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Sonic Forces Launch Trailer Out Ahead of November 7th Launch

Sonic Forcesthe latest addition to the long running franchise, is launching later today. Sega has released the official launch trailer a little ahead of schedule. The new trailer features a mix of cinematic and gameplay footage.

Sonic Forces is set in a dark time for the world, as Dr. Eggman has conquered the world. The source of Dr. Eggman’s success is Infinite, a mysterious new enemy that is pulling the strings from behind the scenes. With the support of Knuckles’ guerrilla army of rebels, Sonic is off to stop Dr. Eggman’s nefarious plans once again.

Sonic Forces continues with the popular mix of 2D and 3D levels first introduced in Sonic Generations. In addition to the two Sonics for the classic and modern levels, players will create their own custom character, which stars as a member of Knuckles’ resistance force. Sonic Forces is out on November 7th for PlayStation 4, Switch, Xbox One, and Windows.

https://youtu.be/ZgDR9f4vSEk

World of Warcraft: Battle for Azeroth and Official Vanilla Servers Announced

The long running World of Warcraft easily took home the prize for the biggest announcement at BlizzCon 2017 (Sorry for anyone hoping for Diablo II HD). Since World of Warcraft: Legion is winding down with the release of the new Argus zone and the Antorus raid, it was only a matter of time until the next expansion pack was announced. World of Warcraft: Battle for Azeroth will mark a new phase in the troubled relationship between the Alliance and the Horde. While Legion introduced a more tenuous relationship between the two, the new expansion is supposed to be a throwback to the days when the Alliance and Horde were engaged in all out war.

Battle of Azeroth will send both the Horde and Alliance into new territories to bolster their ranks. The Alliance will venture into Kul Tiras, the birthplace of Jaina Proudmoore, and the Horde will travel to Zandalar. Once players earn the loyalty of the locals, the new Allied Races will be unlocked for the account. The Alliance will be able to roll new characters or reroll their current character as a Lightforged Dranei, Void Elf, or Dark Iron Dwarf. The Horde will have access to the Nightborne, the Highmountain Tauren, and the Zandalari Troll. Anyone who starts a fresh character as one of the Allied Races will get a special set of Heritage Armor for their character.

Every player will get the Heart of Azeroth, a new neck piece that can be customized to the player’s build. Much like Legion’s artifact weapons, players will grow with the Heart of Azeroth and improve it with the new Azerite resource to gain new powers and traits.

Two new modes are being introduced to the game. The Islands are small, randomized instances designed for two teams of three players who race to clear the island and take home the resources for their faction. Teams can be composed of a player controlled team and an AI team or two player controlled teams. The new Warfront mode is a 20 players co-operative instance that is a nod to World of Warcraft’s RTS roots. The mode is like a PVE Alterac Valley where players band together to collect resources to build an army and lay siege to an enemy outpost. Once the walls are broken, players will rush to the keep and defeat the commander for the win.

The social system is getting a major revamp with the new game. Since the introduction of Cross-Realm Zones, the game’s social scene has been in a bit of flux. Now, PVP realms are getting completely eliminated. Instead, players can opt to join a PVP zone while they are in town. The idea is to allow groups of friends to roll on the same server while still providing world PVP to players who want to participate. Additionally, a new community system is being introduced that allows players from multiple realms to socialize.

Of course, the biggest announcement wasn’t even the latest expansion pack, it was the announcement of the long awaited vanilla servers. The history of the vanilla servers has been an interesting one indeed. Modern World of Warcraft has gone through massive mechanic changes in the past 13 years to keep the game relevant. Many players have missed the tight knit communities and the more challenging gameplay of the original game, leading to private servers like Nostralius, Elysium, and Light’s Hope. The prospect of an official vanilla server looked grim when talks between Blizzard and Nostralius broke down last year, resulting in Nostralius releasing their source code to the world. Blizzard has finally confirmed that vanilla servers are coming under the World of Warcraft Classic name. Details are thin at the moment, but at least the long awaited project is coming (eventually).

StarCraft II Going Free to Play

Blizzard announced a new pricing structure for StarCraft II at Blizzcon 2017 this weekend. A whole swath of content is going free on November 17th. All gamers will get access to the ranked ladder and the StarCraft II: Wings of Liberty single player campaign. Those who already own any of the StarCraft II games will also be able to access all the co-op Commanders. As an added bonus, anyone who owns any part of StarCraft 2 will also get an Eidolon Ghost Skin and three founders portraits.

Anyone who owns Wings of Liberty but not StarCraft II: Heart of the Swarm will be able to claim a free copy of Heart of the Swarm between November 8th and December 8th by logging onto Battle.net desktop app.

