Thursday, May 10, 2012

Movie Review: The Avengers

Before I start this review in earnest, I need to confess to something: I am a Whedonite. A follower of The Whedon and all things Whedonesque. Who is this Whedon, you ask? Oh, you silly agnostic. He is Joss Whedon, the semi-deity who created Buffy the Vampire Slayer, spin-off Angel, the two short-lived series Firefly and Dollhouse and Dr. Horrible’s Sing-Along Blog. More recently he wrote the post-modern horror movie The Cabin in the Woods and directed some of his favorite buddy-actors in Much Ado About Nothing. Hallowed be his scripts. I am not following blindly however. I have to admit that I never quite swallowed the basic concept behind Dollhouse, for instance. (Why would you implant personalities in people when it would be easier to hire an expert for whatever task was at hand? And how were clients finding the Dollhouse, if it was so top-top secret that even government organizations couldn’t track it down? But I digress.) And I do have to admit that his characters tend to share one ‘voice’: they pretty much always have a quick wit and a snappy turn of phrase. But though a world full of cunning linguists doesn’t quite jibe with reality, it does make for very entertaining and quotable viewing.

He has had somewhat of an odd career, worshipped by a considerable if not huge amount of people but waylaid at crucial points by tv executives (who summarily executed his most loved project Firefly long before its time) and by movie-producers manhandling his drafts of scripts (as with Alien Resurrection and X-Men). On the basis of quality, his massive movie breakthrough should have been the scifi movie Serenity, which somewhat unusually wrapped up a story started in a tv-series (Firefly again), but could also be enjoyed as a stand-alone. It was everything the new Star Wars movies should have been but weren’t: funny, smart and full of interesting characters. Alas, it didn’t do so well at the box office, despite fanatic support from fans. A movie based on a failed tv series without major stars was apparently too hard a sell, Whedon attached or no.

I am not sure how he ended up writing the screenplay for and then directing The Avengers, but looking back on it, it makes oodles upon oodles of sense. Whedon is a confirmed pop culture nerd and has experience working on comics, writing and plotting for titles such as The Astonishing X-Men, Runaways, the comic book sequel to Buffy and his own creation Fray. He is great at bringing the funny, at fantastical stories and at juggling a lot of characters without short-changing any of them. He also know how to nail the core of a character with just a quick scene or two and a minimum of inelegant info-dumping, a big plus in the fast-paced superhero action-genre. And he has experience shooting a technically complex movie. Without him, The Avengers could easily have turned into one of those flat, boring exercises in kinetic energy along the lines of the truly bad Transformers sequels.

Despite the movie being nearly two-and-a-half hours, it never bores or feels long. Action sequences and character moments alternate and even merge with impeccable timing and when the superlative and destructive finale rolls around, you are invested in the mayhem because you like and feel for the characters who got caught up in it. Though all of the Avengers get enough attention, Iron Man clearly comes off best. This is not surprising, given that Robert Downey Jr. does well with fast and witty dialogue (also see his stint as Sherlock Holmes) and Joss Whedon loves to write it. Iron Man and members of the team who already had their backstory told in a previous movie, get a quick recap sneaked in and some extra character development, but nothing major. The movie properly introduces Black Widow (who had a supporting role in Iron Man 2) and arrow-slinging Hawkeye. I wouldn’t be surprised if a prequel giving us the alluded-to backstory on these two is already in the works. Mostly the film delights in having its cast of superpowered heroes bounce off each other (sometimes literally) and ultimately forming a team.

That’s not to say there are no weak spots. The bad guys are a bit *shrug*. Loki (imported from the Thor movie) admittedly makes for an entertaining baddie, even if the details of his plan remain somewhat vague. But his alien collaborators lack personality and don’t evolve beyond a visually pleasing narrative device needed to get the action going. But then, in an already long movie overstuffed with personalities, short-handing the bad guys’ evil scheme was the right call. This movie is about the team rather than the threat-of-the-day. And within its fantasy-action framework, the movie manages to be fairly believable. Ultimately, the only time I really rolled my eyes at something was when the Hulk turned out to simply need a pep-talk from Iron Man to get his transformations under control. But this was more than compensated for soon after by a short and mostly wordless scene in which the Hulk confronted Loki in his own unique way, which actually left me giggling helplessly in my seat. (Whedon is also known for setting up a scene in one way and then turning it on its head to surprise you or make you laugh, subverting your expectations.)

