The Elfstones of Shannara – Terry Brooks

elfstones-of-shannaraNow that our president has the motivations of a Bond villain and the brain of a kumquat, I think there’s one question on all of our minds: What post-nuclear-apocalyptic world would I most like to live in? McCarthy’s The Road? Bethesda’s Fallout? While selecting your favorite hypothetical misery, let’s not forget that science fiction doesn’t have the monopoly on the nuclear apocalypse (at least not under American business practices, where at least a half dozen corporations are vying for that monopoly themselves), and that there’s one apocalyptic landscape that actually doesn’t sound too damn bad: Shannara.

Well, technically the landscape is call “The Four Lands,” which I think perfectly encapsulates author Terry Brooks’ descriptive style of writing. Forget the clever names and fantastical languages of Tolkien! Just call everything what it is! Valley in the forest? That’s the shady vale! Ultimate lord of evil and practitioner of magic? He’s the Warlock Lord! Poultry slathered in enough grease to give half of North America heart attacks? Kentucky Fried Chicken! I didn’t even mind so much that the plot of The Sword of Shannara read like the draft had been turned in on tracing paper with The Lord of the Rings still attached; it was that Brooks simplified the adventure to the point where his nuclear landscape about elves, dwarves, and gnomes with magical swords and monsters just didn’t feel real enough. When Gandalf told Frodo he had to venture out with the One Ring, Frodo understood, “This is dangerous. I might end up being skewered by a nazgul, tortured, then dropped into a pit of lava…and that’s a best case scenario!” When Allanon told Shea Ohmsford he had to find the Sword of Shannara to defeat the Warlock Lord, he sat there smiling like a stoner listening to someone waxing on about the health benefits of blacklights. And his father, upon hearing of this quest, decided it was about time his boy leave home, go out into the world, and probably wind up in some situation where the terms “entrails,” “troll” and “chamber pot” would likely be used in conjunction. And while Frodo comes home battered and weary with a deep respect for the horrors of war and a clear case of PTSD, Shea returns from his adventure a little worse for the wear, but with a smile on his face and a sack of magic rocks.

The Elfstones of Shannara marks the point where Tolkien stopped, but Terry Brooks kept going. It’s no coincidence that the MTV series chose to start here (to avoid a lawsuit by Peter Jackson…it’s also no coincidence that they filmed in New Zealand and cast John Rhys Davies), as the reader first gets to hear plot ideas that hadn’t been abducted, beaten into submission and been forced to dance in some dive bar for 20% of all the singles stuffed into their g-strings at the end of the night. The book shifts the action to the elven kingdom of the Four Lands, where thousands of years ago, the elves rounded up a bunch of demons that were running around shredding the curtains and making a mess of the carpet, shoved them all into a magical closet called The Forbidding, and planted a tree in front of the door. At the beginning of the story, the tree is dying, and Allanon sets out to find Amberle, the elven girl charged with watering the tree, to make her do her job and fix up the tree. But rather than go himself, he decides to locate Wil Ohmsford, Shea’s grandson, who is studying with the gnomes to become a male nurse. Apparently, Allanon has fallen off the wagon because he thinks Wil would be an excellent bodyguard for Amberle because he inherited his grandpa’s sack…of rocks.

While Gandalf was a mysterious character whose actions all fell into place at the end of the story, I still wonder about Allanon’s judgment. Not only is Wil about as witty and charming as a box of cat litter, he does little to nothing through the whole story, influencing the plot about as effectively as the power of positive thinking in the cancer ward. Yet while he could often be mistaken for a potato in the middle of a conversation, he somehow has two beautiful women pursue him throughout the book (which, based on some of the guys I knew in high school, might be the most fucking realistic thing about this fantasy novel…either that or it has something to do with Wil being a doctor.). Amberle is the only character with a real inner conflict, and Eretria, from a band of Rovers who are probably still racial stereotypes even if they’re not outright called Gypsies, is the only one with an intriguing back story. There’s a fairly interesting side plot involving the younger elven prince who unexpectedly becomes king while fighting back the demons, but other than that characters come and go like the story takes place in a public restroom, and they all have less development and characterization than the Taco Bell cashier who always tells me my change in pennies.

Unfortunately, the book suffers from the Johnny Quest syndrome (where something nostalgic turns out to be bland, poorly written and just a little bit racist), but even so it wasn’t painful to read. I know that’s like saying, “Eat at Chipotle! It won’t give you a lot of gas!” But the main draw of fantasy stories comes from magic and adventure rather than meaningful character development, and at the very least the adventure is there. There’s no shortage of demons to stalk, shriek and shred their way through minor heroes until the Elfstones light them up like someone dropped a Zippo onto an oil spill. Brooks’ books have always been rather hit or miss, and I still prefer this one to any of the others I’ve read. There’s a blurb for the next edition, “Elfstones of Shannara: Not bad for Brooks!”

MAME Roulette #2

amigo

A yellow gorilla collects pellets to paint the town blue against the wishes of green tribal stereotypes. It’s so obvious, I’m ashamed it took so long for them to make the game!

Amigo

Amigo is the Spanish word for friend, which, in addition to opening up Mexican Moria, might make you think this game has a Hispanic flair to it. And it does, assuming that instead of running with the bulls, you run with…I don’t know…zookeepers? Pigs? Angry stereotypes of African villagers? It’s a Pac Man clone. During the 80s there was no shortage of enterprising video game characters out collecting dots, presumably to sell either to an episode of Pee-Wee’s Playhouse or to angry Reagan supporters who will use them to stone the gays for creating aids (assuming they can’t find any welfare queens first). This character is a chicken. Or a gorilla. Or a paintbrush. Fuck it…this review would be easier to write if I were on an acid trip. Despite the fact that it’s essentially Pac Man, it’s not incredibly intuitive. It’s like saying, “I developed a new smartphone! It works like Android, except it only runs on hydroelectric power and you turn it on by sacrificing your neighbor’s pomeranian to the elder god Cthulu.” Still, it’s pretty novel to have an attack that makes all your enemies jump over you like you upended the trampoline they were all standing on.

azurian

Gives a whole new meaning to the term “Spaceballs”

Azurian Attack

Also abundant during the 80s were space invasions. Disheartened from constant failures in 1950s sci-fi movies, 80s video game aliens didn’t even bother getting out of their spaceships. Opting instead for a McDonald’s drive-through invasion of earth, they pulled their saucers up to the atmosphere and interacted with earth heroes through their spaceship intercoms. In Azurian Attack, they ramp down the invasion even more. Or maybe Earth put a sign on the moon saying, “Only three invaders allowed into planet at a time,” and the aliens were dumb enough to queue up by Mars. Unlike Galaga or Space Invaders, your ship in Azurian Attack can fly anywhere on the screen and make turns. Of course it handles like shooting golf balls off a snowmobile driven by a monkey over a frozen lake. Maybe the game ups the stakes later on with four or even five enemies at a time, but after the first time I died, the crash sound effect refused to stop playing, so I refused to keep playing. Also the spaceship looks like a dick and balls.

blades

Lining up for the face off was the one thing I knew how to do in real life.

