Movie Review: X-Men: Days of Future Past



Somehow we’re under two months out from Gen Con 2014. Gah. There’ll be a handful of cosplay posts coming in the very near future, but a bizarre summer cold-type thing and a fun, but time consuming, side project have gobbled up the lion’s share of the past few weeks. The costumes are still on schedule, but some tweaking of the timeline may be in order. In the meantime, there’s a veritable cavalcade of movies and the burgeoning prospect of the Steam Summer Sale just around the corner. <List of Excellent Distractions explodes.>

One such indulgence was a viewing of X-Men: Days of Future Past. Given the mixed track record of the other films in the franchise and the backlash that First Class was subjected to, I was skeptical as to the prospects for Days of Future Past. 

One of the greatest casts imaginable
Those doubts were largely unfounded. 

Aside from a handful of moments at which a quizzical eyebrow could be raised, Days of Future Past was highly entertaining, expertly acted, and beautifully rendered. In all honesty, it’s one of the better films to come out of the superhero/comic book genre as a whole and lays a solid foundation for any future X-Men movies.

The introduction paints a profoundly bleak picture. The sunless, desolate Earth is policed by the Sentinels, towering robotic constructs that hunt down mutants, human sympathizers, and humans that would one day have produced mutant offspring. The few surviving mutants live in a perpetual game of cat and mouse, managing to escape the unrelenting Sentinels only because Kitty Pryde can manipulate the time continuum enough to arrange for warning to be sent to their days-younger selves.

Yes, Kitty Pryde has the ability to project a person's consciousness back in time. This rather surprising development is never explained and did not appear in the original comic, but serves as the lynchpin mechanism for the entire plot of the movie. It's not a bad thing by any means, just not something that had ever previously been part of Kitty's mutant toolbox, so to speak. Since it's clear from the get-go that this is the new-ish continuity than began with X-Men: First Class, it's easier to accept this alteration as being intrinsic to Kitty and minimizes the deus ex machina potential in the device so the reveal is more eyebrow-raising than eyeroll worthy.

The other "huh" moment in the film was the appearance of the Sentinels themselves. They bore more resemblance to the Destroyer from the first Thor movie than to any of their comic forebears or the glimpses we'd gotten in other X-Men movies (even Last Stand). While this obviously a largely cosmetic quibble, it was a conspicuously strange choice given how much thought clearly went into the vast majority of the rest of the film. Odd appearance aside, the Sentinels functioned just as you'd expect them to, wreaking havoc and providing a very real threat to the superpowered mutants.

This is as close as we get to the Sentinels of the comics
 We learn soon after our introduction to this desolate future that the entirety of what's being experienced was set in motion by the actions of Mystique back in 1973. Played with steely determination by Jennifer Lawrence, Mystique spends the years between the events of First Class and Days of Future Past enacting bloody vengeance on those who have harmed mutants, using her powers with brutal efficiency. The primary target of her ire is Bolivar Trask (adroitly rendered by Peter Dinklage), inventor of the Sentinels. In the first timeline we're presented with, Mystique guns Trask down at the Paris Peace Accord, but is captured in the ensuing scuffle, allowing for Trask's successors to obtain critical data from her DNA. In a last-ditch effort to prevent this from unfolding as it did, Professor Xavier, Magneto, and Storm persuade Kitty Pryde to send Wolverine's consciousness to inhabit his own body back in 1973 in the hopes that he can intercede.

Intercession comes with its own set of challenges, largely embodied by the personalities of the younger versions of Xavier and Magneto. Xavier, still reeling from Mystique's abandonment of him, is a cantankerous drunken hermit who actively suppresses his abilities via a serum developed by Beast, the only mutant who appears to have remained loyal to the School for Gifted Youngsters. Meanwhile, Magneto is in a more literal prison, having been blamed for the Kennedy assassination (just one of a handful of fun tongue-in-cheek bits of history play).

It's tricky for a film to maintain focus and perspective when time travel is what's driving the narrative, but Days of Future Past makes it look easy. This can be credited largely to the all-star cast. The entire rosters of both First Class and all the preceding X-Men films reprise their roles, even down to a handful of very brief wordless cameos.  It's profoundly clear that everyone's committed to their role, be it big or small, and you are invested in the characters from the get-go. The pacing is very brisk, sometimes a bit too much so when certain fairly significant revelations are accepted and acted upon with very little resistance. Still, it's a small price to pay for an overall engaging experience, as the movie didn't seem to lag once in its 132 minute run time.

