Games of 2020 – What’s Old Is New Again

Animal Crossing New Horizons: Marshal and Lily sit on a bench, drinking juice.

I got spoiled in sequels this year.

Seriously, I’ve been waiting most of a decade for a follow-up to Animal Crossing New Leaf alone. If it had just been that, I’d already have felt that warm homecoming feeling. Instead, we got a full-blown “make games for Alex” season. Half of these I figured might come someday – a couple, I never expected to see exist at all.

Honestly? For a little while, toward the middle of the year, it was kind of exhausting. There’s such a thing as not being challenged enough, and at some point I started feeling like “I’ve done this already.” But the sad truth is, on top of all that, most of these weren’t revelations. Thankfully, only one of these is, like, going to get a dressing down.

A special shout-out to Final Fantasy VII Remake, which I could have put here instead of my previous Evangelion trilogy – but if I did, this blog would be even longer. Most of these writeups will be shorter than those. Keep an eye out for one more blog Friday. I’ll be starting and ending with my two favorites for the sake of getting the more up-and-down stuff out of the way.

Animal Crossing New Horizons

Animal Crossing New Horizons: three friends meet at the front entrance to my island, a rainbow garden.

A Sampler Playlist

Animal Crossing likely deserves its own deep dive rather than a simple introduction here, but it also likely needs no introduction. Animal Crossing New Horizons is the shared experience I will never separate from 2020. So many of us burned through the game those first few months of quarantine – I know I’d assembled the village I planned to have years down the line by July, which led to me considerably slowing my time with the game. It is, as well established by now, the definitive COVID companion for those first few months for everyone who managed to get their hands on a Switch – for everyone else, there was Tiger King.

I played Animal Crossing New Leaf on and off after I flushed my original town – my next town, Guzzle, effectively closed down in 2015 when I graduated college, though I’ve occasionally checked in on my friends Stitches and Tia. New Horizons, due to the way I obsessively played during every free hour those first couple months, is already in that same holding pattern – I remember to check in every couple weeks for an hour or so, enjoying the organic groves and biomes I created, visiting with Marshal, Reneigh, and Tangy.

But Animal Crossing New Horizons is also a game that lives in me even when I’m not playing. When I remember the first time I walked through the museum’s fossil exhibit, which organically traces evolution in a way most real natural history museums should envy, I get very emotional. When I remember readying my outfits for my friend Ven’s fashion show, or watching my friend Gracie perform a seance (flickering the lights in her little Animal Crossing home for dramatic effect!) I think of some of the best, most earnest moments of play I had with a friend all year.

I don’t yet know how many games of the year there are – I’ve played at least nine. New Horizons is possibly/probably the best version of Animal Crossing, and Animal Crossing as a whole is better than any other game I’ve played this year. It’s unquestionably the 2020 release I played most, and it’s full of incredibly emotional details. It looks gorgeous, the music is great, I love the writing and laugh with the jokes, and it gives full power over the game’s traditional zen garden approach. And if “game of the year” means the game that represents a given year, it’s hard to deny Animal Crossing: New Horizons as the game for all of us this year.

Animal Crossing New Horizons. Two villagers sit at the beach between tiki torches, listening to a boombox and smiling.

Crusader Kings III

I don’t yet know how many games of the year there are – I’ve played at least nine. Crusader Kings III is one of the best games of 2020. It’s a deeply considered simulation of Europe, Asia and North Africa, where the player takes on the incredibly specific personal life of anyone from a baron to an empress. They will set on their plans with the goal of either mastering their domain or improving their station in life, siring heirs, warring, spying, feasting, and taxing their way through a story that encompasses a dynasty. Crusader Kings III improves on its 2012 predecessor by giving each leader more personality, improving on the simulation, and making the tutorials more accessible than ever.

But, I admit, I’m genuinely not able to pay enough attention to follow what’s happening in my own playthroughs of Crusader Kings III right now. I can make the personal decisions about who to spy on or hire as my vassal, but tracking wars or tax plans is right out. That won’t always be true, but during this pandemic? Yeah, I’m fried. The joy I’ve gotten out of Crusader Kings III has been watching my friends and favorite streamers play the game and get into increasingly absurd situations as they create pagan nations to challenge the Holy Roman Empire. Maybe when COVID ends I’ll have more focus in my free time.

The Jackbox Party Pack 7

Obviously, COVID became a great time for the Jackbox games, playable remotely with just an iPhone and a laptop, a great chance to kick back and crack jokes with friends. Party Pack 7 is just the most fun we’ve had yet with a Jackbox game – it’s such a wonderful platform to crack jokes on and reconnect through. I sort of wasn’t expecting the world of Party Pack 7 when it came out, but boy did it come through for me. Let’s play Champ’d Up or Talking Points sometime.

Spelunky 2

Spelunky is a 2D platformer where the levels are different every time you play – procedural generation assembles these levels to allow for a new experience every time. And when you die, that’s it, game over, start a new game. Using limited tools (starting with a bomb, whip, and some climbing rope,) the player navigates the game’s treacherous levels to try to finish the gauntlet. It may be my favorite game, period.

Writing about the original game back in 2012, I wrote, “Spelunky is a rushing dance, rewarding players who move quickly through the level with exceptional gamefeel and in-game rewards…In Spelunky, any encounter can be overcome with tight enough control of your explorer.” Emphasizing that dance was pitch-perfect encounter design, nailing what I think is exactly the right amount of difficulty from level to level. Playing Spelunky, I genuinely know that every death was out of my own carelessness.

Spelunky 2 promised more Spelunky, new discoveries, new foes, a new game to learn. Instead, Spelunky 2 feels designed only for Spelunky professionals. It feels tuned to make the first levels as difficult as the finale of the first game – I still haven’t seen past the jungle boss. I totally get why people who truly mastered the original game are getting so much out of Spelunky 2 – I hardly consider myself a neophyte, but I just can’t get there. And, uh, hearing this one song for 12 of the 17 hours I’ve played of the game certainly didn’t help – the original game had at least five different songs per world, and instead this feels like a pretty unfortunate misstep.

Golf on Mars

Golf on Mars. The ball sits at the tee, waiting to strike.

Hello, my old friend. How have you been? I like that new curl.

In my own opinion, my best writing is that which I’ve penned about Desert Golfing. Over the six years since the game released, it only changed the once – instead, I changed and it remained my constant. A sequel was something I never remotely considered could exist – it arrived one day unannounced, as the original did, and the collective of desert golfers began to Golf on Mars.

Golf on Mars plays much as the original did – using the touchscreen, the player pulls backward from the direction they want to aim the ball, drawing it like a bow and arrow, and releasing to launch the ball across the 2D dunes of red dirt. The ball moves a little differently through the atmosphere on Mars, and the clay offers less catch and less slide than sand when it hits ground. This game also adds the ability to put topspin or backspin on the ball by rotating a dial while aiming, meaning clever shots that utilize harsh hills or dynamic acceleration are more feasible.

Unlike Desert Golfing, every level is now 100% procedurally generated and unique to each player, and the game extends, per the app store description, into plausible infinity. This new approach has also led to the appearance of holes that are impossible to complete, a known feature that allows for really interesting or devious (but at least technically possible to complete!) holes, which has led to the game adding a skip button and 25 point limit on strokes for each hole. I can no longer share a hole with my friends and commiserate about how it is a real rude experience – on the other hand, every hole is now my own.

Unlike the static screens of Desert Golfing, your view can now scroll, as well. Overshooting can now send you catapulting past the next two or three holes entirely on the wrong decline, and being too timid can send you falling back toward where you started the last hole. This was, in my opinion, a phenomenal change that immediately makes a bad shot a source of comedy. It adds another layer of accountability to the formula – it gives Golf on Mars the systemic anecdotes of a game like Far Cry 2, of a grenade rolling down a hill.