Blades of Steel

Way back ‘round 1990, I bought my first Nintendo off of one of my father’s students. Long before the first Madden game came out, sports nuts had to get their fix of buyers remorse some other way, and this kid bought all the big-name NES sports titles, including Blades of Steel. Despite my disappointment that it wasn’t a swashbuckling adventure about the end of the bronze age, it came with the NES, and having no money, I played it. The arcade version, naturally, is a little fancier. One quarter gets you a minute of playtime, (A standard hockey game lasts 60 minutes of play, and fifteen dollars falls in that weird range where it’s too much to pay for hockey admission and too little to pay for a prostitute.) but the game adds and removes time based on how many goals you score and how many you let in. (A policy that could add some excitement to an evening with a prostitute).

blades_of_steel_arc_fight

Why do hockey players insist on punching each other all the time? Don’t they know they’ve got razors attached to their feet? It’s in the title of the game for god’s sake!

Having more teammates than buttons makes controlling your players feel like a few dozen laps around a pool filled with Jello. Within the first five seconds of the game, I won the face off, lost a fight, let in a goal, and lost 10 seconds. There doesn’t seem to be an option to aim, so passing the puck is like handing a switchblade to a toddler—the result might be unpredictable, but there’s a good chance you’re going to wind up covered in blood and regretting your decision. I ended up playing for about fifteen minutes, though, and actually won the game 11-9. Much like real hockey, I spent most of my time offsides, the refs didn’t care about the spontaneous boxing matches, it felt like it took forever, and I’m pretty sure that playing the game the way that I did probably would have disappointed my father. Unlike real hockey, I actually got better at it, and I didn’t have to spend all my time with a team full of assholes.

fast-freddie

Sadly, Freddie got caught in his safety harness and ended up dangling like an old west outlaw.

Fast Freddie

Contrary to what the title may imply, Fast Freddie is not the pickup artist who shows Leisure Suit Larry how the job is done right. Freddie is, rather, a cousin of the Hawaiian punch guy with a hang glider and a penchant for mugging the camera. Your job is to leap off a cliff and not fall to your untimely death as a mangled sack of broken bones floating in what used to be your organs. You will, of course, have to contend with a pro-meat-sack agenda, as you dodge some sort of murderous air show of pilots who desperately want to run you through their propellers like a witless sea gull. Freddie wins, I assume, if you make it to the end of each course without being hosed off a fuselage. The game encourages you to be a dick and buzz low over trees and houses, picking up the letters to spell “bonus.” I never did this. Nor did I finish the first course. There’s a helicopter who, I’m sure, has violated quite a few FAA regulations in his quest to replace the casket at your funeral with a series of Tupperware containers.

knock-out

Easily discernible from Amigo because instead of painting squares blue, you paint them teal.

Knock Out!

Here’s an example of a wasted name. Knock Out! would make a perfect name for a Punch Out! Clone. But instead of boxing, I got an Amigo clone. That’s right…a clone of a clone. And much like Jurassic Park filled in the holes in their clones with frog DNA (which would probably look less like a dinosaur and more like a pokemon with down syndrome), Knock Out! mixes their Amigo-ness with Donkey Kong. All this cloning makes it look like a tired effort. Even the characters are tired. Mario won’t jump, and Donkey Kong has grabbed the hammer since throwing barrels would take too much effort.

mania

Afterwards they go to the gym to lift their huge triangular iron weights.

Mania Challenge

My Mame Roulette skills finally granted me a reprieve from clones by hitting on a knock off. I’m guessing “Wrestle Mania” is copyrighted because that’s about the only thing keeping this game from getting hit with a steel folding lawsuit—being put in a “lawsuitplex,” if you will. (What? You won’t? Screw you.) You play as Dynamite Tommy, fighting against some luchador who simply goes by “Insane Warrior.” The game contains all your standard pro-wrestling moves: the suplex, the clothesline, the rope-bouncy run, the vaguely sexual vertical 69, and my personal favorite, the stop-and-wonder-if-any-of-this-is-real. The game might have gone better for me if I didn’t just mash buttons like I had an itch at the tip of my thumb, but as it is, my opponent and I set some sort of record for number of double-knock-outs.

Legends of the Dark Crystal – Barbara Kesel

legendsJanuary 25th, 2017

Day 5

President Goldfinger has been in office for five days. He’s already hacked apart healthcare, fired all U.S. Ambassadors, waged personal war against the CIA and the media, forced poor people to pay more for housing, ordered an oil pipeline through a Native American water source, started redecorating the White House to look like Scrooge’s money bin, enacted Orwellian language with his “Alternative Facts,” created jobs by refusing to hire people for anything ever, took the first steps to crashing the economy with his own version of the Great Wall of Gyna, cut funding for arts, and threatened to invade Chicago. And it’s only 9:30 on Wednesday. Assuming that in the last two months, he hasn’t resigned, been impeached and/or committed, or drowned after seeing his reflection in the D.C. reflecting pool and falling in when he tried to grab it by the pussy, I’m sure we all need something to take our minds off of the horrible atrocities. So here’s a story about an evil race of greedy, conniving, narcissistic monsters who destroy an entire planet in their lust for power and declare war on an entire race of people who they want to lock up for no reason other than draining their essence and feeding it to their emperor (which, if there hasn’t been a White House executive order yet…just wait).