Add to this a handful of sequences that are simply brilliant. Though the character of Quicksilver only appears in a small portion of the film, he makes a very lasting impression via one extremely entertaining scene. The climax will likely make your jaw drop as we get to see the full complement of Magneto's powers. Despite what the events of the movie accomplish in terms of furthering this new continuity for the X-Men as a franchise, there is still plenty to be explored in future films. It's reassuring to see that other franchises can successfully build continuous movie universes.

In all, some very satisfying cinematic fodder and a must-see for X-Men fans.

Overall Grade: A-
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This Week in Geekdom

Here's hoping that today's post makes a lick of sense, as my brain is adrift on a puffy cloud of antihistamines and cough suppressants. Apparently my immune system has finally run out of steam after what was probably a very difficult winter, but more time spent indoors just translates into more links for This Week in Geekdom. So, without further ado, let's get down the highlights of the past seven days.

Books

$20,000 USD can buy you a lot of things. It can buy you a nice new car, potentially serve as a down payment on a house, or, if you were quick to click earlier this week, could've bought you a role in Winds of Winter. George R.R. Martin is in the midst of a fundraising campaign to benefit the Wild Spirit Wolf Sanctuary and the Food Depot of Santa Fe and all the rewards associated with the campaign stem from George himself. While the 2 customized roles in Winds of Winter have already been purchased, there are still dozens of interesting rewards still up for grabs and all donors are entered in a lottery to win a helicopter ride with Mr. Martin. Check out the fundraising page for more details.

When George wasn't drumming up support for his favorite charitable organizations, he was combating the rampant rumors that he planned to extend his A Song of Ice and Fire series to span eight books instead of the previously established seven. While Mr. Martin's response to said rumors wasn't exactly clear, he did confirm that his work The World of Ice and Fire: the Untold History of Westeros is still on schedule to be published in October.

Movies

In a surprising last minute move, the Wachowski siblings' sci-fi epic Jupiter Rising had its release date moved from July 18th to February 6th of next year. While Warner Bros claims that the delay spawned from a need for additional special effects, industry professionals fear that heavy re-shoots were required.   

How does a character who utters a mere four lines of dialogue over the course of two films end up with his own movie? Behold, the 'cult' of Boba Fett. 

Comics

Hermetic Calvin & Hobbes creator Bill Watterson returned to the world of newspaper comic strip publication this but, if you didn't look closely, you might have missed it.

Who is faster: the Flash or Quicksliver? Here comes the science.

Games

On Friday, Tetris turned 30 years old. In celebration of this milestone birthday, here are 30 facts about this beloved Soviet spacial awareness game.

After nearly 10 years in the global marketplace, the Sony PlayStation Portable (a.k.a. the PSP) is being sent to that Great Basement in the Sky. 

If you are an Xbox One owner who has noticed that your machine seems to experience a dip in performance when you plug in your Kinect your suspicions are justified. On Thursday, Microsoft confirmed that its Xbox One consoles can lose up to 10% of their GPU performance when paired with a Kinect, despite initial claims that combining the two would have no adverse effects.

Science/Technology

Back in March, the astrophysics community cheered en masse at what appeared to be the discovery that confirmed the theory of cosmic inflation and opened the possibility for a multiverse. Now, the latest edition of Nature provides information that indicates this release of this information to perhaps have been premature.

While one set of celestial waves seems to retreat back into the realm of theory, another inches towards confirmation. 
An artist's impression of the 'Godzilla of Earths'

On Monday, scientists in attendance at the American Astronomical Society meeting discussed the 'Godzilla of Earths'. This mega-planet, officially known as Kepler-10c is interesting not just for its enormous size, but also because, according to our current body of planetary knowledge, it shouldn't exist.

Conversely, a concept that was theorized to exist for over 40 years was finally confirmed with physical proof. The latest edition of Monthly Notices of the Royal Astronomical Society Letters details the findings of a research team out of the University of Colorado Boulder, who identified this embodiment of Thorne-Å»ytkow theory or 'a star within a star.' 

Just when we thought we'd recovered from the Heartbleed bug, this decade-old bug goes and screws up internet information exchange all over again.

She may only be 19 years old, but Brittany Wenger is already revolutionizing the way we identify cancer. Read here for the details on her attempts to digitize diagnostics.

The latest edition of the journal Cell includes these findings by a team of Harvard researchers that allowed them to cause mature liver cells of mice to revert to a state similar to that of stem cells. 