TL;DR? Consult this handy dandy chart to see what will be available to you starting November 17.

If you own/You get starting November 17StarCraft II: Wings of LibertyAccess to Ranked LadderEidolon Ghost Skin and Founders PortraitsAll Co-Op CommandersFree Heart of the Swarm
Don’t Own Any StarCraft II TitlesXX
StarCraft II: Wings of LibertyXXXXX
StarCraft II: Heart of the SwarmXXXX
StarCraft II: Legacy of the VoidXXXX
StarCraft II: Nova Covert OpsXXXX

SPECTACULAR HEROES, GEAR, GRAND FESTIVAL COMMEMORATE FANTASY WAR TACTICS-R ANNIVERSARY

SPECTACULAR HEROES, GEAR, GRAND FESTIVAL COMMEMORATE FANTASY WAR TACTICS-R ANNIVERSARY

Special Events, Rewards, Sales and More in the Two-Year Anniversary Update for Nexon Korea’s Popular iOS and Android Mobile Strategy-RPG

Seoul – Nov. 6, 2017 – Celebrate two years of greatness in Fantasy War Tactics-R as NEXON Korea Corporation, subsidiary of NEXON Co., Ltd. (“Nexon”) (3659.TO), a worldwide leader in free-to-play online and mobile games, kicks-off the festivities with a content-packed anniversary update available today for new and returning players to download from Google Play and the App Store. The anniversary update offers double the fun with a gorgeous new area to explore, mighty new heroes to battle, and fashionable costumes to wear for the server-wide Grand Festival!

The party for Fantasy War Tactics-R begins in the Special Shop, where players can purchase rare and useful items for reduced prices through the month of November. Players can also compete in the Server Grand Festival, where each of the game’s four regional servers (Korea, Asia, Pioneer and Global) will go head-to-head in a fierce struggle to determine a champion based on cumulative player Lost Island Clear Counts, Expedition Counts, Battle of Honor Clear Counts, Guild Raids and World Conquests. Players will also receive incredible rewards daily for a select time. Daily rewards include:

  • Awakening Ticket x1
  • Crystals x500
  • Perfect Genes x500
  • ★5 Set Equipment Selection Ticket x1
  • Soul Gear Summon Scrolls x2
  • Universal Transcendence Ticket x1
  • Universal Conversion Ticket x1
  • ★6 Set Equipment Selection Ticket x1

Players will participate in weekly events through November, where Chris’ new costume and ★6 Equipment Piece Selection Ticket x3 will be gifted for a limited time on specific days.

Sign-in today to collect valuable items, earn points for your region, and party with the masses! Additional information for members of the press:

About NEXON Co. Ltd.
NEXON Co., Ltd. (“Nexon”) (3659.TO) is a worldwide leader in free-to-play online and mobile games. Founded in Korea in 1994, Nexon developed one of the world’s first graphics-based massively multiplayer online games. Nexon also pioneered the concept of microtransactions and the free-to-play business model, setting a new standard in which play is free, and users have the option to purchase in-game items to enhance their experience. Nexon currently services nearly 100 titles in more than 190 countries. The Company is headquartered in Tokyo, Japan and its shares are listed on the Tokyo Stock Exchange.

About NEXON GT Co. Ltd.

NEXON GT Co. Ltd. (“NEXON GT”) (041140.KQ) is leading developer studio and subsidiary of NEXON Co. Ltd. Founded in Korea in 2004, NEXON GT has developed numerous hits across online and mobile platform. Major titles from NEXON GT include Sudden Attack, Fantasy War Tactics and Monster Squad.

League of War: VR Arena Launches Exclusively on PlayStation®VR, with Strategic Combat and Head-to-Head Play

League of War: VR Arena Launches Exclusively on PlayStation®VR, with Strategic Combat and Head-to-Head Play

Living Rooms become Virtual Battlefields from VR Headset to TV Screen via Social Screen Support as MunkyFun Brings Its League of War Franchise to PS VR

November 7, 2017 – The battle for living room domination begins! MunkyFun, a San Francisco-based independent game developer, today announced it has launched League of War: VR Arena, a new arena-based arcade wargame based on its highly successful League of War strategy game franchise, exclusively on PlayStation®VR. Priced at $19.99 and available now on the PlayStation®Store, the game features quick, visceral 1v1 battles against AI or human opponents. The game’s head-to-head mode has a unique twist: the VR player will engage in strategic combat against a non-VR opponent playing on the Social Screen in the same room.