At present, I haven’t emotionally connected to Golf on Mars the way I did Desert Golfing. Partly, it is the impossible holes, which happen a little too frequently for my taste. Partly, it is that I’ve already known Desert Golfing for so many years. But, really, it may just be that I haven’t written about it yet. I am still playing Golf on Mars – I am on hole 7019. I am still playing Desert Golfing – I am on hole 6154. I will be playing both for quite a while longer yet.

Deadly Premonition 2: A Blessing in Disguise

I was in genuine shock when a sequel to Deadly Premonition was announced, let alone announced to be releasing in six months. I’ve been the boatman for probably twenty souls in six separate playthroughs of the original game, a bastardized low-budget take on Twin Peaks that amps up the horror and the camp to sometimes unbearable degrees. Replaying the original once again in preparation for the new game, I was often struck by the game’s emotional vulnerability and sincerity – at least, its attempts at it, often marred by weak gender politics and a broad sensibility toward race and identity that lead to it falling into familiar storytelling traps. 

Disappointing does not begin to address my response to Deadly Premonition 2’s Louisianan Le Carre, a town full of racist caricature, ableist depictions of dwarfism and developmental disability, and the worst treatment of a trans character I may have ever seen. It is a meanspirited and unlovable object by the time the game has unveiled its major twists. Upon receiving criticism for the game, the game’s director, SWERY, begged players to continue supporting the game and “hate him, not the characters,” a fundamentally embarrassing way to discuss the game’s loathsome content. There were many minute to minute charms that showed me I still love some of what Deadly Premonition has to offer, and yet I have not been this deeply repulsed by a game in years.

Deadly Premonition 2. Agent Francis York Morgan is seated to breakfast on the patio as he says to the chef David Jawara, "Only an amateur would call 'A Clockwork Orange' his best movie."

Yakuza: Like a Dragon

Yakuza: Like a Dragon. Ichiban Kasuga is lifted and tossed into the air in celebration of passing a college exam.

A Sampler Playlist

The Yakuza games have quickly escalated to become my very favorite kind of fictional world – one which is malleable and can flow wildly between high suspense, broad absurdist comedy, and soap opera melodrama. Playing a Yakuza game is equal parts exploring the strange and comedic world of its vision of Japan, exploring sociopolitical concerns by meeting citizens whose problems can only be solved by a combination of active listening and fantasy martial arts, and navigating a crime conspiracy of betrayal, petty greed, and collateral damage.

It’s sort of like if a Grand Theft Auto game had less emphasis on the darkness and depravity of the crime world and the inane superficiality of Americans and instead a focus on what support people need in order to overcome their sad lives. One sidequest involves buying time for an illegal immigrant to escape her loan sharks so she can finish applying for her work visa. In another, you teach a rock band that’s made up of posers how to really act tough before their first Tokyo concert. Hypothetically, you might help a burned dominatrix worried about paying the bills to keep her son in school get through to her exploitative boss, only to find out the boss is being blackmailed by yakuza and that’s the only reason he’s working her so hard.

The protagonists of these games do this by not judging people for their lifestyles, kinks, or past decisions – they adopt a progress-oriented stance asking, “what are you going to do about it now?” That same spirit applies to navigating different gangs in the main storyline, who make what they believe are impossible asks to assist you on your quest only for you to step up and do the damn thing. It can, however, get a little broad, with comedy occasionally overtaking the gravity of the story at hand – but that allows everything from the more serious sidequests at hand to a minigame where you desperately try to stay awake at a classic movie theater.

Yakuza: Like a Dragon. Ichiban Kasuga sits at a movie theater, trying to stay awake watching RoboCook, as the sheep-headed agents of sleep work their magic on him, hoping to make him catch some Z's.

Previously, these games placed you in the shoes of “honorable yakuza” Kazuma Kiryu and his associates as an action beat-em-up – the original run of Yakuza 0 through Yakuza 6 covers roughly thirty years of his life, from the bubble economy of the 1980s to the ministry of Shinzo Abe. Kiryu, the “Dragon of Dojima,” is a bruiser with a heart of gold, and playing as him while he dropkicks some thug shaking down teenagers for money was a delightful experience – the action in these games is smooth and still deliberate, really rewarding the player for getting familiar with their abilities.

Yakuza: Like a Dragon begins a new storyline with a new protagonist, and introduces completely new gameplay alongside it. Ichiban Kasuga is probably twenty years younger than Kiryu and this game primarily takes place after Kiryu’s life of crime has ended – he’s a Dragon Quest junkie that agrees to serve a jail sentence for his father figure and yakuza patriarch, Masumi Arakawa, only to find the entire world has moved on while he was in prison. When he finally finds Arakawa again, Arakawa shoots him and his body is dumped in the red light district of Yokohama.

Unlike prior Yakuza games, the gameplay is now a turn-based RPG, complete with a job system and elemental attacks. They make light of this through Ichiban’s characterization – he lives his life the way a hero would in Dragon Quest, and therefore he sees every challenge that same way. The biggest change this makes to the story is that Ichiban can now have allies in his “party,” companions who can be present in every encounter and be just as involved in every step of Ichiban’s journey through Yokohama’s underworld. It’s both a great change for the story – which now can use the positivity of its protagonist to develop relationships over a much greater period of time as well as in sidequests – and for the gameplay.

Yakuza: Like a Dragon is a supremely fun RPG. Battles are fun whether they’re against street hooligans (complete with flavorful names like Pressured Cooker, Urban Ranger, and Officer of the Lawless) or the game’s rather challenging bosses. Choosing the right jobs for your party members (whether they’re going to serve as a construction worker, breakdancer, or pop idol) is just as important as choosing the right moves in every battle, considering spacing, your MP gauge, and which enemy you need to take out first to avoid everyone being wiped out at once.

Yakuza: Like a Dragon. Bleach Japan marches with conservative signs, mostly in Japanese - the words "NO!," "GET OUT!," AND "STOP!" are written in English.

All of that I expected before this game came out – the change to an RPG seemed well timed to accommodate this new start, and I trusted the designers to make the change for a reason. What I didn’t expect was for the story to feel so timely. Yakuza: Like a Dragon’s primary conflict is between three warring crime families as they try to resist external pressure. This primarily comes in the form of a dual-prong attack from the Omi Alliance (an oppositional yakuza conglomerate) and a populist conservative movement named Bleach Japan, with activists marching through slums to declare war on the “gray zones” where petty crimes like sex work or vagrancy are overlooked. That populist movement’s story feels informed and direct about the ways nationalist rhetoric and fascist minimization harm the marginalized – down to how cynically its leaders will use the rhetoric of being “hard on crime” to accumulate power. I won’t go into too many details of its twists and turns, but suffice it to say that Ichiban takes the side of the marginalized whenever he can, and it really is a heroic journey to watch play out.

I don’t yet know how many games of the year there are – I’ve played at least nine. I’m only about halfway through Yakuza: Like a Dragon. It’s a long, long game. I haven’t nearly finished it yet, so I can’t 100% declare its status, but so far I think it’s a miracle. Yakuza: Like A Dragon is the game of the year because it combines the best of Dragon Quest with smart changes relevant to the Yakuza franchise, adds in some social stats and social links borrowed from Persona, and still manages to beautifully capture the warmth, humor, suspense, and emotional depth of Yakuza’s best moments. To do so in a story that addresses rising conservative populism and police corruption…well, that’s the part I have to see the end of before I can really make a final determination.