If you've ever wondered why you love certain foods, but loathe others, the reason may be hard-coded into your DNA. A team of geneticists from the University of Trieste published these findings linking affinities to certain foods with 17 distinct genomic markers.

Add to the list of things to include in your will: the passwords to all social media that you use.

The algorithm that is the driving force behind Wikipedia reveals the most influential individuals in human history.


General Awesomeness/Feats of Nerdery


Have you ever wanted to build your own solar-powered rover? Well, here you go.

If you've ever wanted to be a polar bear, this video shot from the bear's point of view tries to bring you the closest possible experience.

The Mountain That Rides is indeed aptly named. Watch here as actor Hafthor Bjornsson proves that he was appropriately cast.

In honor of the 30th birthday of the Transformers, Hasbro will be releasing this limited edition playset starring your favorite transformers in the universe's greatest band, the Knights of Unicron.

Do you love Legos? Do you love movies? Well, this is a list that may very well be relevant to your interests. 

Last year, West Coast Customs built this exact replica of the Bravado Banshee from the Grand Theft Auto series, which was given away as a prize in a competition run by GameStop. This week, the car went up for auction on eBay. The auction is now closed and there's no word if the original owner got her $170,000 USD asking price.

I leave you guys with this video from Thailand Comic Con that features a troupe of cosplayers reenacting a battle scene from Pacific Rim. As always, best wishes for an excellent week ahead!


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NomNoms: Grilled Sweet Potato & Scallion Salad

It may not be calendrical summer just yet, but it’s finally starting to at least feel seasonably appropriate around here. The extended daylight hours and relative warmth can draw even the most computer-bound of us outside, even if just for a little while. The combination of costume construction and the litany of new game releases seeks to combat the tractor beam that is a temperate, breezy summer afternoon, but one thing will always trump the appeal of the indoors: cooking when the ambient temperature is high. Though I love both cooking and baking, the notion of turning on the stove when the daily highs creep above 80 degrees (26.67 degrees Celsius) elicits an almost gut-level repugnance. This is where a grill comes in handy. Oh grills, you are such a lovely invention.

It’s been a little while since we’ve had a new entry to the Kitchen Codex and this recipe seemed like as appropriate an offering as any. This take on potato salad features both attention-grabbing colors and a unique melding of flavors. There’s your classic salty and sweet blend, but also an interesting acid/base pairing along with a crispy/soft texture contrast. Best of all, this recipe involves very little active cooking time and it proves to be a nice complement to just about any barbeque entrée (or can be an entrée in itself!).



Difficulty: Easy (moderate if your potatoes are uncooperative)
Availability of Ingredients: Common
Gadgetry: None
Feeds: 4-8 nerds
Time Till Noms: About 10-15 minutes of preparation, an optional latency period of a couple hours, and an additional 30 minutes of active cooking

Required Equipment: A large bowl, a smaller mixing bowl, a whisk or thinly tined fork, a sharp knife, a cutting board, aluminum foil, a spatula or tongs, a grill or grill pan
Optional Equipment: A grill or marinade brush, a microwave or toaster oven, a plate

Ingredients

3-4 large sweet potatoes
4-8 whole scallions
1/3 cup extra-virgin olive oil or canola oil
1/8 cup of balsamic vinegar
¼ cup of apple cider vinegar
2 teaspoons of honey*
¼ cup roughly chopped parsley leaves
Salt & Pepper to taste

*you can substitute 1.5 teaspoons of agave syrup or 1 teaspoon of brown sugar

Step 1: Thoroughly clean your sweet potatoes, taking care to remove all the dirt since the skins stay on throughout this recipe. Rinse your scallions and parsley if you’re using a fresh bunch.

Step 1.5 (Optional, but highly recommended): Once the potatoes are clean, pierce each of them once or twice with a fork or knife. If you’re using a microwave, arrange the potatoes on your plate and cook on HIGH heat for 4-5 minutes. If you’re using a toaster oven, place the potatoes in the oven and cook for 20-25 minutes at 375 degrees (190.56 Celsius) or the POTATO setting if there is one. The potatoes should emerge from this step with some give to them, but not entirely soft or cooked throughout. Leave the potatoes to cool to room temperature.

Step 2: Cut the potatoes into slices about ½” inch (1.27cm) thick. Pour your oil into the mixing bowl you’ll be using for the dressing. Pre-heat your grill to a medium-high heat.


