Sunday, April 5, 2015

Terrible Movies: Interstellar

Alright, I'm getting back to writing. I need to because I can't sleep at night. My brain just won't shut off, and hopefully if I can get stuff out and into the wild then I can finally rest peacefully again.

So, to start back up, I'm creating a new series of posts called Terrible Movies, where I will detail all of the reasons I dislike a specific movie. Now, to clarify, that doesn't mean I didn't enjoy the movie or think it isn't worth watching, but it seems that modern movie plots are super lazy, or in an attempt to be "deep" end up being "stupid". For round 1 I'm going to tackle Interstellar, which, if you haven't seen it yet, you should. First of all, I say you should see Interstellar because it is good, up until the ending. It starts out very slow, and continues to have many slow moments throughout, but I'm certain this is all intentional design. The movie has an amount of tension building and release that is rare in media these days, and I really like that about it. But you should be aware that the last 20 or so minutes ruins the whole thing. I will describe a specific moment in the movie when that corruption begins, but if you don't want to know that moment (I'll make it super unspoilery), then you've been warned, the ending is garbage.

If you don't want the entire movie to be ruined by the final 20 or so minutes, then quit at the following moment, or at least know that this is where my gripes really begin:

(highlight to read, though as unspoilery as possible)
At a point late in the movie there will be a scene when a small ship is in near total blackness, being pummeled and torn apart. It should be a pretty obvious moment. This is when you should just get up and walk out of the theater. Quickly now!
(and that's it)

From this point on below, total spoilers abound, so don't read further if you haven't seen it yet and don't want the movie ruined:

Alright, before I tackle that horrific ending, the only major gripe (I have a number of smaller gripes, but those are just moments of people being/speaking stupid, which is totally realistic, so I'll let them pass) I have before the terrible ending is the moments after Dr. Mann (Matt Damon) and Cooper (Matthew McConaughey) have their fight. I have no problems with the fight (other than utter disappointment that one of them didn't take advantage of their sweet arm boosters to send a super-powered-punch), but after the fight, Dr. Mann starts returning to the ship while Cooper is dying. Once Cooper gets his communicator reattached Brand (Anne Hathaway) jumps in her ship and rushes to the rescue. How did Dr. Mann get back up the ice mountains, slowly climbing and booster jumping his way back, before Brand got to Cooper, saved him, and gets back, in a space ship? It just doesn't make sense. For the sake of the plot, I'm willing to overlook it (barely), but it is, for me, a major plot hole.

Now for that ending. My first problem is probably the most glaring, that being the breaking of the first rule of time travel. You can't go back in time to save yourself, thus allowing yourself to survive and get to a point where you can go back in time to save yourself... The entire ending of the movie, and thus retroactively the entire movie, is completely based on this impossibility. What's more infuriating, is that it does this unnecessarily. At the end I'll explain a different ending that I came up with, that actually makes sense (at least more sense), and no one has to die! Well... at least not any people. Sorry TARS.

OK, so the paradox isn't the only problem with the ending. Even allowing for such outrage, what about programming a simple watch to contain the morse code version of what is likely a very complex mathematical equation? What about that little watch's battery then lasting decades? How would Murph know when, in the repetitive cycle, the message begins and ends? And... program the second hand on a simple, non-digital, watch? Really?

Cooper finally gets to see his daughter, on her death bed, after thinking he has lost her forever. She suggests he leaves so he doesn't have to watch her die of old age. He leaves. What? What? What? The last and only chance he has to spend time with his daughter after abandoning her, and he just walks out after talking to her for about a minute? As a father that has actually lost two children, I call total BS. He would spend every last second with her he could. He isn't going to get another chance to do so, this is it. This is actually less realistic than the time paradox problem.

But wait, that's not all! The reason he leaves her? To go after a girl that is all alone on a planet nearby. Nearby. Just through that worm hole. And... why has no one else gone to see her? How do they even know that she is there? Can't that wait for a few hours/days while he actually spends some time with his daughter that he spent nearly the entire movie regretting having to leave? BLARG!

