bent on delivering new experiences each time it puts out a Spidey product.

    So where does that leave Spider-Man 3?

    Spider-Man and Wraith make plans to take down Cletus Kasady in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    Insomniac Games has clearly left itself a lot of wiggle room when it comes to the future of its Spider-Man. Will Carnage show up in Spider-Man 3, or will he take center stage in a Venom game? Is that Miguel teaser an offhand tease of another spinoff we don’t know about, or just another side activity in a sequel that’s probably five years off? We don’t know the answers to either of those questions, and it’s entirely possible that Insomniac doesn’t have them 100% pinned down yet, either.

    So what do we know for sure about the next game? Well, Norman’s Green Goblin will be a pretty big deal. That’s a very safe bet — the free space on all your Spider-Man 3 bingo cards at home. We also know that Otto will play some kind of role as well, likely as a third party warring against both Green Goblin and Spider-Man.

    And we know we’ll have no shortage of heroes for us to embody, with Miles, Cindy, Peter, and (probably) Harry all on the bench and ready to take on whatever Insomniac has in store for New York.

    We’re still at least two or three years (and a whole-ass Wolverine game) away from learning what’s next for Insomniac’s New York. But the studio has certainly given us plenty to ponder in our time away from the web-head and his crew of friends and enemies.

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    Ryan Gilliam

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  • Getting The Deck of Many Things? These are the card sleeves you need

    Getting The Deck of Many Things? These are the card sleeves you need

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    The Deck of Many Things is coming to wreak havoc on your next Dungeons & Dragons campaign. This classic magical D&D item, sometimes known as The Deck of Hazards, has been granted physical form by Wizards of the Coast and features a collection of 66 unique, tarot-inspired cards capable of sowing magic and mayhem in your next tabletop session.

    The $99.99 bundle currently available to pre-order from Amazon and Wizards of the Coast includes the fabled deck in addition to The Book of Many Things, which features content for players and DMs that’s thematically tied to the deck, and an 80-page hardcover guidebook that explains the effects of each card.

    Reserving a copy ahead of the launch date from either Amazon or Wizards of the Coast saves you $10 on the launch price. Additionally, pre-ordering from Wizards of the Coast will get you early access to The Book of Many Things on D&D Beyond starting Oct. 31, as well as a collection of other digital bonuses. Just note that pre-orders from Amazon cost the same as a direct purchase from Wizards of the Coast, but that doesn’t include a digital copy, or any of the featured pre-order bonuses.

    While The Deck of Many Things was initially slated to launch on Nov. 14, a series of unfortunate manufacturing defects has suspended the launch until further notice. However, early access to the digital pre-order bonuses available through Wizards of the Coast won’t be impacted. A revised launch date for the physical release hasn’t been announced yet, but we’ll update our pre-order post with new information once it becomes available.

    The cards found in The Deck of Many Things use a non-standard size compared to those found in games like the Pokémon TCG or Magic: The Gathering. Thankfully, Ultra Pro makes card sleeves specifically measured for tarot decks, and the company confirmed to Polygon that they’re compatible with the cards found in The Deck of Many Things.

    Update (Oct. 27): Following a series of manufacturing defects, the launch date for The Deck of Many Things has been postponed until further notice (originally Nov. 14). The post has been updated to reflect this information.

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    Alice Newcome-Beill

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  • ‘Killers of the Flower Moon’ and the Streaming Service Redraft

    ‘Killers of the Flower Moon’ and the Streaming Service Redraft

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    Chris and Andy discuss Martin Scorsese’s latest film and talk about which shows would have performed better on a different streaming service

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    Chris Ryan

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  • Whos and Thems With Lindsey Weber and Bobby Finger of ‘Who? Weekly’

    Whos and Thems With Lindsey Weber and Bobby Finger of ‘Who? Weekly’

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    Spencer Pratt and Heidi Montag are back, and this time, they’re joined by the hosts of Who? Weekly, Lindsey Weber and Bobby Finger. The quartet discusses Spencer’s upcoming turn on House of Villains (27:00), the ongoing Taylor Swift–Travis Kelce relationship (32:39), and celebrity Halloween costumes (46:01).

    Hosts: Spencer Pratt and Heidi Montag
    Guests: Lindsey Weber and Bobby Finger
    Producers: Chelsea Stark-Jones, Amelia Wedemeyer, Aleya Zenieris, and Jonathan Kermah
    Theme: Heidi Montag

    Subscribe: Spotify

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    Heidi Montag

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  • Secrets of Shova Mansion secret exit location in Super Mario Bros. Wonder

    Secrets of Shova Mansion secret exit location in Super Mario Bros. Wonder

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    Secrets of Shova Mansion is a level in Super Mario Bros. Wonders W4 Sunbaked Desert. It has the normal stuff — a Wonder Seed, flower coins, and a flagpole at the end — but the level also has a secret exit. Finding it unlocks a path to a couple more levels and an entrance to the Special World.