These are actually a little overdone. Ideally, your potatoes won't separate from their skins like this.
Step 3: While the grill is coming up to temperature, either dip the potato slices in your oil or brush them with the oil using your marinade brush. You only want a light coating on each side so, if you’re dipping the slices, be sure to let any excess oil drip off.

Step 4: Once the grill is at the desired heat, cover your cooking surface with aluminum foil, then place your potato slices on the foil. Grill the potatoes for 3-5 minutes each side. The orange color of the potatoes will deepen, the slices will soften, and you should get distinct grill markings when each side is done. After you have turned all the potatoes over once, lay the scallions on the grill or foil. Cook the scallions for about 1.5-2 minutes a side.



Step 5: Remove the potatoes and scallions from the grill and put them in your large serving bowl; give the scallions a rough chop to divide them into bite-sized pieces. If you're using fresh parsley, chop it up now. In your mixing bowl, add both of the vinegars, the honey, the parsley, and your salt & pepper to the oil. Whisk these ingredients together, then pour them over the potato/scallion heap. Toss the heap until all components are evenly coated with the dressing. Ta da! You have some fancy, colorful potato salad!

FAQs

I don’t like sweet potatoes. Can I use white potatoes instead?

Nothing’s stopping you from using white potatoes, but I wouldn’t recommend it. A big part of what makes this recipe work is the sharp contrast of sweetness and acidic tartness, so removing half of that formula will have a correspondingly huge impact on your final product. Yams, however, make for an excellent substitute, as do satsumaimo if you can get your hands on some of them.

Can I use red wine vinegar instead of the apple cider/balsamic vinegar?

Yes. Just about any vinegar other than plain white vinegar will work in this recipe. So long as your dressing base has an acid that gives off a hint of sweetness you should be good to go. Feel free to experiment with red wine, sherry, or even champagne vinegars.

The potatoes are taking much longer to cook than they did in your instructions. What happened?

Sweet potatoes are extremely fibrous and dense, so it can take a while to get heat to distribute evenly though them. If you didn’t do Step 1.5 and pre-cook the potatoes and/or the slices are more than ½” inch (1.27cm) thick, you may need to add a bit more cook time per side. Just watch the potatoes carefully and remove them from the grill when they are fork tender.

The potatoes are sticking to the grill! There are orange bits everywhere!

I’d be lying if I said this never happened to me. Since sweet potatoes are, well, sweet they tend to present the same cooking hazards that sugary foods do. That is to say, they can stick to every possible surface and lose all structural integrity if left to their own devices. This is why Step 3 and the high heat of your grill are so important, as they work together to prevent this exact scenario. It’s also why using aluminum foil on the grill itself is a good idea (this also prevents potato slices from falling to a fiery death between the grill slats). If you find yourself in the midst of a mushy orange mess, try to remove the potatoes from the grill as best you can and apply a bit more oil if at all possible. Unless they fall into your heat source though, the potatoes should still taste pretty good!


Best of luck with your culinary experimentations!
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This Week in Geekdom

How is it June already? Seriously, where has this year gone? We'll be getting back to Lorenz transformation territory if this pace keeps up. No complaints here though, as this phenomenon brings Gen Con 2014 <that> much closer. Can't wait. In the meantime, let's get down to the Week in Geekdom!

Comics

Gaiman v MacFarlane was one of the single most followed comic book legal battles to date. This week, the transcripts of this epic courtroom struggle were released to the public.

The top 10 DC/Marvel villainesses of all time. Do you agree? 

Games

Nintendo has had a rough go of things lately and this week was no exception. Ubisoft announced that it had no plans to create games for Nintendo's maligned Wii U console for next month's E3 convention, essentially confirming that third party game developers as a whole would not be embracing the Wii U.

The Ubisoft announcement detracted a fair bit of attention away from the fact that on Friday Nintendo released what is, by all reports, an excellent game in Mario Kart 8. While the game is getting favorable reviews, the guys over at Digital Spy put together this psuedo-nostalgic look back at the top 10 Mario Kart tracks you loved to hate.  

Valve also had a setback this week, albeit not at the same disastrous level as that suffered by Nintendo, when it announced that its highly anticipated Steam Machine PC gaming controller would not be hitting the marketplace this year as originally forecast. The updated release schedule is disconcertingly amorphous, with Valve providing only the year 2015 as guidance.

Are you eagerly awaiting the next installment of Call of Duty? Sledgehammer Games has these tidbits on hand to help tide you over until November 4.