OK, OK, I'm done. There's so much garbage in that ending that I actually started laughing once the credits started. I turned to my buddy that went with me to the movie and he was laughing too. It took us a minute to be able to even talk about it, but talk we did. We were both blown away at the utter nonsense. We attempted to find better solutions to the ending. I finally did, that night, while trying to fall asleep. It isn't perfect, but for me, it's acceptable. It's even a happier ending. This ending relies on the movie's early assumptions that the worm hole was in fact created by some other creatures in an attempt to save humanity, and not the future humans that used time travel to save themselves from the extinction that would have happened if they weren't saved by... their future selves...  It also takes into consideration relativity, which the earlier parts of the movie did a decent job of accounting for, but totally forgot about at the end. I'm not going into a ton of detail, just giving you the basics, but I hope you'll get the gist of the it.

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As Cooper falls towards the black hole, Brand has escaped the black hole and is in line to land on the new future home of humanity. Because of relativity, time is passing much more slowly for Cooper, magnitudes slower than it did when merely on a planet orbiting the black hole, now for every minute it is a decade to Brand, and space being as big as it is, it's going to take several minutes, if not hours, for Cooper to actually reach the event horizon.

Brand lands on the planet and sets up the process of "growing" people. She goes into hibernation for the months it will take the machines to create the people. When she wakes she and CASE take care of the growing children, teaching them about everything, including who they are, how they got here, Cooper's sacrifice to make their survival possible, and about their duty to Earth. When they get old enough she and CASE teach them about Professor Brand's attempts to solve the problem of gravity manipulation. For the most part, Brand hibernates, allowing the new humans to take care of themselves, creating a new civilization, but educated and assisted by CASE, and every few years Brand will wake and check on their progress, reminding them about their duty to Earth, and to Cooper...

Meanwhile, back on Earth, Murph, knowing now that plan A was never meant to succeed, realizes that their only hope is that plan B works and eventually the new civilization will return to save them. Efforts are made to bring as many people as possible into the "Ark", their Earth bound space station from plan A, and into hibernation, awaiting future help.

Back on the new planet, it has been centuries, and mankind has returned to the technological advancements of the modern age, and then more. The worm hole to Earth's solar system has long since closed, but they continue to wait... And finally, their satellites receive the message from TARS. As the old robot passed through the event horizon he was able to relay data before being destroyed. It's enough. Humanity gets to work on learning everything they can about gravity, because time is running very short now. Cooper wasn't too far behind TARS.

Satellites have long since been launched to orbit the black hole, and Cooper's coordinates are known. With their new knowledge of gravity they open a worm hole, for just a split second, directly in front of Cooper's ship, transporting him safely to an orbit around the new planet. Then they wake Brand.

Back on Earth the plant eating "virus" has long since eaten itself into extinction, and the world is once again starting to come alive, but it will be centuries more before it is once again habitable. We see inside the Ark, dusty hibernation machines stacked everywhere. Suddenly, the entire space station begins to shake and rise. It breaks free of the Earth and enters a worm hole near the moon, bringing them to the new home of humanity.

Murph is awoken by Cooper, the same age as her, just as he said they might be. The End.

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Wednesday, June 19, 2013

Microsoft's Example

Considering the events of today, I have a few things to say. First of all is, thank you Microsoft. A lot of people are saying things like "saying sorry isn't good enough" or "they should never have messed up so bad in the first place." Well, news flash, no one is perfect, and that goes for people who work for corporations. Mistakes are made, constantly, by companies like Microsoft, Sony, and yes, even (or especially) Nintendo. Rarely are their mistakes as big as the ones Microsoft was pulling with the Xbox One, but you know what's even more rare than the size of those mistakes? A company that can recognize the fact that it goofed up, apologize, and fix the problem. For the ability to take a humility pill and say "Sorry, we messed up," I want to thank Microsoft. That takes some serious guts for anyone, let alone a big bad corporation. Well done.

Second, I would like to voice my hopes that this is the first step in a recovery of the entire video game industry. For years now we have been trending in the direction that everyone got upset at Microsoft for embracing. If you think about it, what MS was proposing with the Xbox One was nothing worse than what many, many gamers (probably many of you reading this) have already accepted as "normal" (or worse "acceptable") on the PC platform, and more especially with Steam. In fact it was a better system than that which Steam offers, since it was going to allow you to share your games with friends or even give them away. What I hope happens now is that Valve, EA, Activision Blizzard, and other such companies follow Microsoft's lead and realize that what they've been doing to their industry is exactly the opposite of what their consumers want.

So, EA, how about it? Release a patch and make SimCity playable solo? What about you, Blizzard? Diablo III offline mode?

Hey, a guy can dream...

Zombie games.. why do I love them?