    Our Super Mario Bros. Wonder guide will walk you where to find the secret exit location in Secrets of Shova Mansion, allowing you to get the secret, third Wonder Seed.


    Where to find Secrets of Shova Mansion secret exit location

    There are three Wonder Seeds to collect in Secrets of Shova Mansion. The first two — the one you get from the Wonder Flower sequence and from reaching the normal flagpole — are a bit more obvious. You can find our walkthrough of them with the rest of W4 Sunbaked Desert.

    Finding the third Wonder Seed leads to a secret exit — and opens the path to Flight of the Bloomps, Expert Badge Challenge: Invisibility 1, and this world’s entrance to the Special World.

    Image: Nintendo EPD/Nintendo

    You’ll have to play the level a second and get all the way to the end. When you drop out of the final door, there’s a Shova below you pushing a box across a small section of breakable blocks.

    Super Mario Bros. Wonder Secrets of Shova Mansion screenshot showing the route to a Wonder Seed.

    Image: Nintendo EPD/Nintendo

    Ground Pound the blocks and then push the box into the gap (taking out the Shova in the process). This will reveal a new pipe.

    Super Mario Bros. Wonder Secrets of Shova Mansion screenshot showing the route to a Wonder Seed.

    Image: Nintendo EPD/Nintendo

    Go through the pipe and run right. You’ll find another pipe there that will lead you to this level’s secret exit and third Wonder Seed.


    We’ve got guides to help you find every Wonder Seed in Super Mario Bros. Wonder. You can jump to Pipe-Rock Plateau, Fluff-Puff Peaks, Shining Falls, Sunbaked Desert, Fungi Mines, Deep Magma Bog, the Petal Isles, and Special World.

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    Jeffrey Parkin

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  • Taylor Swift’s Eras Tour leaked into my Killers of the Flower Moon screening

    Taylor Swift’s Eras Tour leaked into my Killers of the Flower Moon screening

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    Early on in Martin Scorsese’s historical drama Killers of the Flower Moon, there’s a quiet moment between Ernest Burkhart (Leonardo DiCaprio) and the woman he will eventually marry, Osage heiress Molly (Lily Gladstone). The absorbing way Scorsese stages the drama makes it clear that this relationship will not end well, but the soundtrack is strangely twinkling, as if this were the start of a grand romance. Then the lyrics kicked in:

    …karma is my boyfriend
    Karma is a god
    Karma is the breeze in my hair on the weekend
    Karma’s a relaxing thought
    Aren’t you envious that for you it’s not?

    I was not, in fact, hearing the late, great Robbie Robertson’s score for Killers of the Flower Moon — I was getting sound bleed from Taylor Swift: The Eras Tour playing next door. And I would continue to get that bleed throughout Killers, because while “Karma” marks the end of The Eras Tour’s set list, the film immediately started running again. At 169 minutes long, it’s only 37 minutes shorter than Scorsese’s epic, one of the few currently playing movies that get anywhere near the drama’s 206-minute run time.

    Through conversations with friends and colleagues, posts on social media, and collected observations of theater layouts and showtimes, I learned that I am far from alone. The sonic power of Taylor Swift: The Eras Tour is bleeding into Martin Scorsese’s meditative masterpiece in a number of multiplexes, creating a miasma of cinematic emotion that neither artist could anticipate.

    Image via X

    On the one hand, this is extremely annoying. Part of the reason we go to the theater is because it supposedly allows us to experience movies the way the filmmakers intended, optimally presented in a space that’s free of distractions. Killers of the Flower Moon wrestles with a horrifying true chapter of American history. It’s a quiet and mannered film, perhaps more so than Scorsese fans might expect. Hearing “Blank Space” while the Osage people are getting systematically murdered can feel disrespectful at worst, incongruously funny at best.

    And the sonic overlap itself is kind of amusing. Two wildly different reasons to go to the movies are running together, as “Wildest Dreams” is faintly heard over wide-angle shots of the Oklahoma plains. It’s an offline version of the online media environment, where context collapse is normal, and random juxtaposition can yield darkly comedic results.

    I didn’t particularly love watching Killers of the Flower Moon this way, but I didn’t hate it, either. It was like a series of intrusive thoughts I learned to tune out while contemplating something I found engaging and worthwhile. There I was, ruminating on the parasitic nature of white entrepreneurs on Native lands, and unbidden, I would think of that one YouTube video where a guy who did a viral Gollum voice covered “I Knew You Were Trouble,” because I heard a few bars of the song leaking in from the theater next to me during a quieter moment. But I also grew up in a noisy home, so I can rely on muscle memory here.