The stereotype of the stoner-gamer has persisted for decades, but few have attempted to parse out the reality from the fiction until, well, this 'study'.


Science/Technology

The single biggest story of the week came out of the latest edition of the journal Science, in which Dutch scientists provided the details of their experiments which indicate that they may have achieved quantum teleportation.

Speaking of quantum goodness, this week brought us a new theory of reality that melds classical and quantum principles into a single paradigm.

It has been 40 years since Soviet researcher Vitaly Efimov attempted to use quantum equations to explain the behavior of atomic particles, but his work has finally been proven to be true.

Our favorite real-life Tony Stark, Elon Musk, keenly captured headlines on Thursday with this press release detailing the new Dragon V2 reusable space capsule. If you missed out on the live announcement, you can view the full video here. 

The US military, not to be outdone in the realm of near-future Stark Industries-esque technology, announced that it will be testing its 'Iron Man' suit as early as this summer. 

Apple, in the unfamiliar position of playing catch up, appears to be building this entry into the burgeoning smart watch market. If all goes according to estimates, the watch will be available for purchase in the third quarter of this year.

We have smart phones and smart watches, but smart bikes? A 20-year-old Canadian entrepreneur has set his sights on bringing two-wheeled transit into the information age. 

Bringing us closer to universal, real-time translation is...Skype? Microsoft debuted this future feature on Wednesday and the potential applications are pretty astounding. 

How many stars are there in the universe? Astronomer David Kornreich offers this response. (spoiler alert: many zeros ahead)

Sunsets, gorgeous cyclical atmospheric display or valuable source of data? Well, when the celestial body experiencing said sunset is Titan, the answer might be both.

NASA has become increasingly adept at re-establishing contact with decades-old orbital devices. The latest entry on their list of recovered hardware is the ISEE-3, which came back into the proverbial fold on Thursday.

The concept of a black hole has featured in both science fiction and viable research for decades, but these galaxial maws may only be half the story. Meet its sibling, the white hole.

Feats of Nerdery/General Awesomeness

Droids who can speak binary sold separately
Moisture farming is now no longer just a feature of the Tatooinian economy but, thanks to this invention, is a pragmatic way for denizens of remote locales to draw clean drinking water from the air.

Is that gentleman riding a suitcase? For one devoted farmer from China's Hunan province, the answer is yes. The motorized scooter/suitcase hybrid is the result of 10 years of trial and error by the farmer.


As always, best wishes for an excellent week ahead!

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Game Review: Tropico 5

It may just be the way that the development cycles of video games lay out, but a given year always seems to alternate between feast and famine when it comes to new titles. Where the first half of the year was rather dry, the second half looks to be awash under a deluge of playables. I know, I know #nerdworldproblems. If anything, these additions make for a wonderfully robust List of Excellent Distractions to help temper the anticipation for Gen Con 2014.

After binge-playing Transistor and staggering about after the gut-punch that was the ending I was profoundly grateful for the sunshine-and-salsa music filled Tropico 5. Yes, yes there will be at least one recursion of Transistor but there needs to be some time for emotional recovery first. And what better way to recover than lording over a Caribbean island or two?

Photo by Kalypso Media.
Tropico 5 is ostensibly billed as the next installment in Kalypso Media’s beloved simulation franchise, promising a bigger, better dictatorial experience than either of its two recent predecessors. So, does it deliver on that promise? Eh, sort of. Don’t get me wrong, there’s enough new material here that makes the present incarnation seem worthwhile, but just how well said content functions will likely depend at least in part on your personal degree of familiarity with the series.


The overarching premise of Tropico 5 is the same as that of its older siblings: the player assumes the role of dictator who must manage the economy, population, and international relations of a tropical island. Your playing experience is both shaped and guided by several recurring characters who periodically appear with requests, demands, and the occasional helpful tidbit to provide structure to the simulation. Your secondary, Penultimo, also offers his distinct brand of ‘help’ as you respond to the various inquiries and build up the infrastructure of Tropico. All these interactions are shot through with a dark humor that’s surprisingly witty and devilishly fun.

Tropico 5 sought to add more structure to the actual gameplay by introducing the concept of eras. Instead of keeping the context of the game in the Cold War, as was the case with earlier incarnations of Tropico, Tropico 5 sets out during the Colonial Period with the player as the Crown-appointed Governor. As you complete various tasks and Tropico begins to stand on its own two feet, so to speak, the prospect of throwing off the colonial yoke and taking power into your own hands becomes a reality, but it’s reality that comes with its own set of consequences. You’ll continue to navigate increasingly complex circumstances as time progresses through the Depression and Cold War eras and on to modern day.

