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Offcuts: Chuck, Season 5

19 Jan

It kind of feels like, somewhere along the line, spy fiction forgot how to be fun. Arse-joke comedies where the main character happened to wear a tux, sure, but films and TV that weren’t parodying a genre that doesn’t exist anymore resorted to either immense grumpiness or impenetrable technowank. Chuck, for all its California glossiness, was pretty much unique: a competant spy-fi action series, with a sharp sense of humour and brilliantly understated pop culture geekiness. Then they went and cancelled it.

Season 5, which only has a couple of episodes left to air, has been crafted in the oddly beneficial knowledge that this is truly, properly, for realsies the end this time. That means no more infuriating cliffhangers, no more tiptoeing around character development or playing coy with backstory. The end is nigh, but for once in US TV, they saw it coming. This doesn’t mean, however, the ostensible plan to tie four season’s worth of only unconncected stories into a final mega-conspiracy hasn’t been a total bust – after setting that up in the season 4 finale, it seems like the writers didn’t actually know how to pull it off, so substituted it for a smaller plot masterminded by someone who wasn’t even a villain until halfway through season 3.

That said, Shaw is an awesome villain – genuinely threatening but frequently funny (“If you were, you would have brought a coat. Silly.”). It’s hard to think of Brandon Routh as anyone other than the hilarious psychic vegan bassist from Scott Pilgrim Vs. The Word, but his character here – a symptom of a not-seen-enough side to Chuck, one which doesn’t pull punches and isn’t afraid to put bullets in the main cast – makes me sad that we’ve seen the last of him.

Otherwise, S5 has been mostly great. Action sequences are more ambitious and better-choreographed than ever, the references remain pleasingly modern, and the subversion of the Intersect from magic cure-all to a brain-melting scourge is the perfect way to put a lid on the whole thing. It’s a bit weird seeing Chuck himself being a decent fighter, hacker, shooter etc. without it – the initial appeal was, of course, seeing a complete dork fumble his way through international incidents – but hey, they’ve all got to grow up some time.

Offcuts: Amnesia: The Dark Descent

17 Jan

A.K.A. My PC Is Undergoing Repairs So I’m Busting Out Some Quick Blog Posts To Pass The Time, Episode 1

A.K.A. “Hey, You Can’t Just Review A Game After Only Playing Two And A Half Hours!” Fucking Watch Me, Episode 1

Generally, I’ve considered people who greatly enjoy the horror genre (in its many forms) to have something fundamentally wrong with them. Like, did you not evolve correctly, man? Humans aren’t meant to enjoy being scared! It’s scary! Toddlers don’t crawl across their bedrooms floors to gleefully yank their soothing nightlight from its socket, quietly muttering “Hee hee, this is gonna be sick”!

Nevertheless, I had to at least try Amnesia. There were two main justifications for this foray into the incredibly brown unknown: first was the marvellous Nightmare House 2, which boasted not just a compelling urgency (and a surprising amount of polish for a mod), but just enough glimpses of hope amongst the bleakness to make me doubt my own blanket dismissal of horror as a miserable, anti-fun category. Second was…well, it was a gift from my housemates. Two of them are on Steam. If I couldn’t even try to stomach it, they’d know. Plus, I’d be tossing aside a gift. Even history’s worst murderers, despots and dictators probably wouldn’t do that. Even if most of them had Steam accounts.

After consulting a wiki or two, I’d say I’m about a quarter to a third in, and finding things to love has been…difficult. It repeatedly uses a level design structure I’ve hated for years – a ‘hub’ area, with little to interact with except the door to the next area, which in turn can only be opened by venturing into four or five neighbouring doors to pull a distant lever or collect some mundane, inanimate object. Said objects can then be combined, with a series of highly tense and not at all tedious mouse clicks and turns, to create that particular area’s McGuffin Key. Guys, this isn’t puzzle solving, this is making pancakes on a larger scale.

Still, the atmosphere is undeniably top-notch, with musical cues playing a big part. There’s a gorgeous moment where you ascend a mouldy staircase into the relatively serene atrium above, while twinkling piano notes seem to echo off the lofty walls. Conversely, the brutal orchestral screeches that accompany an alerted mutant-servant manage to be far more unsettling than the terminally astigmatic, absurdly warped creatures themselves.

In terms of scares, the trippy screen blur that signifies a nasty bout of temporary (as in, lasting under a minute) insanity is more irritating than terrifying, but the potential is there. I’d happily never have to deal with the invisible water-dwelling demon that kills in two hits, can sprint like the wind and boasts the loudest, most maniacal audio theme in the game thus far again, but it’s clear Amnesia doesn’t have nearly enough concern for my mental well-being for that to be the case. So, yeah, Frictional Games, you can have this one.

I’m hoping that, once the story picks up and starts being about more than scribbles on paper scraps, the inane item-gathering will make way for some more meaningful exploration. Frankly, there’s still little fun to be had sobbing inside a cupboard, but it would be nice – if nothing else – to be proved wrong about the wider entertainment value of horror for the second time running.

Hasbro write the best job opening adverts ever

15 Dec

“And much like our core cast of ponies bond together in friendship and have magical adventures together, you will partner with internal and external resources and develop and execute integrated marketing initiatives”.

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