    I don’t think anyone should deliberately try to see Killers of the Flower Moon this way. I don’t believe I got any insight from this aural serendipity that I wouldn’t have gotten had I watched each movie in a more soundproof environment. Someone else might! There could be real The Dark Side of the Rainbow/Another Brick in the WALL-E potential here. Maybe when both movies are available digitally, someone will make a “Killers of the Taylor Moon” cut. Accidentally, in theaters, though? Not ideal.

    But I don’t think it’s a reason to stay home. Like The Eras Tour, Killers of the Flower Moon deserves to be seen on the biggest screen possible. The minor inconvenience of occasionally overhearing a track from 1989 (or, God forbid, Reputation) is worth the trade-off.

    Perhaps theater managers who read this piece — feel free to pass it along if you know any — will take this kind of sound-bleed issue into account, and work to make it less of a normal occurrence. Exhibitors, please take Taylor’s words into account: You need to calm down. You’re being too loud.

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    Joshua Rivera

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  • ‘Killers of the Flower Moon’ Is Astounding

    ‘Killers of the Flower Moon’ Is Astounding

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    Sean and Amanda discuss Martin Scorsese’s three-and-a-half hour epic Killers of the Flower Moon and everything that it entails. They explore the adaptation of the David Grann book and how Scorsese and screenwriter Eric Roth shifted the perspective in the film (10:00), Leonardo DiCaprio’s and Robert De Niro’s repeated collaborations with Scorsese (23:00), the spellbinding performance of Lily Gladstone (48:00), the ways the film reflects on themes Scorsese has explored repeatedly (38:00), how it slots into the late Scorsese oeuvre (1:27:00), its chances at the Oscars (1:30:00), and more.

    Hosts: Sean Fennessey and Amanda Dobbins
    Senior Producer: Bobby Wagner

    Subscribe: Spotify / Apple Podcasts / Stitcher / RSS

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    Sean Fennessey

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  • The Children of Horror

    The Children of Horror

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    Ringer Illustration

    Ringer contributor Adam Nayman takes us through his list of horror films’ most memorable kids

    Ringer contributor Adam Nayman takes us through his list of the most memorable kids in horror films.

    Written by: Adam Nayman
    Produced by: Donnie Beacham Jr.

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    Adam Nayman

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  • The Osage Writer Whose Voice Haunts ‘Killers of the Flower Moon’

    The Osage Writer Whose Voice Haunts ‘Killers of the Flower Moon’

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    There’s a story that crops up on the margins of David Grann’s Killers of the Flower Moon that’s fascinated me for years. It’s the story of the Osage writer John Joseph Mathews, who, in the 1920s and ’30s, became one of a hauntingly small number of American Indian authors to receive national attention for their work. Decades before modern culture rediscovered the so-called Osage murders—first through Grann’s mega-bestselling book, then through Martin Scorsese’s film adaptation, opening this week to radiant reviews—Mathews wrote about them. And not only did he write about them, he lived through the time when they happened; observed their effects; was shaped by them, to a degree. Mathews in turn played a significant role in shaping the future course of Native American literature. It would be fitting if the popularity of Killers of the Flower Moon led more people to rediscover the work of this important, and semi-forgotten, American writer.

    Mathews was a strange, brilliant, phenomenally contradictory figure. American literature has a way of lifting up writers whose psyches don’t entirely cohere, as if they’re assembled—like the United States itself—from mismatched parts. Think of Emily Dickinson: the titanic ambition of the work, the mundane anonymity of the life. Or Ernest Hemingway: the bullying strength layered atop weakness, the rejection of sentimentality shapeshifting into a new form of sentimentality in and of itself.

    Mathews belongs to this lineage. Whatever you picture when you hear “early 20th-century American Indian writer” almost certainly isn’t him. For one thing, he was only one-eighth Osage, from his father’s grandmother; the rest of his ancestors were white. He was the son of a rich banker, yet he chose to live alone for long stretches of his life in a solitary stone cabin, which he called “The Blackjacks,” in Osage territory in northern Oklahoma. He spent his early life on a series of globetrotting adventures—he flew planes during World War I, studied at Oxford, hunted big game in Africa, got married in Switzerland—yet he settled down while still in his 30s to a withdrawn and quiet writing life. He was a lifelong Anglophile, and his manners were often compared to those of an English gentleman, yet he spent decades collecting and preserving tribal legends and tales. Above all, perhaps, he was alive to the modernist currents roiling the literature of his day, yet he turned his sensibility away from cities and the future and embraced nature, tradition, and the past.