While the eras are an interesting premise, they’re uneven in terms of how well they impact the game. In the Colonial Era only a handful of buildings are available to you, severely limiting what you can build and thus how you can service your populace. For example, there is no way for you to get any sort of healthcare to the citizens of Tropico until the Clinic can be unlocked, which is more than one era into the campaign. This rigid palette of structures doesn’t, however, translate over to the expectations your constituents have of you. Using the earlier example, you’ll be told that people will demand healthcare and think poorly of you for not providing it even if there’s no way for you to address this. Conversely, this slow trickle of new features can be a boon to new players, giving them extra time to familiarize themselves with each part of the game.

On the plus side, the eras introduce a new degree of strategy. In previous Tropicos, players started each Mission on a new island and built up infrastructure almost entirely from scratch. With Tropico 5 players alternate missions between two islands and must carefully manage both space and resources on each in turn. In an era or two, the plantations that once provided valuable cash crops are now occupying prime territory in the middle of your capital city and roadways that were once efficient thoroughfares for livestock are now circuitous corrals for traffic. Being from Boston, I handily appreciated seeing the strange, borderline nonsensical shape that my cities took on after one architectural generation was hoisted atop another. This forces the player to plan for both the short and long term, which can often take a bit of getting used to.

A component of this new longitudinal managerial style is the construction of your dynasty. At least once an era Penultimo will appear with news of the results of your…ehm…extracurricular activities. You’re given the option of recognizing your offspring (and thus gaining them as a member of your family) or casting them away into the populace, since the threat of White Walkers is minimal in sunny Tropico. Those legitimate children also walk amongst your citizens and can be assigned to one of several different tasks, such as managing various facilities or leading your army. Each family member comes with a special trait, making them particularly well equipped to handle certain tasks.

Speaking of tasks, one of the most striking differences between Tropico 5 and its predecessors is the level of micromanagement required. Individual buildings require attention beyond standard maintenance. Some structures need very specific staff while others must be monitored regularly. Upgrades and modernization also require direct intercession, which can be time consuming if done individually or very expensive if completed en masse. These enhancements also aren’t truly optional either, beyond the fact that the game does not compel you to complete them. Players of any iteration of the Civilization series will quickly realize that upkeep on your military units is key to future survival but, since this is frequently completed piecemeal, there may come a point where you’ll be inadvertently fielding tanks alongside musketmen.

The tech tree will also unlock the ability to write a constitution
Part of avoiding that scenario is another new feature, the technology tree. Buildings with an educational or scientific bent generate research points which, in turn, can be used to unlock various perks and features. The premise is nice, but the practice is somewhat clunky. Progress along the tree is strictly limited to what breakthroughs are available in a given era. There is no Civ style rushing science production to force epoch progression and, beyond a few buildings and edicts, there’s not much in terms of active investment from the player. It seems a bit like there was supposed to be more to the tech tree, but that integration was pruned away in favor of having the player concentrate their efforts on, say, hiring the right manager for a lumber mill.

The GIR and I are both fans of the series and were very excited when Kalypso announced that Tropico 5 would feature a multiplayer option. Unfortunately, it doesn’t seem as though said option was thoroughly tested, as every attempt to use the multiplayer resulted in freezes, crashes, and unrecoverable saves and this was on the few attempts where we were able to start a game at all. Hopefully this is amended in a forthcoming patch but, as it stands, this feature is a complete dud.

While the core aspect of the game will still appeal to fans of the series and simulation games in general, Tropico 5 kind of misses the mark as a whole. Various relationships, particularly that between you and your citizens, do not seem to follow any sort of discernable logic. The happiness rating could be sky-high and the economy booming, but the player may still find themselves voted out of a job in the next election cycle. Furthermore, your constituents are more mercurial than in previous Tropicos, capable of swinging 10 percentage points in a matter of months. Contingencies between raw materials, mid-level businesses, and industries are never made entirely clear and must be discovered only via trial and error. For example, livestock will only eat corn and will die off even if you have a surplus of food on the island if said surfeit contains no corn. Disasters strike frequently, even on the ‘occasional’ disaster setting, and wreck a disproportionate amount of havoc, particularly when compared to an equivalent experience in Tropico 4. Since each mission involves a significant time commitment, the fact that any of the above can completely derail your game may promote a certain level of frustration.