Yeah, I've been playing a lot of zombie games lately. Played through the Walking Dead series, then started up State of Decay, and of course now The Last of Us is out and I've been playing that too. What is it about killing mindless dead people that is so enjoyable? Maybe I've been doing too much commuting lately...
So, in all seriousness, let's talk about these games a bit. I'll warn you though, I'm a connoisseur of video games; which is just a fancy way of saying that I'm extremely critical and picky when it comes to what I don't like about them.

The Walking Dead was a fantastic episodic game that featured characters and story over gameplay or graphics (although both of the latter were not lacking). It details the struggles of ordinary people as they fight to survive not just physically, but mentally and emotionally during a zombie apocalypse. It was a brilliant game that put players in charge of making some very difficult and meaningful decisions, full of memorable moments that will stand out to me among other game experiences for a long time to come, I'm sure. The fact that I can't find anything to complain about with this game is a testament to its brilliance.

State of Decay is not the same type of game. Although it does include some very small amount of character exploration and a very basic story element, neither of these are its purpose or primary feature. Instead, State of Decay focuses on the mechanics of surviving during a zombie apocalypse. Scavenging food, ammo, and other supplies, building a home base, and relocating when things get too scary, or when your base just isn't big enough for your growing society of survivors. It does these things fairly well, but there are some oddly broken or plainly missing mechanics. For instance, your society will consume an amount of each type of resource each day, supposedly dependent on its needs and your availability to extra resources through outposts, but these amounts seem to be arbitrary. I was consuming 6 ammo a day, and so I built 8 ammo outposts, each of which is supposed to provide an extra 2 per day. However, instead of going into the positive, after reaching 0 consumption per day, it started going negative again. Also, instead of this consumption rate being based on some type of in-game day cycle, it is based on the real world day cycle. Which means if you don't play your game for a week, when you finally return you will find your resources depleted accordingly. It's infuriating nonsense. The game features a day night cycle, why not base it around that instead? Finally, as for a missing mechanic, the game is constantly reminding you of the importance of relying on each other for survival, but completely lacks any mechanic to take a buddy with you when you go out scavenging. No buddy system? It's a wonder anyone in your society survives at all. Despite these problems, I have still found myself utter obsessed with the game, and can't wait for them to add a co-op mode. I will play that till my thumbs fall off.

Now on to The Last of Us. For the most part Naughty Dog has focused on characters and story over gameplay, but considering its pedigree (pun definitely intended!), it certainly shouldn't be lacking in gameplay muscles. Unfortunately, I find it lacking in all three areas. In the interest of avoiding spoilers, I will not go into my complaints on characters or story, but as far as mechanics go, the aiming mechanic is, simply put, broken. I find it nearly impossible to hit anything, even at point-blank range. Given that there are some specific zombie types that don't seem to care when you shoot them in the head (even emptying an entire clip into one of these didn't seem to bother it), I guess giving you the ability to aim your gun wasn't high on their priority list. However, even when engaging other gun-wielding humans, I find myself resorting to beating people with bricks and 2 x 4's rather than bothering to try and actually hit them with a firearm. There are other ridiculous mechanics, such as the inability to carry more than three shivs, even when I can carry the resources to create far more than three even while carrying three. Add to that the fact that they can't be retrieved from downed enemies, that the resources for creating them are difficult to come by, and that there are a large amount of enemies which can only be killed by shivs, and there are doors that can only be opened with a shiv, and you start to see why I'm screaming at my PlayStation anytime I try and play The Last of Us. Who would have thought that the single most handy item in the zombie apocalypse would be a shiv? Apparently Naughty Dog thought so. And apparently knives have just disappeared from existence. Finally, the companion AI is awful. Often while sneaking around the aforementioned invincible zombies, companion characters will bump right into them, run around making lots of noise, talking loud, and generally breaking through the fourth wall every few seconds. The only thing that makes this "OK" is the fact that apparently Naughty Dog knew the AI was awful so they simply made the zombies not care about your companions until you got into trouble first. Well that's a relief, I guess. Despite its problems, I'm still mostly enjoying it, and I have hopes that it will get better now that I'm past the tutorial areas.

All in all, I have enjoyed playing all three of these games, and considering the new content coming for The Walking Dead, the fact that State of Decay is doing well enough to warrant some DLC, and the fact that I am still just getting into The Last of Us, I'll likely be enjoying them for a while to come. And I still haven't even started Resident Evil 6 yet. Oy... so many zombie games, so little time...

Tuesday, June 18, 2013