    Mathews was born in Pawhuska, the capital of the Osage Nation, in 1894. Oklahoma wasn’t a state yet. When Mathews was a toddler in 1897, a gargantuan reserve of oil was discovered beneath Osage land. Members of the tribe held what are called headrights, which entitled them to a share of the lease money oil companies paid to gain access to the land; this resulted in a massive influx of wealth into the territory. As if overnight, everyone got rich. (It’s this massive influx of wealth, and the horrific violence some white people unleashed in order to gain control of the headrights, that forms the central narrative of Killers of the Flower Moon.) As one of the most esteemed banking families in Pawhuska, the Mathewses benefitted directly from the boom, via headrights, and also indirectly via the surge in new business. They hired an Italian architect to build them a splendid house, complete with archways, European furniture, and a fountain. They held elegant parties. They took trips around the world.

    The Mathewses lived between two worlds. They were proud of their Osage heritage, and in some ways were seen as leaders in the tribe. Mathews’s father served on the Tribal Council, as Mathews would later do himself. At the same time, many among the Osage didn’t see the Mathewses as Indians at all.

    The Mathews family tree is simply an astounding document; you could build an academic course around it. Bloody and beautiful strands of American history run down the page. John Joseph’s great-grandfather, William Sherley Williams, was the child of Welsh immigrants who moved to North Carolina in the 18th century. He became a missionary, went west, and encountered the Osage tribe; this was in the early 1810s, just a few years after Lewis and Clark—before “the West” as we think of it was invented. Williams learned the Osage language and worked on an Osage Bible, but rather than converting the tribe to his religion, he seems to have been converted himself. He adopted their way of life, married an Osage woman called A-Ci’n-Ga, and had two half-Osage daughters, one of whom would become Mathews’s grandmother. A-Ci’n-Ga died sometime around 1820, and Williams drifted away from the tribe. In the 1830s and ’40s he became legendary as a mountain man. People told stories about “Old Bill Williams,” the drunken trapper and inveterate horse thief, a sort of vulgar ghost in the wilderness. He’d sometimes come down from the hills to guide an expedition, including some that killed dozens of Native Americans without provocation. The man who’d loved and lived among Indians now became known for abetting, perhaps even participating in, the murder of Indians. He was killed himself in 1849, under somewhat mysterious circumstances, by a Ute war party in Southern Colorado.

    The two daughters of Old Bill and A-Ci’n-Ga, Mary Ann and Sarah, each married the same man, a Kansas businessman and trader named John A. Mathews. Sarah married him after Mary Ann died. John A. Mathews was admired by the Osage for dealing with them fairly, unlike most of the other white traders in their territory. He was also a slaveholder and passionate advocate of the pro-enslavement side during the Bleeding Kansas struggle in the 1850s. He led raids against abolitionists. He burned barns. Burned crops. Looted. Kidnapped. During the Civil War he tried to convince the Osage to join the Confederate side. His son, William—that’s our Mathews’s father, the future banker—once raced on horseback to warn a Jesuit mission that a guerrilla band led by his own father was coming to kill one of their priests. William was about 12 at the time. To reach that mission he had to ford a flooded river. The priest escaped.

    John A. Mathews was tracked down by Union cavalry in 1861 and killed by a shotgun blast. The soldier who shot him was named Pleasant Smith. You think you’ve reached the upper limit of strangeness in American history; American history is just getting warmed up.

    John Joseph Mathews’s mother came from a family of French Catholics. Mathews grew up, in his own telling, as a sort of “princeling,” spoiled and caressed. Everything came easily to him. In high school he was an athlete. His father loved going to his basketball games in the years before World War I. When I first encountered that detail in Michael Snyder’s invaluable biography of Mathews, John Joseph Mathews: Life of an Osage Writer, I had to put the book down and walk around the room in a sort of momentary daze. Because there it is—there’s history. Sometimes you catch a glimpse of the pages turning. A missionary sets out into the wilderness in the Napoleonic era, and a handful of generations later, barely a blink of the cosmic eye, that same missionary’s grandson is sitting in a high school gym cheering at a basketball game.

    Mathews studied at the University of Oklahoma. When the Great War broke out, he left college and enlisted as a pilot. He loved flying: the danger of it, the remoteness, the beauty of the world from the air. He wanted to fly in combat, but he was made an instructor instead. He taught night-bombing. After the war, he went back to college, where a writing mentor urged him to apply for a Rhodes scholarship. He didn’t apply for the scholarship—his grades weren’t good enough—instead, he decided to go to Oxford and pay for it himself. His father had died by this point, and the family business was now in decline, but Mathews had plenty of money from the Osage headrights. For a semester he put off leaving for England because he wanted to hunt bighorn sheep. He went to Wyoming, mixed with cowboys, drank in saloons, camped in the snow. Then he went to Oxford and transitioned to a life of punting on the Cherwell and debating philosophy over tea.