This team-movie does an impressive job of tying together the previous solo-movies without it seeming forced; it’s a neat trick that hasn’t been done before. Where the franchise goes from here will be interesting to see. And it will definitely be going somewhere as the movie is already close to becoming the highest-grossing movie ever. In the comics, there are various heroes on the roster who occasionally get switched out to shake things up and create a new dynamic. I foresee some members getting more solo-movies (Hawkeye & Black Widow, please) and a new member or two being added to the inevitable The Avengers sequel. For instance – both Spiderman and Wolverine were part of the team at some point in the printed universe. Iron Man, Spiderman and Wolverine, now there’s a combo I am sure Joss Whedon would love to write for and one that I would love to see.

PS: I have mentioned before that I don’t like extra scenes added at the end of the credits, which require you to hang around until the people coming in to clean for the next showing start giving you judgmental looks. (“Oh right, you’re one of those sad, completist nerds who keep informed about these things.”) A lot of the previous Marvel movies were guilty of this. However, it’s even worse when there turns out to actually be no extra scene. I duly stayed behind because I’d read that after the mid-credit bonus scene, there would be a second bonus scene at the very end. But alas, ‘my’ copy lacked this scene. (But at least there’s YouTube to show me the excitement I missed.)

Tuesday, May 1, 2012

Game Review: Mass Effect 3

So – my Shepard’s tale is done. The intrepid space hero wore a face I shaped for him, all throughout Mass Effect 1, 2 and 3 and had his talents honed in accordance to my wishes. The decisions I made for him, followed him from one game to the next, impacting his own fate and that of the people around him, making his particular heroic journey (slightly) different than that of thousands of other Shepards. And like all those other Shepards – be they male or female, hard-ass renegade or noble paragon – he saved the universe. Sort of. It was under threat from something called the Reapers, you see, who had a nasty habit of wiping out all the advanced civilizations in the galaxy every once in a long while. The first game had me discovering their existence, in the second game I joined a shady organization to stop their first incursion and in the third game I inevitably ended up kicking the Reapers’ ass just as total extinction loomed.

Developer BioWare did a great job of telling an epic scifi tale, spanning three games, that could be shaped by the player, even if all the tales moved through a lot of the same events and ultimately ended up in the same place. A giant roster of interesting and mostly likeable characters followed you along, their number growing as you progressed, some of them falling by the wayside as a result of decisions you made. Sometimes these decisions were made in an earlier game, meaning a serious investment of time if you’d want to go back and correct them. I was lucky in that the only comrades I lost all went by way of noble sacrifice rather than anything simply tragic. (For which there is ample opportunity, which I only realized after watching different possible outcomes of events on YouTube.) To be fair, the third game doesn’t add a lot of new characters, mostly reintroducing the survivors from the first game as playable ones and giving all – yes, ALL – of your surviving former squad mates from the second game a cameo and providing satisfying closure to their stories in one way or another. As I didn’t lose anyone from that second game, it turned into quite the reunion in my version of the story, familiar faces popping up at every turn.

The few new characters Mass Effect 3 adds are mostly a bit ‘meh’. There’s a gung-ho, boring muscleman, there’s a somewhat arrogant and obnoxious alien you can only acquire by buying separately as downloadable content and there’s an AI (artificial intellicence) who is the most interesting and funny (semi-)new addition. There are also new people on board of your trusty spaceship The Normandy whom you don’t control as part of your squad who but who you interact with and potentially romance through conversation. Among these is a first for the series: a gay male love interest. Your shuttle-pilot Steve Cortez lost a husband tragically and is yours to emotionally support and then to roll around with if you feel like it. Though you could romance a woman as a female Shepard (FemShep in fan-slang) in part 2, supposedly a gay male romance option couldn’t be worked in due to logistical and time-constraints according to BioWare. But giving in to the criticism that it can’t be that much work to switch around some pronouns in a cut-scene that for the rest just switches out participants, they have now remedied the situation. There is a second and more interesting gay male romance option as well: if Kaiden Alenko survived your version of Mass Effect 1, you can move on from comrade-in-arms bromance to full-on romance, despite him not showing any interest of the kind back then. Unlike Cortez he is not gay-all-the-way however and can also be romanced if playing as FemShep. There was a predictable outcry from sexually insecure gamers and right-wing, nutbag ‘family groups’ who felt violated somehow that a character would matter-of-factly state same-sex interest and when shown enough friendliness even make a polite pass at the player. Thankfully, there was an equally strong backlash telling these people to shut the fuck up and just not go down that completely optional path. Which actually rings true for real-life as well.