Legends of the Dark Crystal, a two-volume manga released in 2010, takes everyone back into the world of Thra in order to give us more of what we wanted from the movie…gelflings, apparently. Lots and lots of gelflings (You know, just once I’d like to see one of these things grow into an adult gelf). The story focuses on Lahr and Neffi, who both sound like they’re on Thra as part of a Scandinavian gelfling exchange program. Neffi is a weaver and Larh herds mounders (giant cattle that look like someone runs a christmas tree farm on top of a muppet). Both of them begin the story away from their respective tribes when their villages come down with a serious case of crabs. The Skeksis have sent their garthim—the monsters from the movie that look like someone cross bred a lobster and a kabuto beetle in a pile of radioactive goo—to harvest gelfings for their essence. Skeksis have no brains for sustainability. Rather than start a gelfling breeding program (which, I’ll concede, might not exactly attract the same target audience as the movie), they just round them up and drink them all like mountain dew at an all-night LAN party. And the rest of the story is about Lahr and Neffi warning other gelflings about the raids and trying to rescue their villages.

To be fair, the book does focus on the Skeksis about as much as the movie does, which is probably the perfect dose. Much like drunks, republicans and small children, their antics are entertaining, but if we see too much of them the novelty wears off and we start eying up the exits. There’s a major subplot following the Chamberlain trying to manipulate his way into favor with the emperor. In one scene, he employs the castle vermin as spies, which gives him a weird sort of Stewie Griffin vibe, briefing his toys before battle. But barring that one scene that strikes fear in the hearts of Smurfs, Care Bears and plastic army men, the Skeksis feel like they could school George Martin characters on how to connive and plot and ruin a country.

The sole problem I found with the Skeksis is their design. Henson’s studios did an excellent job of making each monster look like it withered out of its own, unique reptile-fruit hybrid. But in a black-and-white manga, it’s a little harder to discern one from another. The Chamberlain gives of his characteristic whimper like he’s standing around in an art museum trying to look thoughtful and deep to the people passing by, but when that’s not there to clue you in, each Skeksis’ beak changes in length, they’re all the same height, equally cranky, and dressed like they’re trying to shoplift lawnmowers out of Sears. I’ve had less trouble discerning individual squirrels from each other than figuring out which Skeksis was which.

The gelfling plot is enough to carry the story, but will be damned if it’s lifting it up one more flight of stairs! Lahr and Neffi are a bit bland, but if you remember the movie, Jen wasn’t even vanilla enough to flavor a bucket of ice cream. That story was carried entirely by the Skeksis, Augrah, the confusingly hot gelfling girl, and her rabid dust bunny, Fizzgig. So ultimately, the tone is about the same, except for the fact that it’s no longer as sombre as a documentary about starving orphans. The story, though, while not being quite up to the movie quality, flushes out the world of Thra some more, adding history and variety to the landscape.

Family Guy Video Game! – PS2, PSP, XBox

fg-coverIf you’re the type of person who likes to be more aware of your surroundings than your average rutabaga, you may have noticed I’m reviewing the Family Guy video game this week. “Great!” you’re thinking. “Now he’s going to lecture us on the evils of licensed games before telling us how much he likes this one, like some sort of congressman who rails on the importance of family values before being found with a dead Vietnamese transvestite hooker in the trunk of his car. The only thing more formulaic than his entries on licensed games are episodes of Family Guy!”

Family Guy and I have a very special history together. It’s like a supportive grandparent who helped me get through the tough times in life—reliable, always there to make me laugh and make me think, and kind of painful to watch now that its getting older and starting to have trouble putting a coherent thought together. It seems only natural, then, that they’d want to put together something to remember the good times, to recall all those fond interactions. And that’s just what they made. The game, while fun to play, has less the wit and unexpected humor of Seth MacFarlane and more the air of me and my friends mindlessly quoting episodes in lieu of conversation.

fg-brian

Brian disguised as a lamp. His sections were clever and entertaining, mostly because I didn’t play long enough to remember why I hate stealth games.

We’ve seen that the Family Guy writers, at their peak, couldn’t produce a plot longer than about 17 minutes (a number that’s declined as a function of time) unless George Lucas wrote it for them. As such, Family Guy Video Game! Follows not one, but three storylines. Stewie squares off against Bertram, Peter’s sperm from Emission Impossible, now born to the lesbian gym teacher and reigning supreme over the neighborhood babies (which, I hear, is a common origin story for the world-domination types. Look up baby photos of Genghis Kahn. And Trump? His hair is simply hiding the fact that his head is shaped like a deflated football.). Brian, once more accused of impregnating Seabreeze (from the episode Screwed the Pooch), goes on a stealth mission to discover the real father in a Metal Gear Solid meets Jerry Springer sort of way. And Peter, in the only plotline that doesn’t hearken back to a wad of ejaculated semen from 2001, randomly decides that tv’s Mr. Belvedere has kidnapped his family, and the only way to rescue them is to kick the teeth out of every man woman and child (mostly child) in Quahog, and to knock the dentures out of anyone over the age of 65.

fg-electrocuteGameplay is simple, stemming from the TV show’s method of humor. Rather than reinvent video games, jokes are thrown in as nods to games from the 80s and 90s, such as the Simpsons arcade game or Galaga. Peter and Brian both control naturally and intuitively, and for the most part Stewie does, too, although aiming at enemies is a bit like being strapped to a tilt-a-whirl. Stewie’s levels are partly platforming, though, which has felt like blindfolded beer pong ever since the shift into three dimensions, but one particular section of extended vertical platforming escalates that to feel more like lobbing live chickens into oncoming go-karts…after a rousing match of beer pong.

fg-glitch2

Most cut-away gags are played out as minigames and have about as much bearing on the plot as they do in the TV show. The manatees must have been having an off day.

But playing Family Guy Video Game! For a well-crafted interactive experience is like watching porn for dynamic and intricate characters. What really matters is the humor, and whether or not it matches the quality of the show. In a way, it does…and that way is that they clearly only got Seth MacFarlane and one or two other actors to reprise their roles, so most of the quips and one-liners are lifted verbatim from the TV show. So on one hand, it’s exactly the same as the TV show, and yet it somehow translates about as well as if someone ran it through two dozen different languages on Google Translate. Wait, actually, that could be pretty funny…

fg-glitch

Picture of Joe in the back to remind you how this glitch will cripple you permanently.