    He traveled widely. Paris, Lausanne, Algiers. In Algeria, he hunted gazelles and leopards. With a guide named Ahmed, he traveled into the Sahara. One day, en route to view the Timgad Roman ruins, his party was surprised by a group of Kabyle tribesmen galloping toward them on horseback, firing Winchester rifles. The men weren’t hostile—they were goofing around, more or less. The vision of tribal warriors engaged in an ecstatic charge filled Mathews with a sudden longing to be back among the Osage. He recalled the joy he’d felt seeing Osage riders speeding across the prairie when he was a little boy. Decades later, in 1972, he described the moment for an interviewer: “What am I doing over here?” He remembered asking himself. “Why don’t I go back and take some interest in my people? Why not go back to the Osage. They’ve got a culture. So, I came back, then I started talking with the old men.”

    He didn’t, though; at least not right away. In Switzerland he met a young socialite named Virginia Hopper, the granddaughter of a former president of the Singer sewing machine company. They got married and moved to California, where Mathews tried unsuccessfully to establish a real estate business. Mathews and Virginia had two children, but the marriage didn’t last. After five years, Mathews walked out. He went back to Oklahoma. With a startling callousness, he seems to have given his family very little thought from then on. He didn’t write to his children. He sent money infrequently, and never very much. His son became a child actor, which supported the family for a while. After that, Virginia had to pay the bills by having affairs with wealthy married men.

    Spend enough time with Mathews and you’ll run into this strange coldness in him. He was popular, charismatic, easy to be around. But he was also self-sufficient. He liked to be alone. Why should he worry about other people? It’s another of his contradictions. Back in Osage country, he got elected to the Tribal Council and spent years working for the interests of the tribe. Consider that, along with his dedication to preserving the Osage oral tradition. What does that suggest? That he valued community, right? But look a little closer and you see a different Mathews.

    “The Indian,” he wrote, “is a poet. He is very religious, and he appreciates beauty. Being so very close to nature, he is filled with the rhythm and harmony of nature, yet he is cruel, as nature is cruel.” Maybe he really believed he was writing about all Indians here—who knows. He was surely writing about himself.

    He backed into writing. Didn’t know what else to do with himself. He’d left California, returned to Oklahoma, moved into a run-down cabin. What was he going to do there? He had a friend who was working on a biography of Sitting Bull. Why not try something similar? Around the same time, he’d been given a priceless gift: the journals of a Quaker Indian agent, Laban Miles, who’d lived among the Osage for 50 years and meticulously recorded their history. Many people had sought those journals, including the hugely popular novelist Edna Ferber, who’d written about the Osage in her blockbuster bestseller, Cimarron. Now Mathews had them. On July 4, 1931, he sat down and started typing. Everything had always come easily for him. A book poured out.

    Mathews’s first book, a history of the Osage called Wah’Kon-tah: The Osage and the White Man’s Road, took Miles’s diaries as the basis for a lyrical history of the tribe, a history less concerned with chronology and analysis than with impressionistic sweep. The book covered 1878 to 1931; Mathews immersed himself so deeply in the writing of it that he all but cut himself off from the outside world. The cabin didn’t have a telephone. The shower was a bucket. “I wrote that book just like a wood thrush would sing,” Mathews said. “He’s not conscious of it, he just sings. I didn’t have any idea that people would read it.”

    People did. The book was chosen as a Book of the Month Club selection in 1932, and this was a time when the Book of the Month Club had Oprah-level clout. Wah’Kon-tah, published by the University of Oklahoma Press, became an unlikely national bestseller. Mathews grudgingly traveled to New York City on a press tour. The cosmopolitan globetrotter was now so reluctant to leave his cabin that he forgot to bring the publicity posters his publisher had printed for him. In New York, publishers approached him about writing a novel. He agreed, with similar reluctance. The novel, written quickly and without much enthusiasm, appeared in 1934. It’s called Sundown. It’s the story of a mixed-race war veteran who comes home to Osage territory during the upheaval of the oil boom—that is, during the time of Killers of the Flower Moon. More than 80 years before David Grann brought the story to a national audience in 2017, Mathews had tried to do the same thing—or a version of it.

    The differences between Killers of the Flower Moon and Sundown act as a concise index of the changes in American publishing between the 1930s and the 2010s. Killers of the Flower Moon is a taut, gripping nonfiction book, written in a mode that’s at least adjacent to true crime. Sundown is an evocative, challenging novel about a young man’s existential alienation. Mathews’s voice appears here and there in Grann’s novel—he’s quoted in the epigraph, and sporadically throughout the book—but Sundown is too weird and personal, too prone to spiraling around its repressed 1930s sexuality, too focused on the struggle of a single human soul to have been a major source for Grann’s work. Mathews himself didn’t like it. He didn’t look at it again for years after he finished it, and when he did finally pick it up, he was surprised to find it “not in the least bad.”