There’s still fun to be had with Tropico 5, but it wouldn’t be entirely surprising if many of these new features don’t make a return appearance in the eventual Tropico 6. A lot of discordant ideas ended up in the final product and it makes for some tricky gaming as a result. If you’re on the fence about picking up Tropico 5, maybe wait a few weeks for the Steam Summer Sale.


Final Grade: B-/C+

Available for PC, Xbox 360, and PS4
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Game Review: Transistor

Sorry for that bit of radio silence last week guys. Event registration for Gen Con, while awesome, can often be a bit stressful even if it goes smoothly. But registration is now complete, leaving the GIR and I to exercise patience every time we click by the master countdown clock. Fortunately, the interim between now and the Best Four Days in Gaming is chock-full of new titles for gaming of the electronic variety. First on this List of Excellent Distractions is a game that has been gracing the blog for over a year now: Transistor.


Oh come on Kel. You cosplayed as Red for crying out loud. How are you going to be even close to objective here?

Fair question. Basically the content of this, my formal review of the game, is rooted primarily in actually playing whereas the impetus to cosplay as the protagonist was derived largely from the overall premise and aesthetics of the title since the demo offered only the barest of glimpses into the playing experience. That being said, I won’t lie when I carried considerable expectations for this game. There was a period last year while I was working on the costume and Supergiant Games was silent about its development schedule that periodically spurred the mental monologue that so many of us have had once we get attached to a title without a firm release date. It was a lot of, “Man, those guys haven’t said anything in a while. There’s so much hype about Transistor. It was so fun to play the demo; I hope it actually gets made within the next few years...or ever.”

Supergiant didn’t disappoint and managed keep the release in the first half of this year, only a couple months behind the March 2014 date that had been touted back at PAX East 2013. For a studio of only 10 people, not only being remotely close to schedule but making the release a simultaneous one for multiple platforms (PC and PS4), is no small feat. However, sticking to a timeline would be a molehill compared to the mountain of pressure stemming from the expectations attached to the successor of one of the biggest indie hits of 2011/2012. Does Transistor live up to all that?

Yes, for the most part.

Is it perfect? No. Is it deeply satisfying on both a playable and overall experiential level? Definitely.

Fans of Bastion will immediately pick up on the many macro-level similarities: the silent protagonist, the isometric game layout, iterative combat, and the nonlinear central narrative all feature prominently. This doesn’t imply that Transistor is a reskinned version of its older brother, just that Supergiant keyed in on the elements which made Bastion work so beautifully and worked to enhance them for the successor title.


Transistor begins en media res with protagonist Red taking custody of the eponymous weapon, a large futuristic sword, as she desperately attempts to flee the faceless assassins that nearly succeeded in their attempt to slay her mere moments before. The sword speaks to Red with the voice of a dead man (Bastion narrator Logan Cunningham), the victim of the aforementioned attack, whose essence now lives on in the glowing blue-and-red blade. As Red continues to flee, she is beset by the Process, a semi-sentient cybernetic army apparently bent on her destruction.

The combat mechanics with which you dispatch these robotic adversaries is largely what sets Transistor apart from Bastion and most other ARPGs for that matter. The Transistor grants the player the ability to temporarily stop time and lay out a defined plan of attack, effectively making for a combination of real-time and turn-based strategy. You’re allowed a finite amount of moves/actions during the stopped-time planning phase, but you can manipulate your plan as much as you’d like before setting it into action. After you set Red on her blindingly quick course of personal defense she becomes vulnerable for few moments, markedly slower and unable to wield the powers of the Transistor. While this period is literally only a few seconds in length, it can easily make or break the course of combat. The player quickly learns that it’s invaluable to include an escape route or the use of cover into their planning.

Plan your moves carefully. At higher levels there's no room for error
While we’re on the subject of learning curves, Transistor assumes that the player is quick to pick up on just about everything. There is no guidance beyond what the Transistor actually relays to you, either via its monologue or your interaction with the ‘access point’ terminals. The latter allows for periodic upgrades, game saves, limiter application (which we’ll get to in a minute) and repairs. As you survive rounds of combat and make your way through the changing cityscape of Cloudbank you both gain experience and learn about the nefarious plot of the shadowy cabal known as the Camerata. Experience most commonly translates into new Functions, or abilities that you can imbue the Transistor with at the access point terminals. Each Function can assume an active, enhancing, or passive role, allowing the player to create a completely customizable experience each time they enter or exit combat. For example, the basic attack Function, Crash(), can be augmented by adding the Function Bounce() as an enhancer, which would then cause subsequent Crash() attack damage to chain to multiple targets. There are 16 unlockable Functions, each with their own Memory and Planning costs, and only 4 may be equipped as active skills at one time. VentureBeat put together this handy guide of all possible combinations of Functions. Creating novel combinations of Functions is easily one of the most enjoyable aspects of the game, allowing the player to range from straightforward assaults to gleefully satisfying overrides of the Process that cause your assailants to target one another.
 