So far, this has been a particularly difficult review for me to write. In part it’s because my attention is split between job hunting, a perpetually hungry cat, a polar vortex that’s freezing Duluth to the point where my car won’t start and every time I try the key shatters in the ignition, and the trauma and disbelief over the fact that a few paragraphs ago I used the phrase “Metal Gear Solid meets Jerry Springer.” However, the biggest challenge in reviewing the game is that apparently in Peter’s second level, if you are killed by one of two policemen after the midway checkpoint, they do what policemen do best after shooting a black man (Peter Griffin: Husband, Father…Brother?): they move on with their lives. They don’t come back after you respawn. And since, in true beat-em-up fashion, you can’t move on with the level until you kill all the enemies, so you end up wallowing in an existential crisis between a porta-potty and an ice cream truck, left with nothing to do but kick the shit out of some kids and their moms. After their corpses are dead and rotting, you might amuse yourself by head-butting the truck, but eventually all you are left with is a headache, a pile of useless iron, and a few square meters of Quahog where you can do nothing but wander in circles, contemplating the inevitable need to end it all and wonder if there’s a new game in your future.

fg-too-bad

This section looks like fun. Too bad I can’t play it.

So I suggest turning auto-save off right before you go into the porta-potty, or you might be stuck with the constant reminder that the game is shit. Otherwise, it’s not bad.

Nightfire – PS2, XBox, Game Cube

dominique
I’m currently having a bit of a Jonny Quest crisis when it comes to James Bond. In eighth grade, The Real Adventures of Jonny Quest was the standard by which I set my life up for disappointment. My yard wasn’t big enough, my life wasn’t adventurous enough, my friends weren’t close enough, and instead of making daily trips to Gibson-esque cyber worlds, the most technical, scientific thing I could do was set people’s VCR clocks for them. However, about ten years back, untreated depression, a vicious break-up, career uncertainty, and the entire Bush administration had given me new standards for disappointment, so when I dug up some old episodes of Jonny Quest, I could finally watch them objectively. Even if I ignore the fact that I’ve seen McDonald’s wrappers with more entertaining writing and character development less natural than breast implants, the first time they busted out a “Sim-sim-sala-bim,” I began to edge cautiously away from the series like it was a family member who always refers to Asians as “those little yellow people.”

japan

Visit exotic locales. Meet the local population. Then shoot them.

Likewise, James Bond always held a certain allure for me throughout high school and early college, allowing me to vicariously experience the frustration of not living a life of exotic travel classy parties, and the luxury of not being rejected by girls who would prefer I sequester myself in a hole somewhere because I wasn’t exotic or classy enough for them. Fortunately, Goldeneye gave me something to do while cloistered like a frustrated adolescent monk, thus fueling my frustrated fantasies—kind of like putting out a kitchen fire with a bottle of bacon grease simply because you like the way it smells afterward. I wrote about that last week, though, about how the Wii remake was a disappointing, linear, first-person-shooter without any elements of the spy-thriller genre. It was only after playing Nightfire and watching Tomorrow Never Dies that I came to the realization, “Oh yeah. They’re all kind of bad.”

But if judged by 007 standards, Nighfire blew me away on its release. It had a story as original and strong as any of the films (even if the films are formulaic and convoluted), it’s own opening sequence (even if the song sounded like a monkey trying to crush a termite running across a piano) and an overall look and feel that completely outdid the previous game, Agent Under Fire (even if that game was only a mediocre effort at best). The story has Bond investigating the theft of a missile guidance chip as it is turned over in secret to Raphael Drake, a man who heads the Phoenix Corporation that specializes in decommission of nuclear weapons. Sounds to me like they’re throwing Bond softball missions in his old age. A man with dead nuclear weapons who runs a company named after a bird that comes back from the dead in a fiery blaze wants control of nuclear weapons? I’ve seen episodes of Blue’s Clues that were harder to crack. Mix in your standard cocktail of Bond villain motivations (Part Hugo Drax from both the Moonraker film and Novel with a spritz of Blofeld’s New World Order) and you have a pretty good story that almost certainly doesn’t sound completely ripped off from the main series.

nightvision

The game gives you constant access to night and heat vision, which you will probably only remember when you search for screen shots for your blog post.

If you read my Goldeneye Reloaded review from last week, I lamented the fact that modern Bond games are practically indistinguishable from your average Call of Duty. Nightfire, fortunately, had not yet fallen into that trap, and thus has objectives a little more complex than “Go that way. Don’t get shot.” Stages have some areas that, if you squint just right, might be forcing you into it’s own predetermined Macarena of fantasy espionage, but mostly, they’re free-roaming and engineered like real world locations: buildings naturally have hallways with doors and rooms off of them, outdoor locations are reasonably open and non-constricting, and roads, like always, are long corridors with very few forks which all link back up to the main road and have boxes of missiles and body armor lying around on the pavement. This gives the game an aspect of exploration absent from the hallway-of-bullets style games. The player can find extra body armor, ammunition caches, or even weapons stronger than the ones Bond loots off corpses. This creates one of my favorite scenarios for video games—options for the player. Each weapon has an alternate method of fire for when you want to be accurate with your shot or just hit everything in front of you, when you want to be silent and stealthy or if you don’t care who knows where you are, or when you think an enemy is best brought down with a hail of bullets or a grenade launched into their face. Also unlike modern games, you can carry as many weapons as you find. Yes, it might take Medieval torture equipment to stretch my imagination far enough to picture Bond lugging around enough firepower to be legally classified as either a small-scale civil war or an NRA gun show, but this is one case where verisimilitude takes a back seat to being fun to play, and I’d rather have a steady choice of weapons than leave a trail of deadly breadcrumbs behind me for my enemies to follow every time I stumble across a new gun.

driving

Wait, this isn’t a screenshot from Nightfire…this is a photograph from my driving test.

The other benefit to the exploration is that the player can potentially change how the level plays. An early stage tasked me with skirting a castle’s security system. Halfway through I stumbled across a panel that controlled the spot lights. There’s something about zapping a single wire with a watch laser and then waltzing right in through the front gates that makes me feel like…well, like James Bond, to be honest. The player can discover moves like this several times throughout each level, and each one jacks up their score (towards unlocking multiplayer features). The game calls these “Bond Moves,” described in the manual as “Moves that only Bond would think of.” Disregarding the fact that any action taken by the player is, by definition, no longer a Bond move, some of these are a little disappointing. Sure, it takes some skill to launch a car through a diner to evade enemies, but I’m pretty sure that’s in the standard Blues Brothers playbook as well. And maybe it takes the keen eyesight of a super-spy to spot a weak support beam that would bring down a bridge on top of a troop of soldiers, but it takes less wit to realize that an explosive barrel makes a better target than the enemy huddling for cover behind it. And if it doesn’t, well, I’m assuming the NSA is monitoring this post, so please consider this my application.

alura-mccall

The game forges emotional connections with the characters by killing you constantly so you have to stare at Alura McCall for a combined total of three hours.