    In later decades, however, it was Sundown that became Mathews’s most studied work. It established a template—Snyder describes it as “the homecoming of an alienated Native veteran who struggles with his identity”—that would be followed by numerous Native writers in the decades to come. It helped to bring about the Native American Renaissance of the 1960s and ’70s. It influenced Leslie Marmon Silko and N. Scott Momaday. It may not quite be a great book, but it brought a new perspective into American fiction. It was a book about Indians that didn’t exoticize them or make them quaint for a white audience. It opened the door a crack and let a little more light in.

    After Sundown, Mathews went more than a decade without publishing another book. Perhaps he still didn’t quite think of himself as an author. He was a hunter, a loner, and—way over on the other hand—a tribal advocate with a wide and varied network of friends all over the world. He got married again. Eventually he got back to writing books. Talking to the Moon, from 1945, describes the decade living in his cabin, amid the rhythm and harmony and cruelty of nature. In 1951 he published a biography, Life and Death of an Oilman: The Career of E.W. Marland, about the 1920s Oklahoma oil baron. Ten years after that, he published The Osages: Children of the Middle Waters, which represents the culmination of his work “talking to the old men” and writing down their old tales before they passed away.

    I grew up in Ponca City, Oklahoma, not far from Mathews’s cabin, not far from where the events of Killers of the Flower Moon took place. Mathews wrote about my hometown. Knew it well. Was still alive, even, when I was born. And if you need a reason to check out his work, I’ll give you this: When I was growing up, I had no idea he’d existed. I had no idea about the murders, either. We weren’t taught about it. I’ll leave you to guess why. It wasn’t until years after I’d left Oklahoma that I discovered Mathews’s work, and that this history was made known to me. These things are so easily forgotten. Old people die, the page turns, the eye blinks, and then: oblivion. It’s the message Mathews spent his whole career trying to persuade his readers to see. Our stories—I mean humanity’s—are fragile. We should remember them while we can.

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    Brian Phillips

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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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  • YOOMA WELLNESS INC. ANNOUNCES SALE OF VITALITY CBD – World News Report – Medical Marijuana Program Connection

    YOOMA WELLNESS INC. ANNOUNCES SALE OF VITALITY CBD – World News Report – Medical Marijuana Program Connection

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    /EIN News/ — Toronto, Ontario, Sept. 29, 2023 (GLOBE NEWSWIRE) — Yooma Wellness Inc. (CSE: YOOM, AQSE: YOOM) (“Yooma” or the “Company“) today announced that its wholly-owned subsidiary Yooma Europe Limited (“Yooma Europe”) has completed the sale of Birmingham-based Vitality CBD Limited (“Vitality”), a UK-focused CBD company, for a total consideration of US$2.0 million (the “Disposal”) to Psilobrain Therapeutics Inc. (“Psilobrain”). Psilobrain is a private Canadian biotech company that uses the latest in psychedelic medicine to design products that facilitate evidence-based healing & wellness. Further details regarding Psilobrain is available at www.psilobrain.com.

    Details on the Disposal

    The consideration payable by Psilobrain comprises US$1.0 million in cash (the “Cash Consideration”), and US$1.0 million in new shares of Psilobrain (the “Consideration Shares”). The Cash Consideration is to be paid to the Company in three instalments, with US$350,000 paid on completion, US$300,000 to be paid within 130 days of completion, and US$350,000 to be paid within 210 days of completion. The shares of Vitality that were sold are subject to a charge in favour of the Company and Yooma Europe to secure the payment and performance of Psilobrain’s obligations in respect of the Cash Consideration instalments that come due after the completion date. The consideration payable by Psilobrain is subject to customary…

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  • French rapier with Spanish blade

    French rapier with Spanish blade

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    French rapier with Spanish blade
    Made around 1600. Steel handle, cut, drilled and engraved in the shape of a chain, blued and inlaid with gold. The blade itself is imported from Spain, Valencia, as evidenced by the inscription “VALENCIA ME FECIT” (“Made in Valencia”). In those days, Spain produced bladed weapons of the highest quality, the possession of which emphasized the status of the owner

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  • 180 Life Sciences Announces an Agreement for a Clinical Pharmacology Study Testing a New Formulation of CBD for Enhanced Oral Uptake – World News Repo… – Medical Marijuana Program Connection

    180 Life Sciences Announces an Agreement for a Clinical Pharmacology Study Testing a New Formulation of CBD for Enhanced Oral Uptake – World News Repo… – Medical Marijuana Program Connection

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    /EIN News/ — PALO ALTO, Calif., Aug. 07, 2023 (GLOBE NEWSWIRE) — 180 Life Sciences Corp. (NASDAQ: ATNF) (“180 Life Sciences” or the “Company”), today announced that an agreement has been reached with Prof. Avi Domb of the Hebrew University, School of Pharmacy, and with Prof. Elyad Davidson, of Hadassah Hospital, to perform a clinical pharmacology (“Pharmacokinetic” or “PK”) study of the uptake of cannabidiol (CBD) in a formulation which can be delivered as a pill orally. The PK study will seek to determine how much CBD is taken up into the blood of volunteers.