Every fight is very literally what you make of it.
Making yourself familiar with each Function is definitely worthwhile, as you’ll often be forced to think on your feet during the course of each round of combat. Aside from the hard limit of your action bar in the planning phase, the game enacts a different sort of constraint should the fight not go your way. Instead of having Red die, the Transistor will lose one of the four primary Functions each time her health wanes to zero. The lost Functions can only be recovered after Red survives one or more additional combats without them.

Limiters exist alongside Functions as Transistor applique that you earn in the course of your playthrough. These add-ons are the inverse of their helpful counterparts, serving to strengthen the Process in each combat where they are used.

Wait, so Limiters make the game harder? Why would you do that?

Each Limiter comes with a distinct in-game effect and an associated experience bonus. For example, one Limiter might cause the Process to create more opportunities for enemies to regenerate, but would also award the player with 2% more XP. Also, the Limiters give the player an added degree of control over their actual playing experience, allowing you to tailor the difficulty as you see fit.

In addition to the various modular pieces of the Transistor, the cyberpunk city of Cloudbank reaches out with opportunities for the player to customize his or her gameplay. There are countless places for Red to explore, with the prolific network of the city itself interfacing with the Transistor to offer alternately amusing and useful tidbits about her surroundings. Players can choose whether or not to engage the burgeoning civil disorder that threatens to push Cloudbank from precariously controlled urban center to authoritarian dystopia (and beyond, but there will be no spoilers here). The visuals that make Cloudbank come to life are exquisite, a rich combination of animation styles that segregate real-time from a series of flashbacks. Furthermore, some of the aesthetic features testify to the nature of Cloudbank itself, at one point offering the player, as a citizen, the chance to vote on the color of the sky.

Add to this a soundtrack that fits this unique work of science fiction like a glove. Alternating between fevered and smooth, the various songs all exude a haunted quality, particularly after it becomes clear that most are the works of Red herself, now rendered voiceless. The entire array of tracks can be purchased either in a bundle with the game or separately via Steam, iTunes, or the Supergiant website.

Trying to play on release day proved a bit challenging at times; the game would lag and stutter frequently, resulting in some amusing animation glitches. Supergiant has already released one set of updates that aim to address the majority of these, and the overall experience will likely continue to stabilize over the next few weeks. While I appreciated not having every aspect of the game spoon fed to me, the lack of any explanation at all sometimes fostered frustration. For example, about an hour and a half into my game I gained access to the Speed Trials which, as you can guess, prompt the player to defeat all enemies within a specified time limit. The Trials come with pre-set skills in your Transistor, many of which I hadn’t encountered in the game yet, so it took a degree of trial and error to figure out what each did. None of the above detracted all that much from my overall enjoyment, but it's worth noting that there will be periods in which you may be stymied. Some players may be off put by the speed at which the game can be completed (I've seen posted finished times in the 5 to 6-hour range), but there is a high degree of replayability, including the game+ continuation option, and the actual playthrough time can easily be extended if you choose to explore the board extensively. If you're still miffed at the idea that the game could be over in 5 hours, just think of this: at $19.99 USD, the game is a bargain when compared to the per playable hour rate of Diablo III.

The actual pacing of the game may irk some players. After a slow start, Transistor snaps into a breathless sprint that doesn't relent until the very end. If your attention wanders elsewhere for even a few seconds, you may miss critical plot points and find yourself wondering what's going on further down the road. The third act, while still compelling, feels rushed and a bit rough when compared to the rest of the game. I agree with Rock, Paper, Shotgun's assessment that the game could have been much stronger with a few tweaks to this portion of the narrative.

Depite these shortcomings, Transistor is a stunningly beautiful and highly innovative experience that squashes any notion of Supergiant Games being a one-hit wonder and it should be considered a win for indie publishers as a whole.

Final Grade: A-/B+ 

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