And, of course, what Bond game would be complete without his legendary charm, beautiful women, and we can only assume the unholy stench every time he unzips his pants that derives from the conglomeration of sex diseases he’s accumulated over the years? Nightfire views women less like Bond’s companions and more like dialysis machines, which he can’t be separated from for more than an hour at a time. In addition to having three named women and at least two random girls lining up to perpetuate his addiction to carnal spelunking, one later stage murders a love interest at the top of Drake’s Tokyo tower and gives him a fresh girl by the time he makes it to the ground, as though he got them in a buy-two-get-one free sale and just had the third one laying around unopened in his glove box. I know Bond has become so flat and formulaic he looks like a Loony Toons algebra book, but we are still talking about the character who went on an angry, vengeful killing spree when his wife was murdered, so it might have been nice to give him more time to grieve than it takes to acquire PTSD.

While I realize my reviews have gotten progressively cloudier and can only really be called reviews in the sense that I’m looking at stuff again, I’d like to state clearly that I liked this game. It has the classic Bond feel. The gadgets are actual spyware (not the stuff that the Internet installs on your computer)–the day you can download a grapple beam from Google Play is the day the spy thriller genre dies. The difficulty curve works well, although it’s a little depressing to watch your scores progressively drop off until the game stops giving you gold medals and unlocked items and handing out participation awards instead. At the end of the game, especially, you notice that checkpoints are rarer than nuns in a brothel, but with unskippable cut scenes, I can probably recite Drake’s final monologue the next time I audition for a play.

Goldeneye – Wii

goldeneye

Totally based on the movie. Not based off the N64 game in the least.

As of writing this, it’s December 16th, and I’m still reeling from a year full of people pointing out every old rich person who dies, teaching for free so I can learn to utilize all the newest research in an environment run by die-hard traditionalists, and wrapping my head around the fact that I live in a country full of people who believe that the complete annihilation of all life on earth is a preferable alternative to electing a president who routinely cleans out her Yahoo spam folder. Needless to say, my recreation time as of late looks less like a shelf full of video games and more like a bowl full of Xanax. However, I did manage to make it through a game or two during this time (even if Anne may have hijacked my 3ds), and in honor of increased global tensions and madmen secretly working with Russia to unleash mass destruction on the world, here’s the remake of Goldeneye.

The original Goldeneye for the N64 was, of course, the stuff dreams are made of–the angry, violent dreams of a ninth grader with social issues. Probably the best game on the system other than Ocarina of Time, it was more popular than porn for a year or two, partly due to a multiplayer system that revolutionized ways to passive-aggressively beat the Living Daylights out of your friends. The game was perfect…so remaking it makes about as much sense as a Lord of the Rings reboot with Gilbert Gottfried playing Frodo, Gallagher as Gandalf, and Larry the Cable Guy as Aragorn. No one ever uses their remake powers for good. Why not remake Resonance of Fate? Or Dr. Jekyll and Mr. Hyde? Or Michigan: Report from Hell…actually, that one’s a game that shouldn’t be remade without a vat of sulphuric acid at the end of the assembly line. But still, let’s remake the lousy games and leave the good ones alone, shall we?

To match the recent films, Goldeneye has been updated to fit the grittier, earthier, Daniel Craigier Bond. There’s something forehead-slappingly ironic about rebooting an outdated formula firmly entrenched in the Cold War by digging a ditch through the Bush era. The new storyline focuses on terrorism, which has become less of a theme with Bond and more of an indication of tourette’s syndrome. Other than a few shout-outs, the basic plot remains the same; the Janus organization wants to steal all the money in England and disguise it as an act of terror. That level of effort may be as smart as trying to get out of a parking ticket by setting the White House lawn on fire, but hey, it worked in Die Hard. Except, of course, for the fact that Hans Gruber set an Olympic Diving record as the first German to do a 100-meter high dive into a hunk of concrete, but seriously, what are the chances that Trevelyan will go the same way?

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At least the girl is still hot…and you only have to babysit her once.

But aside from the fact that they got rid of Hagrid, Ned Stark, and the douchy boyfriend from Mrs. Doubtfire, how does the game play? Not bad…if you have a plentiful supply of Dramamine and don’t mind Bond glancing expectantly at the heavens for divine intervention every time a small football team’s worth of enemies are trying to aerate your digestive system. Although this game was released on the NDS, PS3 and Xbox 360, I feel like the Wii controls, which handles about as well as a marching band mounted on Roombas, make this version unique—like shopping in the “discount: irregular” bin at Walmart. Personally, though, I don’t think James Bond is the type of spy who’d go on a mission dressed in pants with one leg that stops at the knee and a shirt with a third sleeve and a hole for an extra head.

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James Bond isn’t really an action hero (unlike all those guys who do rush into battle with six-fingered gloves and boots with toes at each end)–his movies are spy thrillers. Just like how action is the genre of choice for people who would rather exchange bullets than lines of dialogue, people who watch spy thrillers and play their games tend to want something with a bit more intrigue. The original Goldeneye had that. There were fast-paced battles, but there were also slower, tenser moments, stealthy sections, and mission objectives that required a little more thought than playing “follow the bullets” and “corpse hopscotch.” The new Goldeneye, coming from the same era as Final Fantasy XIII, took all of those classic gameplay features and chucked them out the window…or, rather, down the hallway. While ostensibly, the game gives Bond objectives, most of them amount to getting the player to a certain point in the level, which triggers a cut scene or asks the player to hit the action button, but oftentimes you get credit just for being there, as though the game feels the need to pass out participation ribbons to the special breed of player that now dominates the scene who can’t handle much more than your average Madden or FIFA game.