“League of War: VR Arena gives players two great ways to engage in strategic, tabletop-style combat commanded by virtual generals: as a single player game in Campaign mode, and in head-to-head Arcade battles with a human opponent on the couch next to you via innovative use of the Social Screen,” said Nick Pavis, CEO and Co-founder of MunkyFun, Inc. “Player feedback has been tremendous with VR players and Social Screen players both having a great time.”

In League of War: VR Arena, players will attempt to lead their side to victory by virtually placing and aiming units on a tabletop-style arena battlefield in fast-paced, action-packed contests. The goal is to destroy the opposing army’s towers and base. Each Commander in the game earns squad units as they progress through their individual story mode, with a squad being comprised of Infantry, Tanks, Recon, Choppers and Artillery, each of which occupies one of five spawn pads. These spawn pads generate units if they are part of your squad. Each unit requires time and energy to build, with more powerful units requiring more energy and taking longer to charge up.

The game features both a single player Campaign mode and an Arcade mode where players face off head-to-head using the PS VR headset and the Social Screen as they each marshal their armies. VR players will grab a unit with a Move controller and place it on the battlefield where they want to attack the opponent, while the Social Screen player uses a DualShock®4 controller to select units that are ready to deploy, which are then automatically launched. This dynamic balances the Social Screen player’s speed against the VR player’s precise aiming via the VR interface.

Regardless of whether the opponent is human or an AI hologram, the game thrives on a simple to play, difficult to master mantra. Should you wait for a powerful tank to charge, or immediately attack with an inexpensive recon unit that can distract the enemy while you prepare your big move? Should you deploy a helicopter to attack infantry, or wait to pair it with artillery for a more effective combo attack? Make your decisions wisely to become a dominant tabletop general in League of War: VR Arena!

Developed and published by MunkyFun, League of War: VR Arena is available for PlayStation®VR via the PlayStation®Store, with a list price of $19.99 (€19.99 and £15.99). This game is rated “T for Teen” by the ESRB. (PEGI 12 in Europe.)

Keep in touch with MunkyFun by liking us on Facebook at MunkyFun and following on Twitter at @MunkyFun. Get more information on all MunkyFun titles at MunkyFun.com.

About MunkyFun

MunkyFun, founded in 2008, is an independently-owned game development and publishing company focused on bringing high-quality 3D games with unique game mechanics to the masses. Located in downtown San Francisco, the team is comprised of veteran game developers experienced on both console and mobile. The dev team has created several award-winning titles including a technically advanced first-person shooter, one of the first networked multiplayer experiences on mobile. MunkyFun has shipped many high quality games both independently and in partnership with top industry publishers, and is the creator and owner of the successful League of War franchise, which it brought to PS VR with League of War: VR Arena on November 7th, 2017. For more information, please visit www.munkyfun.com.

Zen Studios’ Exciting New Publishing Initiative Begins With Out of Ammo for PlayStation VR

Zen Studios’ Exciting New Publishing Initiative Begins With Out of Ammo for PlayStation VR

RocketWerkz’s PC VR sensation will be the first in a line of successful PC games ported to console by Zen

San Francisco, CA – November 6, 2017 –  Zen Studios today announced the upcoming PlayStation VR release of Out of Ammo—the first game in Zen’s new publishing initiative to bring top-tier indie PC games to console audiences. In partnership with RocketWerkz, a company founded by DayZ creator Dean Hall, this unique hybrid of real-time strategy and first-person shooter will be available Winter 2018. Beginning tomorrow, anyone who preorders Out of Ammo can claim Zen’s popular CastleStorm VR for free.

With a simple yet engaging aesthetic approach, Out of Ammo puts players in the roles of general and grunt in the midst of heated battles intensified by the immersion of virtual reality. As general, players dictate where to place fortifications and troops. Once a sound strategy is at hand, it’s time assume the identities of any soldier on the battlefield, whether shooting machineguns and throwing grenades at the front lines or carefully executing sniper blasts from watchtowers—players can even wield pistols as a medic and blast away with a shotgun as an engineer. Switching between viewpoints is vital to success as the enemy changes its own approach in real time.

“We at Zen are determined to enable console audiences to play some of the best, most innovative indie PC games out there, and Out of Ammo perfectly speaks to the core of what this new publishing initiative is all about,” says Mel Kirk, Zen Studios’ VP, Publishing. “We’re very selective about the titles that we’ll bring from PC to console—and more will be announced in the weeks to come—but RocketWerkz made Out of Ammo an easy choice to be first out the gate. We love it. The Steam community loves it. And we know PlayStation VR owners will love it as well.”