Yakuza: Like a Dragon. The party rests between missions at the Survive bar.

Games of 2020 – Death and Robots at the End of the World

Poster for The End of Evangelion (1997.) Main characters Shinji and Asuka look at an apocalypse dominated by Rei's face.

2020 in a lot of ways feels like the year of Evangelion.

The show’s been undergoing a cultural reevaluation since the 2019 Netflix rerelease, including the first time the film The End of Evangelion has been available in western wide distribution since 2002. I feel like I wind up seeing a friend wind up starting the show for the first time on a monthly basis now, and alongside that a conversation in some film space about the show’s more questionable story choices and aesthetic decisions (namely, the show is about young teens and doesn’t shy away from treating them as sexual beings, and also its ending is Quite Upsetting and abstract.)

For those who haven’t seen it, it’s a show about three teens who fight giant monsters in mechanized suits called Evangelions. The show immediately wants to be clear that the fact that it’s teenagers fighting the war for the future is deeply traumatic to these children, that they’re far too immature to handle this war with responsibility, and that the adults exploiting them should be treated as predatory. In a year where people are constantly praising the teens for political activism while it feels like the world is ending while the gen-z mantra is “let me die,” it’s not surprising that it’s striking a chord right now.

Promo art of Evangelion Units 00, 01, and 02.

But the fact that there’s a wave of new games that all feel of a piece with Evangelion has nothing to do with a rerelease a year prior. Games take a good while to develop – most games take two or three years, and at least one of the games I’m going to write about was first shown back in 2015. The truth is that these stories are probably always being told and being told with this degree of influence – but this year, they happened to rise to the cream of the crop more than once or twice.

My friend Stephen, the one I mentioned in my Rutger Hauer memoriam, wrote a comic in college about a young man’s first time watching Evangelion, trapped in a college apartment during a depressive spell. I’ve thought about that a lot as I’ve been trapped in my own apartments during this pandemic, watching us all go a little mad through the internet. Evangelion’s a story I hold dear to my heart, too, so I wanted to spend some time thinking about some games that felt like discovering that world anew.

Screencap from Evangelion. Shinji Ikari curled nearly into a fetal position in bed, not using his pillow or his headphones.

Here’s to fucked up futures and arcane abstractions. This includes some general or minor spoilers, so, like, I highly recommend Umurangi Generation and 13 Sentinels to just about anyone, and Final Fantasy VII Remake to anyone who has played Final Fantasy VII. If you haven’t played Final Fantasy VII…well, yeah, I still recommend the old one first, and it’s cheaper and available on everything.

(And, no, I haven’t played Cyberpunk 2077, I don’t know that I’m ever going to do so, but it’d be silly not to acknowledge that particular fucked up future. Maybe one day.)

Umurangi Generation

Screenshot from the first level of Umurangi Generation (2020.) Two of your friends standing in front of walls with graffiti and stencil art.

A Sampler Playlist

All the photos you see in this write-up were taken by me in the game Umurangi Generation. I’m an amateur photographer at best, and pretty unfamiliar with how to use exposure, bloom, focus, and saturation to communicate my feelings in still photography. My experience with a camera better than your average $150 Nikon is more in film production, which I’m at best a novice in, but I know how to figure out a camera (if not how to play with it and break the rules.)

Umurangi is the Te Reo word for Red Sky. In the center of a statewide crisis, you play as a photographer sent to capture photography that documents the U.N.’s response, how citizens are holding up, and the still life of a city in the shitty future. It is the Waypoint Dot Zone Game of 2020 – 2 Mello, Cado Contreras, and Austin Walker have screamed about it all year, and Colin Spacetwinks called it “he best environmental storytelling i’ve ever seen in a game.” 

So, let’s unpack. For one, the look is extremely Dreamcast, and the soundtrack has brief flares of Jet Set Radio to it (though not as much as some people have hyped – a lot of it is still very Dreamcast/PS2, but is more like aggressive techno than sample-based hip-hop.) That lends itself really well to taking photos that are extremely ~aesthetic.~ The photography simulation is pretty detailed, allowing you to change lenses, change your focus, set the exposure, and way more – and it scores you based on content, not on fundamentals, so you have a lot of freedom of expression. And then, also, the narrative you uncover is pretty fuckin’ rad.

Footage from Umurangi Generation’s third level.

The narrative itself wouldn’t necessarily make it on its own, mostly because it repeatedly and overtly references, yes, Evangelion – rather, it’s about how you uncover it. As Spacetwinks said, it’s all environmental – there’s approximately three voice lines in the entire game, and they’re basically just part of the soundtrack of certain levels. So alllllll the storytelling is environmental, and none of it is audiologs or email archives. Instead, you’re given missions like “take a picture of 5 medical supply bags” or “take a picture of the word COPS.” And when you find where those are, it’s, well, more than the objective let on. The person paying you for taking the mission photo doesn’t care, though. Just make sure the word “COPS” is real big – I don’t really care what else it says. That indifference is core to what Umurangi Generation is all about.

The DLC expansion, Umurangi Generation Macro, is more direct. Macro tells the story of the days after the first disaster event, before the start of the game, in which there is still some degree of decadence in the privileged and direct action happening. Macro’s finale places you in the midst of a protest going wrong – the moment you arrive, no riot cops are present, but you can see the fizzled out cans of tear gas on the ground. Macro slaps and is the correct finale to the Umurangi Generation experience.

Graffiti text from Umurangi Generation Macro's final level. The text reads:

"We Aren't The Smoke
We Aren't The Fire
We Are The Ashes."

"KOLUZUN IS NO ILLUZUN."

"have been topside. #stopcollateral)"

"I DON'T NEED PERMISSION TO NOT DIE."

"MOST COPS WERE 1ST WAVE VETS AND HAVE SEEN SOME SHIT THEY HAVE NEVER CLEARED."

"ALL PROTESTORS ARE CRIMINALS" = CHECKMARK. "ALL COPS ARE BASTARDS" = POLITICS.

"HIDE YOUR FACE."

"PICK A SIDE OR DIE."

"SORRY FOR NOT WANTING TO DIE."

"OBVIOUSLY ALL LIVES DON'T MATTER WHEN YOU KEEP KILLING US."

"IF WE ARE THE REAL BADGUYS THEN WHO ARE YOUR HEROES?"

"MY LIFE HAS VALUE."

"MONEY IS POWER
DRAIN THE MONEY
DRAIN THE [blank.]"

Describing the themes of the game, director Veselekov said these in linked interviews:

Vista Magazine:

I chose Umurangi Generation, you know, Red Sky Generation, because the idea was to talk about how our generation is coming of age at the moment having to deal with older generations destroying the earth in-front of us. And we can’t really do anything about it. We can go and protest, sure, but in terms of being the people who actually push the buttons, we’re limited in that space. The idea in choosing that title was that someday there is going to be a last generation. A generation who is in the position we’re in at the moment. They’re going to have to just sit by and watch. There’s going to be a point where we can’t fix it. A generation that won’t have that same hope that I have at the moment.

US Gamer:

“The concept of the game’s story and themes came from my experience with the bush fires that happened in Australia and the government’s shit house job at not only reacting to them but ignoring the issue of climate change for years. The government in Australia has been ignoring the impacts of climate change for decades at this point. It is one of the things where they were warned for years in advanced about the bush fire seasons in Australia getting worse every year.

This stuff that happened in Oz [Australia] was simply the point where the bowl overflowed.”

Waypoint, after Macro:

“I don’t want to sugarcoat the reality that we’re all going through,” said Faulkner. “I don’t want to dumb down the severity of the problem. But if there are people activated from [playing Umurangi Generation] who think about this stuff a little bit more, or think about the stuff a little bit more when they’re playing games even, I think that’s a good thing.”