In addition to being a game where running the gauntlet is less free-roaming than playing Gauntlet, it also gives Bond constantly regenerating health. It may be a little hard to believe that even a super-spy can recover from a shotgun blast to the lungs by crouching behind a cardboard box to catch his breath, but since most good video games and Bond films stretch my imagination enough to be considered a Medieval execution method, I’m okay with that. They even manage to counterbalance Bond having the regenerative powers of a Gecko hyped up on Red Bull and cocaine with enough of a challenge that the game doesn’t feel too easy or too hard. However, they mostly accomplish this by throwing a sizable chunk of the Russian army at you in every level, which again takes away from the suspense and mystique of a spy thriller and turns it into ten hours of the opening scene of Saving Private Ryan. There is a classic mode where you pick up body armor and don’t regenerate health, but you still have to face down the entire population of Eastern Europe, so the only thing it balances out is the explanation why each enemy still jumps out at Bond after witnessing him murder all their colleagues.

From Maxwell Smart’s shoe phone to Frasncisco Scaramanga’s golden gun, spy gadgets top off the genre like a cherry on the top of a sundae of political intrigue, murdered diplomats and at least two or three assumed STDs. A lot of a story’s success can be inferred by the covert weapons in unlikely places—who can talk about Goldfinger without mentioning Bond’s car or Oddjob’s hat? So it says a lot about the reloaded Goldeneye equips the player with…a smart phone? My, my, how chic and trendy. Is there really an app for everything? Garroting an assassin in a Finish sauna? Placing explosive charges on the insane billionaire’s secret underground bunker? Is there an app for knifing a bloodthirsty shark when your hands are tied behind your back? Do we now have to picture Bond playing Angry Birds between scenes? Or flipping through an overactive Tinder profile while sitting on the toilet? That may sum up the big problem with this game. It’s not that it deviates from the original, removes Robby Coltraine, Sean Bean and Pierce Brosnan, or has Wii controls that alternate between feeling like you’re trying to sketch on a pad three meters away with an extremely long pencil and trying to brush away a spider you just found crawling up your neck tie. It’s that it takes the extraordinary life of a spy and turns it into something commonplace.

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There’s a multiplayer, too. I didn’t bother.

Xenoblade Chronicles – Wii, 3DS

xenobladeFrom Monolith Soft, the team that brought us Xenogears and Xenosaga, we get Xenoblade Chronicles, yet one more story about human beings questioning the rights of gods and breaking free from the shackles of predestined fate. Generally, I like this idea. Xenogears is my favorite game of all time, and I put Xenosaga high on my list even if Episode I plays like a ten-season anime series that periodically gives you quizzes to make sure you’re paying attention. Still, the theme of rising up to challenge the will of God might ring a bit more inspiring if we weren’t constantly given characters with superhuman qualities who are powerful enough to be gods in their own right. Yes, I know this is a game and it has to be engaging and challenging without being impossible, but there’s still an element of fantasy in playing as characters who can shrug off a napalm shower by chugging a few bottles of Mr. Pibb and recover from mortal wounds with a good night’s sleep and have no lasting effects. As much as I want to identify with game protagonists, I know it’s because I have as many heroic qualities as a bald hedgehog with lymphoma. My personality isn’t quite forceful enough to let me confidently stroll into the Vatican with a buster sword and demand to “speak with the manager.”

Xenoblade Chronicles sets up a scenario in which two ancient gods fought a battle in an endless ocean and just sort of simultaneously zoned out long enough for entire species to evolve and develop civilizations on their bodies. The flesh and blood inhabitants of the Bionis are locked in an eternal struggle with the Mechon, the residents of the other titan, Mechonis. As such we set up an interesting and unique Man versus Machine scenario that has never been done before. Except in the Matrix, Terminator, Blade Runner, I Robot, the Paul Bunyan myth, the John Henry folk song and about six thousand other things over the last thousand years. In a Mechon attack early in the game, protagonist Shulk sees his will-they-won’t-they girlfriend, Fiora, murdered by a machine, setting the pace for what ends up a 70-hour string of cliches (Including, “The girl is at the fortress. Come and get her,” a villain with the courtesy to get himself killed right after the protagonist takes the high road by sparing his life, and a system of quests wherein everyone in the world only wants things that require combat with monsters to obtain). Shulk vows revenge, and fortunately discovers he’s the Chosen One who can control the legendary sword of the Bionis, the https://en.wikipedia.org/wiki/Monad_(philosophy)”>Monado, because what Xeno game would be complete without a dense basis in graduate-level philosophy that will sail over the heads of nearly everyone who plays?

So other than the unique perspective of titanic bodily parasites, what does Xenoblade have to offer? At first, it doesn’t seem like much. The first two or three hours of gameplay give the impression that the writers intended the story to be verbal diarrhea of cliches, tropes, and characters with no apparent ability to engage in inner monologue, all acted out with the pacing of Speed Racer dialogue by voice actors who sound like refugees from a Monty Python sketch. I thought the game had topped itself when the characters stumbled across an ATV spewing black smoke like it was trying to provoke a Prius into a fistfight, and Shulk said, “Who would abandon a buggy in such good condition?” Fortunately, that served as more of a turning point than a sign of things to come. The dialogue slowed down, edited itself—mostly—for redundancy, and while the story still meandered lazily, following around its older brother’s and sister’s shadow, the recycled ideas from Xenogears and Xenosaga still kind of work.
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Combat suffers from the same standard RPG combat issues: long repetitive battles, a cast of seven playable characters of which you can only use three at a time, and such a painful awareness that most of the time we’re just going to use the basic attack that they’ve taken away the option and just make your characters attack if they’re not doing anything else. Plus the game throws junk at you like it’s in the middle of a fierce domestic dispute, so 99% of the items, weapons, and armor you receive have less of an impact on your stats than bringing an angry duck into battle to bite your enemies. At the beginning of the game, I thought it was amusing that even the level 1 grasshoppers lugged around 18th century style wooden treasure chests filled with junk, but by the end of the game I understood that anyone living in this universe is, by default, a chronic hoarder who would need several shipping crates to store there crap were it not for the miracle of hammerspace. There’s also a weird quirk I’ve noticed on the few good modern RPGs I’ve played wherein the emphasis is shifted to an action format, thereby sacrificing control of all but one player. Based on some of the character’s unique fighting styles, certain combinations of characters can’t be used because whichever one you aren’t controlling will stand around like an idiot doing whatever will most likely destroy themselves and everyone around them.
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But it isn’t terrible. Characters have a selection of skills that take focus over auto-attacking, and each one has a unique set, and with that comes strategy. Shulk is the only one regularly capable of attacking mechon. One characters has defensive stats and the ability to draw enemy attention, contrasting with another who has high HP, but stealth attacks and minor healing skills. Since you can only control a single character, battle strategies mostly rely on the characters you choose to use, and different monsters call for different combinations.