    While CBD preparations have previously been approved by the U.S. Food and Drug Administration (FDA) for rare forms of childhood epilepsy, a major problem in working with CBD is its low and unpredictable and variable uptake following the most convenient delivery form, by mouth, as CBD in oil. This has hampered progress and clinical trials seeking potential uses for CBD, such as for the treatment of pain, post-traumatic stress disorder (PTSD), head trauma, and more, where reports have suggested the possibility of benefits. To help try to solve this problem, Prof. Domb and colleagues have developed “ProNanoLipospheres” (PNL), a mixture of components available over-the-counter, which form little droplets and have been shown to be absorbed from the gastrointestinal tract into blood. The dosage form has been shown in preliminary testing in rats to…

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  • clumsy resolute tasteless

    clumsy resolute tasteless

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    In April the city of San Francisco created an app asking for the publics help locating the “rare instances” of human feces found in public spaces (streets, parks, etc.) Tag it for “immediate” clean up. This map shows day 3 of the project, which was canceled 11 days later.

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  • “Cracking the Code of Life’’ by Brian Christopher Brown Teaches Dream Manifestation and Secrets of Actualization – World News Report – Medical Marijuana Program Connection

    “Cracking the Code of Life’’ by Brian Christopher Brown Teaches Dream Manifestation and Secrets of Actualization – World News Report – Medical Marijuana Program Connection

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    NASHVILLE, TENNESSEE, UNITED STATES, July 14, 2023/EINPresswire.com/ — In his revolutionary new book “Cracking the Code of Life – How to Unlock Your Door to Heaven on Earth,” transformational author Brian Christopher Brown shares a practical guide for self-discovery and dream manifestation. This book provides the keys to unlocking one’s deepest desires and achieving genuine fulfillment through its powerful and innovative approach.

    In “Cracking the Code of Life,” Brown discusses the universal desire for emotional satisfaction, financial security, love, freedom, and other desires that define the human experience. By drawing on his journey, he examines why so many individuals fail to reach their desired destinations despite their unrelenting efforts.

    Through presenting an enthralling combination of scientific analysis, spiritual insight, and evidence-based soft skill techniques, the author reveals a unique code that can alter the rules of manifestation.

    He challenges conventional beliefs about manifestation and discloses the existence and workings of an ancient, hidden, and infallible system for receiving what you wish. Through his techniques, he enables readers to take charge of their lives, dismantling the notion that they are at the mercy of destiny or luck.

    The core of Brown’s code is a three-step manifestation system based on the Judeo-Christian Bible’s profound teachings. He reveals the true origins and missing connections within the…

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  • Prolific Artist Hotep, a Groundbreaking and Formidable Force in Hip Hop, Drops New Record ‘Godfather of Hip Hop’ – World News Report – Medical Marijuana Program Connection

    Prolific Artist Hotep, a Groundbreaking and Formidable Force in Hip Hop, Drops New Record ‘Godfather of Hip Hop’ – World News Report – Medical Marijuana Program Connection

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    Hotep

    An artist who strives to redefine and reshape the music world, Antonio McCloud hopes to move and captivate audiences with his stunning craft

    WINSTON-SALEM, NORTH CAROLINA, UNITED STATES, July 2, 2023/EINPresswire.com/ — A dynamic singer-songwriter who remains fueled by a passion to excite and inspire audiences, Hotep is solidifying his presence in the realm of hip-hop. Named Antonio McCloud at birth, the artist took onto the identity of Hotep and invokes a riveting, creative, and electric style which shines through each record.

    With his brilliant new record, “Godfather of Hip-Hop,” the talented artist presents a musical blend that displays his testament to staying true to his craft. With a driven mindset and a passion to present an unadulterated, honest, and raw picture of Hip Hop, the seasoned artist continues to make strides in the music world.

    Having released for listeners in June 2022, Hotep’s newest album takes listeners through a whirlwind of emotions. “Godfather of Hip Hop” is an album which encompasses listeners with a distinct nostalgia that is reminiscent of the glory days of the 90s.