“All it took was one meeting with Zen for me to realize not only that the game should be brought to PlayStation VR, but also that Zen was the right studio to handle the conversion,” says Dean Hall, Chief Executive at RocketWerkz. “Out of Ammo started out as an experiment in seeing what RocketWerkz could do in virtual reality, and we’ve been flattered with the positive response the game has received ever since it was released on PC. It’s incredibly exciting to know that a whole new audience is about to experience it for the first time.”

As a special bonus, all PlayStation VR owners who preorder Out of Ammo will also receive CastleStorm VR for free. Though a very different gameplay experience than Out of Ammo, CastleStorm VR also embraces the idea of combining overall strategic approach with the ability for players to take direct control of a soldier’s actions.

About Zen Studios

Zen Studios is a leading global producer and publisher of interactive entertainment software for all major digital game platforms. Recognized as one of the premier independent gaming studios in the world. Zen Studios has worked with some of the most iconic entertainment studios, including NBC Universal, FOX Digital Entertainment, Marvel Entertainment, South Park Studios and Lucasfilm, as well as revered gaming properties like Valve’s Portal and Telltale Games’ The Walking Dead. Zen Studios’ CastleStorm franchise has also won the developer critical acclaim and commercial success, including the coveted Editor’s Choice awards from both the Apple App Store and Google Play, and its Pinball FX franchise has defined video game pinball excellence since 2007.

It’s Time To Let Gamestop Fade Away

There comes a time where you have to take what you love and let it go. By letting it go, you can finally show growth, and move forward. For gamers, or anyone who picks up a controller – that thing to let go is what we have sheltered the most. Gamestop has always been the topic of controversy within our industry. This retailer took the idea of a rotating video game library and made it mainstream, providing everyone with the ability to trade in their past merchandise in order to keep an up to date gaming catalog through the means of a fairly accessible trade in option. Some may complain and state that the values were not worth the effort, but for those who utilized the PowerUp Rewards card, along with all of the perks and bonuses that arose can certainly attest that without this store, they simply would not be able to afford getting that next game or system.

I think everyone who shops through Gamestop can agree that the atmosphere is usually what draws them back in. Sure, having every purchase turn into six or seven sales pitches can be a bit obnoxious, but when you have a store with a competent staff who seem generally eager to customize your sales experience to your own tastes, it really isn’t so bad. Gamestop is also a bit of a social experience, as it is one of the only retailers that still throw midnight release parties, which allow us all to come together and celebrate our anticipation for a big release. I have made a lot of friends through my own local location, and even obtained a part-time position, to which I kept for nearly eight years before finally moving on. Make no mistake, I love the concept of Gamestop. I like the idea of a store that is there for our convenience, allowing us to save a bit of money and socialize with people a lot like ourselves.

So why even make an article? Why tell all of you readers that it is time to sever ties with a merchant that while sometimes shady, has generally been the best place for us to go for physical media? Well, to put it simple, because Gamestop is no longer necessary, and it is their own fault for being that way. To say that over the past four years that Gamestop has lost its focus is really putting it lightly. With the acquisition of ThinkGeek, Cricket Wireless, and the general poor press that has always overshadowed the positives for the retailer, there isn’t a lot of reasons for most of us to stop in. Let’s start with the exclusives – as Gamestop kind of leads the way for being the main place to obtain physical media that actually come with bonuses.

Fifteen years ago, we could always depend on receiving an incentive of a bit of swag for pre-ordering a game. A calendar, an action figure, a keychain. These little bonuses went a long way in making us feel comfortable pre-ordering a video game. Now that the world has moved into a digital direction, the bonuses no longer feel nearly as relevant. At best, major releases will offer an exclusive multiplayer skin, a map, or a weapon, but with the stiff competition in the market, we now have to choose the retailer that best fits our interest. Gamestop usually does have the best pre-order bonuses, but once players are all online with their little perk, it becomes obvious that everyone is at the same party, wearing the same sweater – as everyone on launch ends up with that same Gamestop bonus, making that unique exclusive a lot less enjoyable to have. Now for those who enjoy Japanese companies, I can say that there are some nice physical bonuses for niche titles, but I personally only see two to three of these pop out in a year, and the physical launch price of Atlus, Aksys, and NIS games compared to what their digital counterparts go on sale for literally every week make it harder for people like myself to pull the trigger. Sorry, but a stuffed lamb is not going to make me purchase a game when I can save gas and wait a month in order to get it at half price.