Suffering from another RPG trope, most characters remain relevant to the story just long enough to prove their worth and be handed a membership card into the Rag-tag Band of Adventurer’s Club. Afterwards, they fade into the background except to call out the occasional platitude of inspiration about teamwork and/or friendship during a particularly emotional cut scene. Xenoblade takes this one step farther, creating battle music out of the wall of sound emanating from characters slurring out battle cries and announcing their attacks like three marching bands placed back-to-back in the same parade. This leads to some amusing mispronunciations, such as Thunder Buddy, Aflack!, Jail Slash and my personal favorite, Electric Dustbuster.

riki_swagBut for all the tropes and sins it commits, one character steals the show. As soon as you get control of Heropon Riki, the bureaucratically appointed hero of the Nopon tribe, all the focus shifts onto this obese chinchilla with the appetite of a garbage disposal. It’s worth playing the game just for him.

Shadows of the Dark Crystal – J.M. Lee

shadowsIf books were children, the treatment I’ve given them lately may not land me in jail, but I might get a stern talking-to by Social Services. Oh, the ironies of teaching literature, spending all day long with books and coming home without enough energy to charge a cell phone while it’s still on. If I had book shelves beneath my stairs, I could compare myself to the Dursleys, literally keeping Harry Potter in the pantry all the time. As such, I feel that the last few books I’ve read, I’ve been about as fair and balanced as a rusted-out bathroom scale shoved in a closet in a Fox News studio. Fortunately, I’ve found one I can get through and enjoy without the regret of wasted time and money you get when the high class escort girl you hired isn’t the one from the picture on the website. What’s more, the book stems from the world of the 80-minute Jim Henson production, The Dark Crystal. Managing to make a movie-based book that expands the lore and, what’s more, manages to capture the Jim Henson feel without the muppets, is a task that ranks up there with slaying the Nemean lion, destroying the One Ring, and reading a presidential ballot when you want to vote for the guy who hates words. But somehow, author J.M. Lee managed to bring skeksis back with his book, Shadows of the Dark Crystal.

skeksisThe book serves as a distant prequel to the Dark Crystal film, set way back in a time when gelflings weren’t harder to find than a Mormon strip club. In fact, the skeksis employed them as guards in their palace, and the gelflings served with a sense of pride, patriotism, and Stockholm syndrome that would rival that of even Hispanic and female Trump voters. (Preemptive apology for any political tone in today’s post, but I’m writing less than a week after the election, and we in the U.S. are currently a little worried that our hallowed democracy and electoral college will soon be replaced with “Trial By Stone!”) Naia, a swamp gelfling, receives word that her brother, one of the aforementioned guards self-flagellating themselves in service to Trump’s Satan’s Parakeets, is on trial for treason. The only thing preventing the skeksis from beating him over the head with a lead bucket of propaganda for an hour—mostly to tenderize the meat for later—and using the remaining pulp to thicken their soup is that they can’t find him. But since punishment is always entertaining whether or not there’s a legitimate crime to go with it (as per standard Republican philosophy), the skeksis insist that someone stand trail in his place, and call for a member of his family (dear God, I’m glad Trump can’t read. This book would give him too many ideas.). From there, Naia begins her journey to discover a horrible, dark, and twisted secret that anyone who’s seen the movie kind of already sort of knew.

For starters, she discovers the Crystal is no longer pure and white, but dark and corrupted (which finally breaks the trend of Republican comparisons, as the GOP is somehow all four of those at once). I thought about marking that as a spoiler, but again like the Republicans, anyone who’s paying attention has known that since 1982. Furthermore, the dark secret Naia needs to tell the world is that the skeksis have been eating the gelflings, draining their essence and turning them into empty husks to use as slaves, much like…okay, do I even have to keep saying this? [sigh] Sadly, we’ve been promised that the federal minimum wage is going the way of the gelfling.

Enough political stuff. Let’s return to a cheerier subject: a world ruled by the iron fists of a group of bloated, decomposing lizards with a wardrobe that looks like a drag queen who’s been run through a wood chipper.

Author J.M. Lee does a marvelous job showing us things we’ve known about for 35 years. And while that sounds like my normal humor rhetoric, I’m actually serious. Jim Henson, the Rembrandt of Muppetry, does such an amazing job of creature design and world building that the finer aspects of his own story fly by like a heavy dose of gamma radiation—it may be invisible, but it’s still there, and it affects us deeply, way down inside, in a way that changes us forever. Before reading Shadows of the Dark Crystal, I had always looked at the essence-draining like any other ticking clock in an adventure movie. But the treatment Lee gives it in his book would send chills down Stephen King’s spine (although considering he’s responsible for a book with a climactic showdown with flying clams who devour an airport, that may be a low bar to jump).

Naturally, no book would be fun to write about if it were flawless enough to be the child of Mother Theresa and Jesus. The pacing, especially in the early-middle part of the book, drops with a lot of introspection and a burgeoning love plot with a gelfling singer-songwriter one-hit-wonder that thankfully pays off like a Wells Fargo savings account. Ultimately they don’t shoehorn the romance in, but like the Wells Fargo account, it makes me wonder if there were a better way I could have invested my resources. I mentioned Jim Henson’s world building and creature creation before, which admittedly is responsible for much of the film’s success and everyone’s fascination with mangy vultures dressed like Elton John if he were in the Thriller video. Lee, on the other hand, could start a game of Minecraft with the goal of making a birch tree. Almost none of the creatures he creates are unique or expand the world in any way. Granted, if he had done something stupid like create a race of Big Bird monsters, I’d probably be even angrier, but the reason I read novels like this is because trying to get my fix of an excellent movie that’s only 80 minutes long is like trying to enjoy a box of porn that contains nothing but a DVD with the sex scene from Terminator, a screenshot of Jennifer Connelly from Career Opportunities, and a Medieval manuscript illustrated by a monk who lived in an entirely male community for sixty years.

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And I thought my yearbook photo was bad…

Fortunately, despite the flaws, the novel delivers. Now if you’ll excuse me, I’m assuming Trump was inaugurated about a week ago, which means I have to find a gelfling before the Great Conjunction or he’ll live forever. In which case, I’m moving to New Zealand.