Screenshot from late in Umurangi Generation. Graffiti in a public mall, with a recruitment poster in the background.

I don’t yet know how many games of the year there are – I’ve played at least nine. Umurangi Generation is the game of the year because it speaks to the worldwide strife of 2020 without being about COVID or Black Lives Matter. It imagines how people might rebuild the world in the face of overwhelming indifference – not by changing the fate of everyone, but by taking control of what they can do right now for their local community and their loved ones. And it expresses those themes, which feel so core to 2020, in a way that feels unique to video games and unique Within Video Games without sacrificing a moment of arcadey fun.

Screenshot from The Strand in Umurangi Generation. A fisheye lens party with significant light bloom, surrounded by neon signs. An ominous wall in the back with the UN logo blocks the city street and skyline.

Final Fantasy VII Remake

Screenshot from Final Fantasy VII Remake. Cloud overlooks the Sector 7 slums, seeing the "great pizza" that is the upper city plates.

A Sampler Playlist

It should never have worked.

1997’s Final Fantasy VII, perhaps the most credible First Text of Video Games, has a legion of fans who love it and it’s characters wholeheartedly and very defensively. Its story of ragtag heroes battling tbe corporate police state Shinra’s ecological destruction, only to have to battle the maniacal eco-fascist Sephiroth at the same time, was one of the most complex stories told to date. Its characters had the trademark psychological depth (and emphasis on trauma) to match that of anime like Evangelion, too, beyond the appearance of mechs and ancient monsters. The plot twist closing the first disc is the Luke’s father or Rosebud of video games.

The original Final Fantasy VII is also an archaic and often frustrating game, from its retrograde gender politics to its lower-quality minigames and its, uh, extended playtime. The original release was also marred with an infamous messy translation, with each line transcribed out of order and without context, leading it to be very easy to interpret characterizations entirely differently from other fans – or other languages. It’s an incredibly personal game for those who love it, and often a game where players with faithfully adhere to aspects of its story or gameplay and then condemn aspects of the game to be suffered in silence.

This Remake manages an incredible feat, expanding the first ten hours of Final Fantasy VII into a full length RPG and improving on the minute-to-minute gameplay almost every step of the way. The combat is an action game that is smooth as any devil may croon, with every character’s moves filling out their own satisfying playstyle and matching their reimagined personalities. Expanded versions of fights against enemies like the Hell House are transformed into incredibly inventive battles I won’t forget soon.

The characters are more lovable than they even originally managed, with the extended runtime adding more genuinely fun and warm interactions. A new side mission for original supporting cast member Jessie becomes a great exploration into how middle management will live in dystopia – and a lovely interlude with the game’s warmest characters. The friendship between Aerith and Tifa is now one of the game’s greatest strengths. These new characterizations also come alongside the game openly acknowledging the cost of revolution – and then not blinking at its necessity. I’ll also say some of the characters are still baked in retrograde understanding of marginalized people, not something I ever expect a Tetsuya Nomura game will get right. 

Screenshot from Final Fantasy VII Remake. Tifa grips Aerith's hands in the Sector 7 slums. Tifa looks concerned - Aerith looks encouraging.

The game is an aesthetic feast – I cannot imagine when I will see a more beautiful game with more wonderfully rendered music. I love the look of the original game’s pre-rendered environments – this game’s mechanisms and Every step through the city-state of Midgar still feels like the home the game created in 1997, but rendered with impossible, incredible beauty – the sort which force you to wonder how the game’s messages about corporate exploitation can possibly come from a genuine heart.

Games of this scale, as opposed to the outsider art of a game like Umurangi Generation, are made on broken backs and broken promises. I won’t sugarcoat that. The urge to build more powerful game engines and technologies force games far beyond even the work behind ordinary labor issues. There are no stories about the labor behind Final Fantasy VII Remake yet beyond how long the game took to release – whether their stories are told or not, it will not be the first or last game worthy of love that also requires an awareness of the game’s very real human cost. I hope that translator of the original game, left with a spreadsheet of unsorted lines of dialogue and a threadbare budget, is healthy and happy in the quarantine.

Screenshot from Final Fantasy VII Remake. A motorcycle battle during the Jessie Rasberry mission in a security tunnel.

What elevates Final Fantasy VII Remake above a retelling of a beloved story is the thing it takes most from Evangelion – that word Remake could easily be replaced with Rebuild. Over the course of Final Fantasy VII Remake, it becomes clear that some pivotal elements of the story are changing, and the game’s universe is becoming aware of these changes. Eventually, the nature of Remake becomes clear – this is, really, a sequel to Final Fantasy VII, set in another timeline. Sephiroth has survived the original game to try to change his fate – he challenges our heroes, not all of whom survive the original Final Fantasy VII, to change their own alongside him. The next game will chart unknown territory as the stockade of the story we know is unbound.

I don’t yet know how many games of the year there are – I’ve played at least nine. Final Fantasy VII Remake is the game of the year because it treats itself as an adaptation of a classic text, like Gerwig’s Little Women. I cannot imagine the next time a project will so thoroughly and excellently modernize the story it tells while also respecting how essential the original is as its own standalone work. And it does so while serving the sort of beauty and excitement that I cannot help but feel to be Ozymandian.

Screenshot from Final Fantasy VII Remake. Cloud stands in the garden outside Aerith's house.

13 Sentinels: Aegis Rim

Screenshot from 13 Sentinels: Aegis Rim. Megumi looks at a sentinel robot on the horizon from the school roof.

A Sampler Playlist

In Vanillaware’s 13 Sentinels: Aegis Rim, teenagers who experience a world-threatening event from kaiju pilot giant robots to defend the last bastions of humanity in the city they call home. It is, from the beginning, unsubtle about its relationship to Evangelion. However, 13 Sentinels: Aegis Rim offers the sort of convoluted layers of plotting to make a Metal Gear fan’s head spin. I cannot begin to explain what the final plot of this game would be in this blog – for starters, there’s time travel, androids, femme fatales, men in black, talking cats, amnesia, virtual reality, and a whole lot of mistaken identity.

This is a silly game, a puzzle box of love for genre tropes. Like Evangelion, a lot of what it offers has been done before – what matters is its presentation and its tone. The titular 13 Sentinels all have their own interweaving storylines, all accessed in their own stories. During the game’s narrative sequences, you play as one of the thirteen pilots, exploring the town they call home and uncovering one of the game’s many twists and turns. Most of these character’s storylines can be played in any order, meaning it’s entirely possible to focus on one character’s storyline before another’s and receive the twists in an entirely different order.

What’s so impressive about this game is almost everybody I’ve talked to who’s played this game seems to wind up following different characters first and still encountering all the game’s turns as compelling. Knowing information from Shu Amugichi’s story of friendly flirtation and restless nights of strange dreams heightens the suspense of Juro Kurabe’s story daily nightmares and his pushy best friend Kyuta – but, told the other way, the dreadful realization about Juro in Shu’s story would clear everything in a shocking twist. The game trusts the player to be able to connect information into compelling drama by freeing the flow of information in this way.

Screenshot from 13 Sentinels: Aegis Rim. Hijiyama mourns the yakisoba pan sandwich now lying on the ground after a hit from a local gang leader.

This sort of storytelling also only works if you like at least most of the characters, and I think they land that balance very nicely. There are a lot of great jokes that aren’t purely referential, and it makes for a pretty easygoing playthrough. One character was so prone to whip out her gun that my wife and I would make jokes about her doing so every time. If you have a tolerance for high school stories (and I get why anybody would not,) 13 Sentinels has a nice blend of characters trying to project an image of who they think they’re supposed to be, overly emotional kids getting themselves in too deep with dangerous situations because their emotions are running completely haywire, and emotionally vulnerable softies who just want to figure out why everything seems so hard. It generally avoids getting too saucy with the actual storylines, but some of the art (especially the school nurse!) definitely still leans into Vanillaware’s history of hypersexualized characters.