It isn’t just the type of pre-order bonus, either. Purchasing from the stores set up by publishers equate in better rewards. For instance, Square Enix always offers exclusive editions that have some very nice offerings that we could never find in a Gamestop. Publishers are finding every single way they can to make money, and by simply providing a higher quality offering, they kind of make it harder to resist going online and waiting for a ship date for what is ultimately a better product. The atmosphere in Gamestop is also becoming fairly more clogged. Everytime I go in to find a game, I have to wade through walls of clearance racks, filled with leftover mugs and shirts that have lost their relevancy after mere weeks. Go in to any Gamestop. You will find more Dorbz, Pop Figures, and random shirts that prey on nostalgia than any of the games that sit on the shelves. Puzzles of a stock image from Mario, notepads that are priced high that bare only a simple Tri-Force. This merchandise is obviously made very cheap, and is literally only existing to create a talking point for those who pass through. I get it, it is nice to have stuff, and some of the little merchandise Gamestop has added is kind of neat, but it comes at the cost of the entire store feeling like a random booth at a convention. You know, those random booths that have a ton of everything, where you pick up things, smile, put stuff back, and move on because it just isn’t worth spending money on such silly stuff?

That is what Gamestop feels like now. Add in the section of phone adverts, Star Wars mugs (there are so many mugs), and you get a store that feels desperate, relying on what looks to be polling and market research in order to sell everything they can to one consumer in order to keep their doors open. There is just too much clutter and not enough focus on the core reason most of us visit. Add in the fact that this merchandise is now an added sales pitch for each transaction and the experience feels even more inconvenient.

Desperation is really the core of my entire argument here. Gamestop have become far too desperate. The whole “circle of life” program that punished employees for not pushing enough pre-orders and add-ons was rightfully pushed aside last year, but that isn’t really a piece of my argument. I see those videos of horror stories from employees, and while some have valid points, as a workplace Gamestop is still a corporation that has to have a sales structure to remain consistent. From my own experience, Gamestop should treat employees better. Employees should not have to have their incentive be their existence, especially when they get less than ten hours each week. Forget the discount or perk of having first pick of merchandise. Being a Gamestop employee is frustrating these days as the pressure of maintaining excellent customer service while trying to dance around the shortcomings of your employer is brutal. Imagine, you have a new customer walk in with ten Xbox One games. Now because the games are common and the stock of what the typical customer has is so great, this customer may have a total of thirty dollars in trade in credit, averaging out each disc to a crummy three dollars each. Few may be fine with that, but new customers usually scoff a bit. Scoff or not, utilizing the trade in program is their decision, and if they don’t like the values, they can go elsewhere. That said, the customer is right to scoff based on the current mindset of Gamestop.

Take that thirty dollars that the customer gets, and remember that number as it is simply an average example of the traffic this retailer sees within each visit. The customer may see a “BUY 3 FOR 10” bin and get really excited, as they will be able to walk out with almost as many games as they walked in with. Gamestop does not expect or want these types of purchases, though. Their employee is trained to check them out with a smile. “Do you want to pre-order [INSERT TITLE HERE]? If yes, that is at least five dollars from that transaction. “Would you like the DLC pack?” If yes, again, that is another five dollars. What about a guide, or this, or that. What about our member card? It saves you ten percent, or how about a warranty on each disc? The average customer usually turns down most of this, as even though it is in their best interest if they do a lot of business to pick up on these offerings, their original intention of shopping at the retailer was to stop in for an affordable experience today, not for the long term.

Now add in this figure, or that mug, or anything that the employee then has to offer before finalization. Now, there is also a Gamestop Credit Card, and a phone service, and so much more. Despite all of the fluff, your customer who walked in with an optimistic approach leaves feeling good, even with three games – because they feel like they listened to you, and they now can have a much easier shopping experience for future visits. It’s a win-win, right? Wrong. The next time the now seasoned customer comes in again, they are at the bottom of the ladder. “I see you already pre-ordered this game, what about that one?” “You have our card, well you could be saving more with our SUPER CARD!”

Eventually, the customer gets cycled through so many times they begin to get frustrated, as they feel like they simply cannot keep up with all of the programs and offerings to stay ahead, so they become bitter. Bitter customers also cause bitter employees. How many times have you had a bit of irritation due to being oversold that you had to decline in a stern voice? I can name at least twenty times that I have watched once happy customers get frustrated with me personally because of a simple offer, as they just felt so piled up on that they no longer wanted to be bothered. I always backed off, but I have also witnessed fellow employees do nothing more than enhance sales pressure just out of spite alone. Customers are right to feel frustrated, as this is their money that is going into a cycle, where the game they pre-ordered turns into a mere three dollars in credit the year after, and while shopping at Gamestop is a choice, it almost feels like an obligation as it is now something that they have invested in. This is why Gamestop gets trashed online by the very base that still use them every single month. You think every one of those “I HATE GAMESTOP! BLARGH” trolls do not shop there? No. They are mad because they do shop there and feel like they are no longer being catered to like they once were.