    “Godfather of Hip-Hop” delivers an ethereal blend of rhythms and tunes that are representative of the breadth which Hotep brings with his talent. Encapsulating the essence of a time where art forms were a channel of flair, thought-provoking conversations, and unique soundscapes, the new album is his best work…

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  • opaque illustrative responsible

    opaque illustrative responsible

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    I always was hard of hearing. From birth i couldn’t hear out of one ear and wore a hearing aid in the other. It never bothered me or impacted my life as my hearing sounded “normal volume” as i dont know what better hearing is like. Suddenly this year back in February my good ear plummeted down to near 0. And was very quickly in March told that my only option is cochlear implant. Which I got end of April. My activation isn’t until early June, and I’m at complete 0 hearing. The deafness isn’t bad at all, what sucks is that since my hearing took such a plummet I got some heavy tinnitus which is very difficult day in day out. I’m told the cochlear implant will suppress if not completely erase it. Been a very hard half year, basically had my life flipped upside down.

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  • Cannabidiol (CBD) Oil Market To Reach USD 3213.4 Million By The End of 2029, Growing at a CAGR of 28.3%| Valuates Reports – World News Report – Medical Marijuana Program Connection

    Cannabidiol (CBD) Oil Market To Reach USD 3213.4 Million By The End of 2029, Growing at a CAGR of 28.3%| Valuates Reports – World News Report – Medical Marijuana Program Connection

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    BANGALORE, India, April 18, 2023 /PRNewswire/ — Cannabidiol Oil (CBD Oil) Market is segmented by type (Hemp-derived, Marijuana-derived), by application (Pharmaceuticals, Food, Cosmetics, Other): Global Opportunity Analysis and Industry Forecast, 2023-2029.

    Due to the COVID-19 pandemic, the global Cannabidiol Oil (CBD Oil) market size is estimated to be worth USD 551.2 million in 2022 and is forecast to a readjusted size of USD 3213.4 million by 2029 with a CAGR of 28.3% during the forecast period 2023-2029.

    Major factors driving the Growth of the Cannabidiol Oil (CBD Oil) Market

    The primary factor influencing the Cannabidiol Oil Market is the increased demand for CBD for health and wellness purposes because of its therapeutic characteristics. A significant element that is anticipated to increase the manufacture of CBD-infused goods is the increased acceptance and use of products due to regulatory approvals. Additionally, key businesses in the cannabis sector and the governments of several nations are funding R&D initiatives.

    According to multiple scientific investigations, CBD is a beneficial treatment for a number of neurological conditions, including epilepsy.  The medicinal advantages of cannabidiol are becoming more widely known, and this has led consumers to purchase cannabidiol products regardless…

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  • Making dandelion syrup

    Making dandelion syrup

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    Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup.

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    First, of course, I had to wash them.

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    Then I put them in the cooking pot, together with a sliced lemon and about a quart of water.

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    After boiling for about 15 minutes, I strained the liquid off through a coffee filter.

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    Then I added like a pound of brown sugar, 3 or 4 ounces of white sugar, several tablespoons of honey…

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    And some yellow food coloring that I wanted to get rid of.

    Making dandelion syrup. Field near our town was full of dandelions, ten-thousands of them. So I gathered around 400 to make some syrup. First, of course, I had

    Thinned to drinking strength with water, it’s delicious!

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  • Burning Daily Announce New Range of CBD and Hemp Products Following Increased Customer Demand – World News Report – Medical Marijuana Program Connection

    Burning Daily Announce New Range of CBD and Hemp Products Following Increased Customer Demand – World News Report – Medical Marijuana Program Connection

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    /EIN News/ — Hacienda Heights, California, March 20, 2023 (GLOBE NEWSWIRE) — Burning Daily is excited to announce its new range of CBD as well as Hemp products to its online customers. Burning Daily is a leading provider of the most trusted and highest-quality hemp and CBD-based products. Their mission is to provide customers with the best and safest cannabidiol or CBD products and services possible and committed to providing customers with an enjoyable, safe, and responsible experience.

    Leading Online Hemp Retailer

    Founded by Dennis Sanders, Burning Daily has grown into a leading online retailer of hemp products such as Delta-8, Delta-10, THC-O, and HHC.

    CBD Trends

    According to recent studies, one in three American adults has tried some type of CBD product.

    Those numbers are even higher among younger generations, especially millennials. The rise in popularity of these products has also led to a significant influx of producers and providers claiming to sell high-quality and safe products, while that’s not always the case.

    In fact, CBD product sales in the United States were estimated around $4.17 billion in 2022. By 2026, that same study estimates CBD product sales are expected to reach roughly $4.23 billion in value. Finding a trusted source for quality and safe CBD products, like Burning Daily is the key to having a positive experience.

    CBD Products

    Cannabis plants naturally contain more than 100…

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