Less universally compelling is the game’s other major element – the mech battles. These play out as a strategy game not unlike tower defense, with limited graphics and level-by-level iterative stat gains. Each battle has you bringing six of the thirteen sentinels into the battlefield and controlling each’s giant robot with their own special abilities. I actually quite enjoyed the strategy layer of this game, finding it just challenging enough to force me to pay full attention to succeed despite never losing a battle. I am, uh, fairly alone in this opinion – most people encourage players to dial it down to the easiest setting. But, seriously, if you like strategy games where making advantageous moves is rewarded without much room for pushback, this makes for a satisfying game!

I don’t yet know how many games of the year there are – so far, I’ve played at least nine. 13 Sentinels: Aegis Rim is the game of the year because it tells a strong, engaging ensemble story while reenvisioning how to actually navigate the ensemble. This game invites a new form of hyperlink storytelling that utilizes the medium for a modern form of mystery. It’s hard to imagine going back to the old format of a mystery game like Danganronpa now, with the best moments happening offscreen because I’m stuck in the perspective of a milquetoast protagonist who cannot change or grow dramatically without endangering player agency. And though the last ten minutes or so of the story were maybe a little too optimistic for me, the ride to get there was an all-consuming ride I couldn’t put down once I started.

Screenshot from 13 Sentinels: Aegis Rim. Ogata stands on the train after it has left the station.

The Jellicle Criticism Manifesto

The reading of films is a difficult matter

It isn’t just one of your holiday games

You may think at first I’m as mad as a hatter

When I tell you a film must have three different reads

First of all there’s the reading the people use daily

Such as “funny,” “moving,” “trite,” or “too long”

Such as “thrilling” or “sweet,” “a bore” or “mundane,”

All of them sensible everyday reads

 

There are fancier readings if you think they sound sweeter,

Some for emotion and some for the brain,

Such as “marxist,” “platonic,” “escatological,” “theater”

All of them sensible everyday reads.

 

But I tell you a film needs a read that’s particular

A read that’s peculiar and more dignified

Else how can the critic keep themselves quite so singular

Or spread through their memories, or cherish their pride?

 

Critics of this kind, I can give you a quorum

Fans of films like Alita, or Zardoz or Cats

Such as Speed Racer, or else Jupe Ascending

Readers cherishing feelings owed to solely one film

 

But above and beyond there’s still one lens left over

And that is the read that you never will guess

The reading no human research can discover

But the film itself knows and will never confess

 

When you notice a film in obscure exaltation

The reason, I tell you, is always the same

The film is engaged in a rapt contemplation

Of the thought, of the thought, of the thought of this lens

Its ineffable, effable, effanineffable

Deep and inscrutable singular read

 

Read, read, read, read, read, read

Rutger Hauer (1944-2019)

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I’ve been working on cyberpunk fiction with my closest friends for the better part of three years. It started as one concept, borne out of the summer of 2016, in a conversation between my podcast cohost Stephen and I. We wanted to give the megacorporations “battle idols” that would sell the private military to the public – combine warfare and theater to make a war economy sexy. It started out directly political, likely out of our frustration with rising fascism and stodgy liberalism.

After bringing in a few more bodies, we’ve expanded the concept. It’s gotten more anime, more about experimental technology and what it means to have a weaponized body, less about how even warhawk Hillary was too docile to stop the Nazis. We’ve built a Soup Street that isn’t getting its food deliveries on time, arcologies of bioengineers (and their menial laborers,) and mecha that are too much responsibility for their pilots.

But center to the stories we’ve told is the human bodies under oppression and watching their psyches crack under pressure. In the world we made, things are bad. Some people are better at getting by than others. And some are better at getting by while still keeping some love in their hearts.

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Rutger Hauer’s Roy Batty is an icon of that love to me. Batty is a broken man in a world that did not deserve him, and so he lashes out against it – but he never stops asking why he is no longer allowed to share in its time. When I’ve thought of stories to tell in that setting, Batty has remained in my memory as the soul either devoured or shining. The resignation in his final ad-libbed monologue remains one of the most profound filmed moments in history.

Hauer shared excited two years ago about a script he had wanted to direct titled RAIN DOGS. He was shopping at that time for a producer. It is hard not to feel he was cut short too soon himself.

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Hauer has given so many heroic performances – those more well versed in his career will honor those. All I can do is try to honor that Hauer defines the stories I’ve poured my soul into these past years, and to mark this date so that his memory is not lost or forgotten like tears in rain.

Holding Infinity In The Pocket of Your Shorts

Well, here we are again.

It has been three years, eleven months, and four days since my last confession. And again I confess – I’m playing Desert Golfing.

Do you know that people make lists on the internet? Sorry, I don’t mean to be pedantic. Of course you know there are lists on the internet.

You’ve seen them on Buzzfeed, Bustle, Pottermore, BusinessInsider, and Epicurious. If you play games, you see them on IGN, Polygon, and Kotaku Dot Com.

I don’t mean the kind of lists someone pays you to make or the kind of lists someone makes to “generate clicks,” though. I don’t even just mean that the internet is flooded with lists. Letterboxd is a website where the libertarian right and the queer left primarily engage in discourse in the comments section of lists of movies. I used to write for a website whose sole purpose was to help its user make a ranked list of favorite movies. BestEverAlbums is a site where almost the only interaction you can have is to contribute your own list. These lists reflect the phenomenon of the lists people make on the internet.

But no, not just those lists. Because then there are the lists that never necessarily are meant to be shared. Sometimes those lists are basically wishlists or to-do lists of movies to watch, recipes to try, etc.

But then there are the private lists that half of the supreme art dorks have of their top fives (and tens and twenties and hundreds) of…everything. Guitarists. Coffee brands. Studio Ghibli movies. Dog breeds. They’re kept in a google doc or a spreadsheet, updated constantly.

My mom used to keep her movie list in OneNote before I showed her Flickchart. Maybe she still does – some of the other Flickchart writers I knew kept their spreadsheets intact and updated.

And these lists never see the light of day except in conversation with other list keepers. Then they may battle their lists for list supremacy, a sort of Pokemon Battling over whether or not Life During Wartime is a top ten Talking Heads song, or they will add blindspots “to the list.”

It is a scrivening privacy, often the very definition of mental masturbation. It operates like an ethereal university of blind academics, wandering the halls and working on solipsism, until they collide into one another.

So, anyway, my friends and I are making a list, and Desert Golfing is on the list of things we’re eventually going to narrow down to make a shorter list.

My partner asked me for good iPhone games and with Desert Golfing back on my brain, I told her to download Desert Golfing. I watched her play the first hundred or so holes.

I booted up Desert Golfing, wondering if after transitioning my SIM card to a new phone and downloading the game again it would have my progress.

Happily, it did.

I can’t say what it would have felt like to play Desert Golfing again if I had been alone, in my own home, wondering if anyone would have been willing to talk about Desert Golfing with me.

Instead, I was playing next to my partner. At first, I didn’t want to spoil the scope of the game for her and tried to play furtively, my phone turned away from hers.

She started to get very frustrated on a hole; it took something like ten shots. I decided it would be funnier to show her the hole I was on, and that even having all but mastered the game, sometimes a hole takes forty five.