While this type of odd customer/retailer relationship was never anything new with Gamestop, the change of the industry has made Gamestop far more pressing on everyone involved. If I wanted, I could get a season pass and full version of a game directly from my Playstation 4, play it early, and still get a downloadable perk for my pre-order without ever sitting foot in that store. Of course the retailer realizes this, and that is why they have filled their stores with so much overflow of random merchandise that it is kind of difficult to go in without leaving with unintended items. Now let’s add DLC to the mix. Digital products that Gamestop offers on top of everything else. Gamestop still has to cater to 2k, Activision, and so on by pushing those “currency packs” for a very, very, mild payoff. The topic of loot boxes and the amount of terrible DLC practices is one for another piece entirely, but for Gamestop to suddenly devise a social media plan that makes their very customers look like fools for not shopping there is absolutely disgusting. Look at this advert for the new Assassin’s Creed.

Now look at the way they speak to their concerned customer base on Twitter and Facebook.

What in the hell is Gamestop thinking? It is almost as if Gamestop want to fail as a business. It is obvious due to mass amount of random stock in their stores that there is a lot of confusion of just what this retailer wants to be, but now they want to take the wrong side of shady practices from major publishers, making any consumer who does not follow their straight line feel stupid? I get it, it is a thing to be funny on social media. Wendys, Sonic The HedgeHog, and so on have kind of made it fun to follow their accounts, due to the amount of poking they all do at their competitors. That is a joke shared between consumer and merchant, and it is still relevant and ok. Gamestop’s recent use of social media however has put the joke on its own customers, almost as if they are rubbing salt on the wounds of the very people who already feel stuck in a corporate web. Sorry, Gamestop – but you don’t get to shit on the same plate you serve, and customers are not stupid.

You are allowed to make this elaborate cycle to sell us merchandise we ultimately pay more for in exchange for convenience and immediate affordability. You are allowed to shit on your own employees by paying them nothing to hawk your merchandise and programs, acting as their meager employment is a privilege. You are allowed to go after market after market until every pool is dry, and continue to take away the atmosphere that once made your stores great. You are not allowed to not be on our side. You are not allowed to be so desperate to stay alive that you mock your consumers’ purchasing habits that only exist because of the shady business tactics that you started, which set the path ablaze for major publishers to pick apart their products until every feature came at an actual cost. How dare you.

Gamestop has to be let go as they are no longer relevant in a society that no longer needs them. Going to a video game store is fun on a payday, but being entrapped by a company that continues to show its ass is a unnecessary hardship. With the ease of ordering online, shopping at other retailers, and simply staying at home for those who are content with digital, I see no reason to continue letting the hand that feeds us nibble on our thumbs as a cruel joke. I am hearing wind of a rental program, by the way, that will allow players to check out used games, which is also terrible. Imagine, employees now get to adhere to pressure to become collectors at the same wage, because someone didn’t return the game that they rented with trade-in credit. It is just too much and too complicated. Gamestop was once a happy place for me. Being able to interact with others who shared the same interest, the ability to physically examine a case before purchase, and just simply sharing excitement for a love pastime with others made it the place to go if you were passionate about gaming. The employees may be great, but miles above are a set of anemic men in suits, thirsty for every dollar as their ship begins to sink. Next time you make that purchase, ask yourself, is this retailer still the only option?

Oh, and by the way – just in case the little smart ass Facebook reps over at the big GS decide to comment and state how written journalism is also irrelevant – I know, but at least my existence comes with the best intentions for those who share the hobby that I have cared about for over 25 years.

Army of Darkness Review

Army of Darkness

Studios: Dino De Laurentiis Communications, Renaissance Pictures
Publisher: Universal Pictures
Platforms: Cinema
Release Date: Out Now

Overview

After the spookfest that was Poltergeist, I was glad to settle in and watch the final entry in the original Evil Dead series; Army of Darkness. I’d seen Army of Darkness previously and looked forward to returning to the camp fun of Evil Dead. I’d previously watched Evil Dead 2 at the last In the House Halloween double feature and enjoyed my time immensely.

Story

Our story picks up where Evil Dead 2 left off with Ash (Bruce Campbell) being sucked into the portal at the end of the previous film and into the past. He winds up somewhere in the middle ages and is immediately captured by the locals as a suspected enemy agent despite their wizard saying he might be the one prophesied to defeat the deadites. After proving he’s tougher than he appears (by killing a couple of deadites), Ash is sent on a quest to retrieve the Necronomicon. In his proven style, Ash tries to pick up the book while fudging saying the magic words needed to safely do, which unleashes the eponymous army of darkness. It’s now up to Ash to clean up the mess he’s caused, save the day and find a way back to his time.