The Greedy Cave – Android

I spent all of the fall semester student teaching! And while I do so enjoy working a full-time job for no pay while being charged thousands of dollars in tuition to tick off a box on a checklist to let me get a job I’ve done for over a decade, it does tend to fill up my time with pointless busywork. So here’s a review from Anne, currently in rehab for Android game addiction!

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Recently, I found and downloaded a free-to-play game for Android called Greedy Cave. This is not a new release or anything, I’m just, as usual, so late to the party that even the clean up crew has finished up and left. That being said, I found myself becoming more and more caught up in the game. I had to sit there and think about one of the phrases in that last sentence, ‘caught up’. I almost wrote immersed, then deleted the letters and wrote enamored but of course that wasn’t right either.

This is not a game you play to enjoy. That is not to say it is a bad game. In fact, the creators of this game have discovered one of the oldest tricks in the gaming handbook and are doing it quite well. This trick is to create a level grinding game that rewards you in several ways. The first is that discovery and the act of moving through the levels will lead to prizes. Wow, acknowledgement for doing what we’re meant to do, thanks for the participation prize. But it happens just rarely enough that we keep wanting to move forward. Additionally, by moving forward you gain gold and also open chests, both of which get you better gear. Now, this in and of itself isn’t exactly stimulating but here is where the developers shine; when a player goes out into the over-world, they are forced to walk by other players and let me tell you, the first time you have to walk up to the weapon forge wearing a hat made of sticks tied together and what looks like someone ran off with Tarzan’s loin cloth while a host of Korean avatars walk, sit, and even fall asleep wearing armor that makes them look like Sith Lords, Nazgul, or King Arthur, you start looking to find better armor fast.

I have put close to thirty hours into this game so far which, having played through Disgaea a couple of times and having racked more than 200 hours up on one of those play throughs that probably doesn’t sound like much but remember that this is a phone app. There is nothing inherently wrong with phone apps but why am I putting this kind of time into a game that has no end in sight and which comes down to a hard core gamer’s version of dressing up paper dolls. Yet, I can’t seem to walk away. Trails of Cold Steel, a game I spent money to buy new when I never buy new has sat unplayed for nearly a week and a half for a game that asks one to follow narrow corridors, fight monsters, open boxes, and dress up so they can go down slightly different colored corridors, fight slightly harder monsters, open fewer chests, and dress up like someone prepping for Comic-Con.

But remember, I don’t have a problem. I can quit anytime I want to…I just need slightly better armor first so if you’ll excuse me.

The Initiate Brother – Sean Russell

the-initiate-brother-duology-the-initiate-brother-gatherer-of-clouds_2895815Generally, I only read fantasy as a way to kill time before they can jack me into the Matrix and send me directly into Middle Earth or Krynn or the Star Wars galaxy. Despite that fact, I’m not actually well-versed in modern fantasy novels or authors. It’s pretty rare that my reading list doesn’t resemble a queue of hipsters leading into a Chipotle, so on those rare occasions when I have nothing specific to read, I like to go to Barnes and Noble and pick up random authors I’ve never heard about. This practice makes me realize that for a culture that teaches us not to judge books by their covers, it’s rather irritating that we’ve set up our system of consumer commerce in a way that requires us to literally judge books by their covers. Which is how I ended up with The Initiate Brother Duology, a book about the size of a toaster that contains The Initiate Brother and its sequel, the Gatherer of Clouds. Today I’ll review the Initiate Brother. Or rather, half of the Initiate Brother.

Set in a world based so heavily on East Asia that the continent could sue for defamation of character, The Initiate Brother follows the story of Shuyun, a novice Botahist monk with the combat prowess of Bruce Lee and the personality of Bella Swan on a heavy dose of Valium. The story opens with a nun approaching the head of Shuyun’s order with an interlibrary loan request for some of their holy texts. The head of the order approves her request with the tiny caveat that the paperwork may take up to seven years to process, mostly because he’s lost the texts and wants the time to find them. So logically, the plot progresses by sending Shuyun to advise the most influential samurai in the empire. And that’s pretty much the end of that. The book takes a sudden shift in chapter three to focus on the political sparring between said samurai—Lord Shonto—and the emperor. The emperor calls Shonto to the palace to honor him with a legendary sword, an internship for his daughter, and a one-way ticket to the far northern wilderness where he’ll most likely wind up as a throw rug for some barbarian’s hut.

Amazon readers apparently love this book and can’t get enough of it. One reviewer called this his desert island read. Another praised it for its avoidance of magic in favor of mysticism, and compared it to Crouching Tiger Hidden Dragon. So I thought I’d be in for sword fights and quests and bandits and exciting things like that. But instead of Crouching Tiger Hidden Dragon, the book reads more like Pride and Prejudice and Samurai. Except that sounds exciting, too. Essentially what this book comes down to is a lot of long-winded conversations full of political maneuvering. Except not the interesting kind like in Song of Ice and Fire or The Lion in Winter. More like a passive-aggressive mom arguing with the school board president.

And while the world-building could have saved it, so much time is given to the soap-opera-like interactions between the Shonto and the emperor, author Sean Russel doesn’t have any space left to devote to the world (not even enough to tell us why sometimes Shonto is a name and sometimes its a title). I gather that it’s Asia. Almost not even “like” Asia, but Asia itself. Rather than draw inspiration for portions of a fantasy world, starting with knowledge of a real-life culture and growing fantastical locations and people and customs out of that, he treats Japan like a character from an episode of Dragnet. The Bohatists are Buddhists. The Northern Barbarians are the Mongol hoards. The empire is Japan and the emperor is…well, still the emperor, but at least other people can look at him.

Some stuff happens, to be fair. There’s an altercation between Shuyun and the priest of another order that ends in a stabbing and a poisoning. There’s an assassination attempt, most likely staged. And about halfway through, Shonto finally leaves the capital for the north. I think. I could be wrong about that. Keeping track of every characters’ sinister plot and contrived motivations took a lot of effort, and I understood them about as well as advanced calculus.

Generally speaking, judging a book I’ve only partially read is unfair. But isn’t it also unfair to make readers suffer for hours before something good happens? If you put a bunch of strippers on an island accessible only by a bridge made of razor wire, knowing how many travelers bled out before they made it halfway across might be pretty crucial information. Probably even a deal breaker. You do, after all, have options to get what you want without high levels of prolonged pain.