A minute or two later, my ball bounced on a wall in such a unique way that it lodged into it. The sand held it on a perfect vertical slope. I screenshotted it and sent it to my list-making friends. One of them laughed. The other was worried I’d actually gotten stuck – I hadn’t, this was an easy three-stroke hole.

The other then shared a screenshot from the beginning of Getting Over It with Bennett Foddy – he joked that someone should tell the developer that he should fix the controls. (five comedy points, steve.)

This was about a week and a half ago, and I’ve been booting in here and there, enjoying pulling back on the ball (“exactly the way you would pull a red bird to fire at a piggy,” i think i said in 2014.) I’ve loved relearning the way the sand catches the ball, how to climb a slope, how to use its dampening quality to deaden a bounce off a wall into a hole rather than over it.

It is lonelier without someone sitting next to me playing along. It feels a little like walking blind down the hallways of some ethereal university.

And then, this morning, before my coffee and after my medication, I found myself chatting online about a different game on a different list with a different friend. I remarked that I like big, beautiful messes. The clean elegance of an idea well expressed is wonderful, to be sure. But I love the sprawl of elaboration and tangent, too. Blame the academics and writers who taught me that the Whale Encyclopedia chapters of Moby-Dick were “totally the best ones.”

I joked that the only form of “containment” I liked was that of Mark Rothko. I love Rothko, he’s usually my go-to favorite artist. His color work is so soothing to me. The joke wasn’t about Rothko. I went to google a Rothko in case my friend didn’t have a 20th century art history education.

And then I wrote this.

Ocarina Of

The game hangs in sounds easily remembered and in feelings of genuine shock. In piano tinkling out of a band practice room, in murmurings about what lives at the bottom of the well, in a tattoo of the golden Triforce. Other Zeldas can lay claim to some of this ferocious energy, but until Breath of the Wild stole Olympian fire, no other Zelda would ever conquer a Reader’s Poll but Ocarina of Time.

Today is its 20th anniversary. Two decades gone. We have come back full circle. The most beloved games of 2018 all openly wear its colors. God of War is now an environmental puzzler with lock-on behind the back combat. Red Dead Redemption 2 officially turns the series outward toward digging through cranny and nook as its most ardent fans drop off the main storyline one by one. All that keeps Monster Hunter World from carrying the Zelda costumes presented in Monster Hunter Generations Ultimate is its lack of a Switch release.

I have been grappling with Ocarina of Time since its release. I have experienced envy, fury, pride, dejection, frustration, abandonment, and, eventually, acceptance with Kokiri Forest and the Hyrule that it calls home. Once the height of imagination and grandiosity, it sits now like an empty dollhouse, the furniture gathering dust.

In the past, I’ve wantonly made public my apostate perspective of Ocarina as “the worst 3D one.” I cite the obtuse adventure-game logic of its occasional difficult puzzles (find the sword in a hole in the wall behind the sword training center, a place useful for non-sword owners; use gravity to fall on web one and only one time – an environmental object’s ability to bear your weight will not return as a mechanic,) the simplicity of the rest, the ugly emptiness of its dungeons, and the resistance of beautiful weirdness.

This was inspired by a friend I’d suggested play the game as her first Zelda. She loathed the experience. Another friend and I set out to replay the game and found ourselves powerfully critical. What wonder it once held to our child’s eyes was replaced with repulsion. “This” was the game being held above so many we loved, above even those we still loved from that dusty N64?

Yet this rejection too was that immaturity that stops the high school student from seeing the animated films they loved all their childhood. We refused to admit how much of the game was simply bound to our code at that time. We could not imagine fumbling with the controls any longer, now bred into full literacy. We could not feel that pride at mastery we once developed as kids. We could not hear the shop music as anything but a jingle used by YouTubers to entreat the likecommentsubscribebelow.

Twenty years. Two decades gone. Under a blanket, on my partner’s sister’s sofa, I meditate on the little Kokiri shopkeeper. He seems almost casually overfamiliar while also seeming uncaring. Maybe he’s distracted because he can’t stop bouncing to peek over the countertop at his customer. I love this lil’ guy.

Remember how messy the river to Zora’s Domain is? This cavalcade of horrible eel-like geometry that you have to traverse to reach Princess Ruto, the King, Jabu-Jabu?  They would repeatedly veer back and forth on how much of a Mario game should be in a Zelda game since. Geographically, it creates this place where as Din molded the earth into stone, some part of the earth grasped out against her.

I suppose what makes Ocarina of Time so difficult to grapple with is that unlike prior Zelda games, it no longer seems like an abstraction but a world. But unlike later Zelda games, its characters only have the basest desires and no driving ethos. The dollhouse comparison seems apt; it is a populated field with no life. It is a house without a home.

And then there’s the Happy Mask Salesman. The jogging man who just wants a worthy race. King Darunia’s Epic Boogie to Saria’s Song. The yellow-greens of the Lost Woods. That Gerudo Valley flamenco, that race’s uncomfortable fusion of Romani and Arabian culture. Ingo, the Waluigi of Lon Lon Ranch, that insidious younger brother who throws in with King Ganon.

I have been grappling with Ocarina of Time for twenty years. Two decades gone. I do not expect to answer its questions today. But, well. I’ve put its name in my mouth a lot these last eight years. I can take a little more time to put respect on its name.

REMEMBERING ISAO TAKAHATA

when i stop watching movies, the same thing always happens. i get sluggish. i don’t want to text people back. i chat too much on facebook discussion groups with people i don’t really know and probably don’t much like. i start drinking around 4-5 pm toward the end of the spell because i start feeling like enjoying things takes too much effort. i throw myself into the fantasy of my relationship whether the relationship is actual or intended.

and then, often, i show someone a studio ghibli movie and I snap out of it.

if i has to guess, usually, i’m making people watch whisper of the heart. yoshifumi kondo’s sole effort as a studio ghibli director before an unexpected heart attack is one of the studio’s underseen films and is very nearly my favorite. it’s the story of, yes, a teenage girl, but she very much falls in love with the boy this time, and all the magic that happens comes from the art they make together.

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kondo’s film wouldn’t make sense as part of studio ghibli without isao takahata, who passed away last night. when people complain they don’t like anime or animation in general because they’re “kid’s stuff,” they’re almost unilaterally directed toward Takahata’s Grave of the Fireflies. it’s described in hushed tones as the saddest film ever – two siblings are orphaned in an american firebombing of japan, and when their grief is too much for their aunt to bear, they are kicked out and starve to death. the death is not a spoiler, but how the film begins. that they find any joy and kindness in life is takahata’s idea of surprise.

of course, takahata did not invent grave of the fireflies: it’s based on a semi-autobiographical short story, in which the older brother seita survived, written as an apology to the dead sister. the kindness exhibited by seita in the story is the primary fiction: the author, nosoka, viewed seita as having some of the strength he lacked in real life. but takahata reiterated that he found seita interesting primarily because he was not stoic or particularly suited for survival. he saw it as relatable to the young people of the 80s, who he perceived as acting on their whims rather than behaving with the filial piety and sense of duty that would keep them alive in a dire situation. in japan, and to takahata, the moral of grave of the fireflies is not one of the horrors of war, but the reality of immaturity’s punishment. put up with the aunt who won’t respect your grief: stand straight: you have someone who needs you. the anti-war message is an invention of the american audiences who see the crime they inflicted on japan as unreal and unforgivable. japan has a long enough history with war to see famine, orphanage, and what we deem atrocity as a fact of life on earth among the indifference of mankind.