The main strength of this film is found in two places: slapstick and anachronistic juxtaposition. The former is a staple from the Evil Dead series which found the perfect confluence of slapstick and over-the-top gore to create a pleasant mix for a horror comedy. I’ve previously heard this particular combination called “splatterstick” and I think that it still holds water in describing this film even if the gore has been turned down. Instead, the movie exaggerates the slapstick of the violence instead to a delightfully campy extent. Ash’s battle against the deadites is takes on an almost cartoon-like quality as Campbell overaggerates every blow given and received.

This leads into the next strength this film has: comedic juxtaposition. Almost everything in the story besides Ash is played absolutely straight. The story has all the ingredients of an epic fantasy story except for the hero being a character who would normally be the comedic relief. The denizens of this generic European fantasy world are in absolute dire straits due to the evil of the deadite threat and look to Ash to be their time-traveling saviour; instead they get a wise-cracking sidekick comic relief who is doing his best to look after himself and himself only. This miss match between the tone of Ash’s character and the rest of the film gives us most of the comedy we see and to great effect. There’s nothing like having a character respond to faux-Shakespearean monologue with an 80s action movie one-liner to make you laugh.

All of this works because Campbell is able to play his character with just the right amount of arrogant bluster mixed with pratfall. He’s been the main draw of this entire series and it’s easy to see why; his performance is bloody hilarious (occasionally literally). His performance brings the character to life and makes him compelling to watch even if he does come across as a bit one- note over the course of the film. After 2 films of fighting the deadites, Ash isn’t going to experience any character growth and you shouldn’t expect him to. Instead, you’ll be treated to a film’s worth of hammy one-liners worthy of any and every schlocky action movie.

Although most of this film finds itself still hitting the comedy notes fairly regularly despite the decades since it’s release, there is still some cringe factor to be had; mainly regarding it’s female representation. This is mainly found in the film’s relationship with the romantic interest of Ash. At the film’s midpoint, she gets kidnapped and possessed by the deadites largely in order to give Ash a motivation to help the villagers fight off the eponymous army of darkness. The way the film depicts her (and other female prisoner’s) captivity just feels like really on-the-nose pandering to the male gaze. It’s not a major point of the movie and doesn’t appear to have been there for anything more than a second or two of sleazy titillation but for any of you who may be upset by such content; it would be negligence on my part to not bring this up here before you go see the film… especially since I’ve spoken so highly about everything else.

Visuals & Audio

The visual effects of this film are a bit hit and miss at times. The practical effects for the army of the dead in particular in this film have not aged well over the years… although to be fair, I don’t think they were ever that crash hot to begin with. I’d argue that noticeably fake skeletons and zombies add to the film’s ham factor rather than work against it so I actually consider it to be a point in it’s favour. There are some body horror effects which are still pretty cool though so I’m inclined to believe that the aforementioned lacklustre practical effects were a deliberate decision to conform with the film’s wider, sillier, tonal concerns.

I wasn’t particular impressed by the film’s score and it didn’t leave much of an impression on me either way. It’s an orchestral score and it does the job of punctuating story’s emotional arcs but I doubt you’d be able to recognise it outside of the film. It didn’t stand out to me as bad either, it’s just not particularly memorable.

Overall

I very much enjoyed my time watching Army of Darkness and was glad to see it up on the big screen. The story and performances were delightfully hammy with the film comfortably resting on the performance of Bruce Campbell’s Ash. The visuals may not have aged the best in the interim but still work to the film’s credit to making a contribution to the film’s overall ham factor. My one quibbles were with a very short scene which felt like pandering to the male gaze and a lacklustre soundtrack. Besides those concerns I’ve already mentioned, I have no trouble recommending Army of Darkness to anyone who might be interested.

For other films which In The House is screening, feel free to check out their schedule for the next season here.
Capsule Computers review guidelines can be found here.

Poltergeist Review

Poltergeist

Studios: SLM Production Group
Publisher: Metro-Goldwyn-Mayer, United Artists
Platforms: Cinema
Release Date: Out Now

Overview

If you’ve been reading me for any length of time, you’ll know that I am not a horror fan. I will honestly say, up front, that I have not enjoyed being scared by horror films. It’s essentially created a feedback loop whereby I don’t watch horror movies because I get scared and I get more easily scared by horror movies because I don’t watch them; truly the catch-22 of the film reviewer’s art. I, nonetheless, braced myself for the horrors I would face as I walked on down to George Street cinemas for their In the House Halloween double feature (which also featured Army of Darkness after this screening).

Our MCs for the evening were Jason ‘Jabba’ Davis and Anthony Kieran who opened the evening by discussing films with audience and giving a long time supporter who had been to every In the House screening (save one) some free jetboating tickets. Although things were a bit shakey at first, once the crowd got warmed up a bit and realised they didn’t have to take the evening too seriously, this part of the evening got better. These good vibes flowed on to when the two MCs sat down for a discussion of the film’s trivia. In particular, Jabba highlighted the film’s production controversy regarding Spielberg’s involvement in producing it and whether his hands-on approach was a usurpation of Tobe Hooper’s role as a director.

Story

The film’s story follows the Freelings, a suburban American family leading an almost idyllic life in a newly constructed planned community out in Orange County California. The youngest daughter of the family, Carol Anne (Heather O’Rourke), wakes up in the middle of the night, while the rest of the family sleeps, and begins conversing with the television set which is broadcasting static which causes some concern to her parents. The same thing happens the following night but this time we see a ghostly hand reach out from the TV screen and invade the house. The supernatural action mounts from there as this new visitor to the house becomes more aggressive and malevolent as time marches on.

The narrative is actually very straightforward in following the trials and tribulations of a typical American suburban family as they attempt to deal with supernatural visitors. The progression in the menace of the spirits grows slowly over time and the family react accordingly; first with surprise and glee which then turns to fear. There are no ulterior motives among the main cast and they’re all earnestly trying to work together to learn about and find a way to combat these antagonistic entities. The film occasionally drags with it’s exposition regarding the nature of these beings but more often than not, we learn about them at the same time the family does: through watching the action unfold. The final twist at the film’s climax was wonderfully built up to and anyone with a keen eye will have a reasonable chance to put the pieces together.

The performances from the cast are thoroughly solid even when the action goes to extreme and extraordinary plot beats. The parents (Craig T. Nelson and JoBeth Williams) do an especially good turn as the exasperated adults trying to deal with the sudden intrusion of the supernatural into their lives. O’Rourke does similarly well with her performance which is at once both cute and creepy in equal measure. The standout performance came with Zelda Rubinstein’s psychic who played her character who is at once eccentric but also comforting; strange but dignified. It’s through these performances that the film is able to ground itself even as things take increasing turns towards the surreal.

Visuals

Despite the fact that it’s been decades since the film’s release, I think that the effects have largely held up. Despite the fact that it’s fairly clear to me that they’re fake, I was still impressed by their visual design which was still evocative and unique. Most importantly, the effects still had the capacity to scare me. The practical effects in particular have held up the best while the CGI has not fared as well. Luckily, the aging effects do not break the suspension of disbelief and they still have a unique visual design to them which I feel gives these spectral beings a bit more cinematic staying power.

Audio

The audio design which most stood out for me in this film was the way the orchestral soundtrack incorporated sound effects to create a sense of dread. Horror movies are notorious for their reliance on their soundtracks to frighten the audience as screeching violins are essentially the cinematic equivalent of a “boo!”. Jerry Goldsmith’s composition does an excellent job with his score which nicely complements the film’s narrative action as it progresses. There is a lovely juxtaposition between the softer melodies associated with the humdrum family life and the atonal blasts given to the supernatural beings. It’s a primer on how good Hollywood soundtracks can be in the hands of a master composer.

Overall

I found a lot to like in Poltergeist and I have no trouble recommending it to anyone with an interest in horror or the works of Spielberg. It features a simply but effective storyline alongside solid performances by the cast. The film’s special effects largely stand the test of time and still have the capacity to scare you. The film’s orchestral score is similarly expertly composed to both punctuate the story’s emotional arcs as well as to unsettle its audience. It’s a thoroughly enjoyable film and I’m glad I was able to see it on the big screen.

I have to admit, I am slowly being won over to horror movies thanks to these In the House screenings and I look forward to next year’s Halloween double feature with glee. Kudos to the good folks at In the House!

For other films which In The House is screening, feel free to check out their schedule for the next season here.
Capsule Computers review guidelines can be found here.

Final Trailer for Downsizing Released

Paramount Pictures (Daddy’s Home 2) has released the final trailer for Downsizing. Directed by Alexander Payne, the film stars Matt Damon, Christoph Waltz, Hong Chau, Jason Sudeikis and Kristen Wiig in a comedic drama about a world where people are shrinking themselves to 1/5 of their normal size to help lower their footprint on Earth and stop overpopulation. Paul (Damon) and his wife Audrey (Wiig) volunteer to undergo the procedure and move into a community of small people. Paul’s plans go sideways when Audrey backs out last minute, leaving Paul to rediscover life on his own.

Downsizing is set to hit cinemas on Boxing Day in Australia and on December 21st in North America.