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takahata does not always access this cynical view. fireflies almost seems like an irritated response to castle in the sky, in which ghibli cofounder and past subordinate hayao miyazaki depicts precocious children who get away with everything and make friends with everyone. takahata fostered well enough love for the titular Little Norse Prince Hols of their first feature together, developed in 1968 with takahata as director and miyazaki as key animator.

miyazaki maybe tempered takahata’s steel with my neighbor totoro and kiki’s delivery service, maybe made him believe in the goodness of kids. his next project was another adaptation: only yesterday, which has just recently made its american debut with a proper dub and home video release. while daisy ridley is lovely, only yesterday screams its japanese culture with exuberance in telling the story of an unmarried city girl who visits the country and reminisces about her middle school days.

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it is almost unbearable how totally takahata captures childhood. every woman i know who’s seen it remarks on how truthfully and insightfully he captures something about adolescent girlhood. he simply does not shy away from the psychology of the discomfort and exhilaration of puberty, and he clearly did actually pay attention in conversations about what the girls did when the boys weren’t around. he does this without evangelizing the children: they are still often impetuous, often cruel, often wrong, and yet the care he takes in depicting that fallibility makes the love it displays so powerful. that he made these films while miyazaki was inventing another beloved anthropomorphized animal in porco rosso only further cements the level of takahata’s commitment to telling stories he felt were true.

which is why pom poko, his one solo creation, without adaptation (though some rightfully note its structural relationship to seven samurai), being about the shapeshifting tanuuki yokai attempting to survive a deforestation is so delightful. not a lick of it rings less true than his last two films, and his commitment to psychology keeps pom poko deliberate and full of experimentation. the same is true of his last film before his own long hiatus, my neighbor the yamadas, his first film after the death of kondo that threatened to retire both takahata and miyazaki.

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but both returned before takahata passed last night. in roughly 2013 (a date made complicated by international releases) the two men released elegiac swan songs in miyazaki’s the wind rises and takahata’s the tale of princess kaguya. i do not consider it overstatement to say these are the two men’s best films. kaguya evolves the ghibli art style and fuses it with the aesthetic of Heian-era japanese painting while sacrificing none of his psychological nuance. its final note is one of death as release from consciousness, maybe unbearable for those still on earth but unfelt by the deceased. it is how takahata chose to send himself off.

i cannot express how deeply the work of isao takahata has affected me. he in so many ways legitimized animation, and still he also legitimized the importance of telling women’s stories, of not letting yourself get bogged down in a genre, and of being willing to learn and admit wrong while maintaining conviction to yourself. his work is home to many of the great images i will ever see.

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i hope he rests peacefully.

My Top 15 Films of 2015, For Posterity

After an amazing year of over 500 flicks, it took me an age to narrow down the best films of 2015. What an astounding year we’ve had. I may narrow this down to a top 10 eventually, but, for now, it’s a beautiful top 15. The order, of course, will trade as months or years go by.

I’ll be catching up later with A Pigeon Sat On A Branch Contemplating Existence, Shaun the Sheep, The Russian Woodpecker, Peanuts, The Big Short, Anomalisa, The Assassin, Taxi, and 45 Years, along with many others over the rest of my life. Though there are another five or ten films that could make this list (and may, someday,) the true honorable mention goes to Don Hertzfeldt’s WORLD OF TOMORROW, a great short film which warms my heart more as time passes.

I linked to my Letterboxd list in an earlier post, but I realized I’m planning to let that Letterboxd list be edited at some point. So this will be the standing record of my favorite films of 2015. Since the original version of this text, I’ve seen Anomalisa. It’s fantastic, and equally worthy of placement, but I like what I have here.

15. Bridge of Spies

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Spielberg’s film is one of his most understated successes; part Le Carre glare-off and part Capra-esque morality fable, the film works equally well as entertainment and political statement. The Coens’ touch, perhaps simply to have the running joke about “this cold,” remains one of the subtlest and most entertaining details in a film this year. I think that joke works thematically to exemplify that maybe everyone is so eager to get their job done in the first place that they don’t stop to think if they’ve done it right until they’re on the precipice of its completion. Hanks and Rylance excel, and the film’s levity helps establish the film as one of the best of the year.

14. Clouds of Sils Maria

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I can’t deny the performances of Binoche and Stewart in Clouds of Sils Maria, a film which portrays the critique found in, say, Birdman, as simultaneously vital work against juvenility and pure cynicism. Similarly to Carol, its sexuality exists on its periphery, allowing excellent dialogue, performance, setting, and filmmaking to make the film’s statement. Hazier and more abstract than many of the films on this list, I suspect rewatching Clouds of Sils Maria may shoot it higher along.

13. The Revenant

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This poor flick is clouded by Academy Awards, talk of difficult shoots, and Birdman. It ought not to be. DiCaprio doesn’t give the best performance he’s ever given (that remains Django Unchained) but he gives an excellent one, with physicality enough to make the film’s mostly non-verbal second act a treasure to take in. The natural lighting results in a beautiful film, and the supporting turn from Hardy fills in a movie with a gap. As a revisionist Western, it does enough to favor the Native Americans to escape offense. It’s not even the most profound Western of the year, but it is one of the most enjoyable Westerns I’ve seen, and one of the most astounding as filmmaking.

12. Furious 7

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The Fast & Furious movies continue to be a highlight of my movie year. I watched Fast Five and was impressed by the amount of fun I had; I saw it because I won a t-shirt in a trivia competition. I watched all of the films in preparation for Fast & Furious 6, which I quite enjoyed, but was a little disappointed by upon first viewing. This year, for Furious 7, I rewatched Tokyo Drift, Fast Five, and F&F 6, and I enjoyed the last much more this time. But I’ve yet to enjoy any of these films like Furious 7, an insane romp which explodes off the screen with enthusiasm, invention, and delight. Furious 7 is a ride filled with small great elements like fights with Ronda Rousey and Tony Jaa. But the bravery comes when it includes moments like the graveyard scene, in which Walker says from the grave, “No more funerals.” I’ve never seen a film include its own in memoriam; the last frames of that sequence are so moving, so light, that the bold stroke works. Furious 7 eschews the line between fact and fiction, ingratiating the audience into the Toretto family and then honoring the audience’s need to grieve.

11. Sicario

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Some people will watch Sicario and determine the path to hell is laid with best intentions. They’re missing the point; that justice is not the best intention when you make a deal with harbingers of doom, and that passion replaces clarity when we take the sword of justice into our own hands. Flagrant disregard for the law throughout Sicario creates a chaotic zone so toxic as to seem unsolvable. I walked out of Sicario red-eyed, not from tears, but from high-wire anxiety. The best use of Denis Villenueve’s talent for tension yet, Sicario is the first of his films that I would want to rewatch; I hope I will continue to find new volume in it over years.

10. Ex Machina

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From my review: “Ex Machina is simultaneously a film of this moment and a film which can last beyond it; its concerns about the objectification and domestication of women, its depiction of the hypermasculine domestication by web technologists of its consumers, and its concerns about levity in a time of moral panic all should hold some resonance for many years and spin from our very current concerns. One of the better dramas of the last several years, Ex Machina has that special touch where a screenwriter discovers that they, too, can direct, as well as the directors who have ever held their work, and they may begin to discover their own autonomy.” I haven’t come up with anything more succinct than my writing about this fun Alex Garland flick. A24 makes the coolest movies in the world.

9. Tangerine

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I don’t know if Tangerine would have made the same impact upon me had I not seen it in a theater. Something about seeing this story, this camera, these actresses on a big screen validated Tangerine as something more than “a cool thing shot on an iPhone.” I’m glad I watched it in a venue separate from where I might watch DJ Khaled’s SnapChat story or read about Zola. I hope I still would have found it entertaining, empathetic, multilayered, and worthy of its commentary on sex, poverty, cultural baggage, and hegemony. Some are still furious that Kitana “Kiki” Rodriguez and Mya Taylor were not nominated for acting awards. I think they should have been up for Best Original Screenplay; my belief in the entire project comes from their belief in their portrayal.

8. Carol

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This premise sounds like it was practically designed to sweep the 2016 Oscars; in reality, it’s a miracle that it wound up excellent, and the forgotten Freeheld helps exemplify exactly where its statements about sexuality could have become too political. Instead, Carol works as a political act by being an expertly made romance drama which lets its lesbian romance speak as its own political statement. The film works best as a character drama and as an aesthetic accomplishment, with some of the most beautiful filmmaking and scoring I can recall. A taut screenplay lets it stick as a remarkable achievement; Blanchett and Mara develop career performances in their work off one another.

7. Room

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I really need to get around to Abrahamson’s Irish films; his prior film, Frank, is an empathetic film which achieves sublimity with its closure. Room is equally empathetic and sublime from the start, but it doesn’t lose steam once its denizens escape Room. Larson is an actress I’ve found compelling since her brief turn in Scott Pilgrim vs. The World, but it’s with this film that I turned into a fan. Her and Tremblay, together, work within the limited confines of Room and make it wholly compelling. When they leave, Abrahamson gives the film the brain it needs to stay moving. The structure of this is so effective, the emotional depth so fantastic. And the final moment, a treasure.

6. When Marnie Was There

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There is no shock that Studio Ghibli winds up on my list once more. My favorite film studio made sure that each of its directors’ last features would be each of their best work, and When Marnie Was There is certainly the best film directed by Hiromasa Yonebayashi as of 2015. The film’s best element is its lead character, a young artist named Anna. Anna is one of the studio’s most fully realized characters, and I fell wholly into her story of love and loss. If this is the last official Studio Ghibli film, they’ll have gone out as well as imaginable; I look forward to wherever Yonebayashi makes movies next, and I hope they have the same degree of empathy as this great film.

5. Mad Max Fury Road

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What can be said about Mad Max: Fury Road that hasn’t been said already? That it would probably entertain those who think they’re done with action movies in a post-The Dark Knight world? That it, when looked at as a series of scenes or great images, works in ways unimagined when you just watch it as a sort of lore factory? That, somehow, it uses the orange and blue color palette of the modern blockbuster to reach an apex of visual filmmaking? Watch Mad Max: Fury Road. We can all keep watching Mad Max: Fury Road. It will always be here.

4. Spotlight

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Spotlight is, essentially, perfect. Spotlight is activist and emotional and empathetic while remaining dispassionate, complex, not exploitative. The story of the exposure of the Boston Catholic Church as a brotherhood of secrecy and permission of child molestation reveals so much about how the brain should work. Schriber’s character, who demands a full and complete dismantling of the system because the Boston Globe has the power to do more than expose bad priests, is a model for how the individual has intense power. Spotlight is entertaining in that it is enjoyable to watch people do their jobs well; it is emotional in that it respects those on its sideline. I have naught but praise for Spotlight, and it should not just be a model for how to handle ensemble drama, but a model for how to handle one’s own life.

3. The Hateful Eight

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I expected to find myself wholly disappointed by The Hateful Eight. Another Western, and one less obviously political than Django Unchained? It seemed a wasteful half-step. But no Tarantino film has better transformed the idea of what a Tarantino film might do; the film rewards not surface level analysis but deep meditation and immersion, having far more to say by saying several things less emphatically. We’ve become accustomed to genre movies screaming themes at us without subtlety. The Hateful Eight pulls them into an ensemble of figures who conflict with one another, making a muddy collection of ideas that actually reward using one’s brain. Each performance is astounding; Jennifer Jason Leigh obviously makes a mark, but how about Jackson’s great work, or the astounding performance from Bruce Dern? Rarely has the violence itself in a Tarantino film felt so criticized. This feels like his film that looks at all the misery in his work over the years and bothers to make it clear that this violence is not that of Randian evolution but of the end of the world. Some justice.

2. Magic Mike XXL

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Industrial welding. Magic Mike XXL utilizes the first film’s focus of the lack of glamour and stability in sex work and hangs this cloud over a more joyful film about all of sexuality’s greatest gifts. The convenience store. Some zany antics support the smiles, body positivity, gender dynamics, and comments on self-transformation that make Magic Mike XXL a magical experience for almost any viewer. Rome. There is a moment where this film transforms into a sort of odyssey, and the remaining encounters each are so progressive and beautiful as to make me laugh and cry all over again. Heaven. And with the last half hour, I knew I had a new favorite comedy on this earth. Magic Mike XXL is better than the film we need; it’s the film I love.

1. The Look of Silence

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I was aware there would be no hope in seeing anything better than The Look of Silence as soon as I saw that it existed. Oppenheimer’s The Act of Killing shows a destroyed nation where its executors still hold power over the subjugated survivors, and the documentary evokes Werner Herzog (an executive producer on both films) as it heightens Indonesian genocide to divine tragedy. The essential antidote is The Look of Silence, a film which returns to earth and places an optometrist named Adi as a sort of vigilante investigator into his own brother’s death in those genocides. The latter evokes the other executive producer, Errol Morris (The Thin Blue Line, The Fog of War) as it chases down those involved in Adi’s brother’s killing, but does not lose sight of the prior film’s gorgeous cinematography. If The Look of Silence were fiction, it would be receiving the same criticisms as Bridge of Spies, called a Capra-esque morality tale that sits as too unbelievable to be successful. As reality, the confrontations Adi has with those who perpetrated the genocide, or those who willfully enable their family members who did, are some of the boldest filmmaking I’ve ever witnessed. The Look of Silence is the year’s best film.

Desert Golfing And The Rejection of Endings

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I’ve written previously in brief about Desert Golfing, a recent intriguing mobile game. It’s a simple game where the player swings a ball across a desert into holes, a ticker keeping score all the while. The game’s escalating difficulty is accompanied by surprises in the desert and the player’s continuing mastery of the physics and control of the ball. It’s by no means the “best iPhone game of 2014” (it’s likely that’s Threes!, which spawned a legion of imitators) but a recent patch solidified its place as one of the most interesting, given credit by its inclusion as a Nuovo Award finalist for the annual 2015 Independent Games Festival.

Desert Golfing now has two canonical “endings,” each a variation on the same. Notably, it’s not likely the creator, Justin Smith, would reach either. He considered a hole roughly 500 before the first ending to be “impossible,” meaning he was nowhere near encountering the first when it was uncovered, and the second only requires more skill. Albeit both the game’s endings specifically place emphasis on that which came before the ending, I will fulfill the cyclical problem Desert Golfing addresses by reading its endings and the implications they raise. This piece, for what it’s worth, will presume some familiarity with Desert Golfing, meaning those who haven’t played the game should read my previous piece.


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Alex Recommends: Fantasy Zone (1986)

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“How on earth did we manage to play those games with the annoying beep-boop music on repeat?” That’s the question I was met with while discussing NES (Nintendo Entertainment System) games with a classmate of mine. It’s true classic games like “Bubble Bobble” and “Space Harrier” had tracks that looped for far too long; even games with multiple memorable themes, like “Metroid” or “The Legend of Zelda,” have 60-second loops that might extend upwards of 20 minutes, depending on your skill.

If these games had music as buoyant as Sega’s 1986 arcade classic “Fantasy Zone,” we might never complain. Though “Fantasy Zone” offers multiple versions of its core music (later offering a few less-memorable melodies) it scarcely requires the variation. Absurdly upbeat, “Fantasy Zone” offers a light, childlike experience, widely different from other games in its genre.

Read more at The Daily Cardinal.