Though Mass Effect 3 is mostly the pay-off to part 2’s set-up and these two very similar parts are stronger when seen as a whole, there are some minor changes to the gameplay. There is no more boring scanning of planets, looking for rocks and minerals to upgrade your equipment, though the same galaxy map is now used to make you scan for War Assets, needed to increase your forces against the coming Reaper invasion. While somewhat amusing for a minute or two, it feels like padding and a waste of time. Further streamlining to just the best bits would have been welcome. The hacking mini-game was thankfully ditched and there are more options to upgrade weapons this go-around, bringing back elements from the more fiddly and RPG-oriented Mass Effect 1. There were also a few more minor recurring bugs to contend with: Shepard would occasionally ignore one of my commands and had a tendency to stick to cover unintentionally when moving around the battlefield.

A new multiplayer mode lets you fight with friends against hordes of enemies from the Mass Effect universe. As I tend to have zero interest in multiplayer unless it’s local split-screen, it was annoying that BioWare linked these modes to the single-player campaign. To get the highest score and therefore the ‘best’ ending to your tale, it helped to either play the multiplayer or to play one or two not-all-that-great side games available on the iOs operating system. Doing this gave you a score-multiplier in your single-player game. I can see how a developer would want to give players a gentle nudge to try out all aspects of their franchise and acquire add-ons, but it seems very wrong to practically force players into a multi-platform experience and to fuse a multiplayer element into their singleplayer game. I do hope that this mixing won’t become a trend: I mostly like my games to be a solo experience and presented as a complete, self-contained package.

Publisher Electronic Arts (EA) and BioWare got flack for the above but also for some other dubious practices: Mass Effect 3 has an ’extra’ available character for your squad with associated missions, who could be bought as downloadable content the day the game was released. The base code for this content was already present in the released game. Admittedly, there is time between the development wrapping up and the distribution of a game and BioWare’s/EA’s defence has been that the time was needed to complete the programming on it. But if the content is integral (if not crucial) to the main game, it is not surprising that you alienate fans who bought the game full-price as soon as it was released and now have to shell out even more for the ‘complete’ experience straight away.

With Mass Effect 3, as with most other games these days, it seems that most loyal, eager fans actually got the worst deal. It’s common for gaming companies to reward early buyers, to make sure they buy the game full-price, rather than wait a few months to get it massively priced down (as generally happens with games). But it’s becoming pretty much standard practice that releases are rushed out the door while still containing a fair amount of bugs, which may do things like corrupt your game-saves or crash your game, requiring downloadable patches to be installed to fix them. In the case of Mass Effect 3 there was a bug that caused people who created their own look for the lead character in Mass Effect 1 and then carried it over to the other games, being unable to import ‘their’ face. (An odd oversight, considering that bringing along ‘your’ character through the entire trilogy was a big selling point.) I also ran into this problem and though it possibly shows how much of a nerd I am, I put off playing the game until the issue was (mostly) fixed, not willing to play on with a character who didn’t look like ‘my’ Shepard. By the time BioWare corrected the error, I could have bought the game a lot cheaper. The most logical thing gamers can do to not support this pay-the-most-get-the-worst system, is to wait out the inevitable bug fixes and then buy the game for less. However, as hype tends to rule and people are impatient, I don’t expect the system to change.

Business gripes aside, I love the mostly serious, sometimes silly and generally cheesy Mass Effect universe. There is a lot of attention to storytelling detail and effort made to build something that feels alive even outside of your own story. For example: as you walk around the space station called The Citadel, you will hear snippets of random conversations a you pass chatting couples. Each time you pass a particular set (who will remain lingering in the same place bizarrely even when you leave for a long period of time), the conversation will advance a little, until you’ve heard their whole story which possibly includes a surprise or twist. (After which, again somewhat bizarrely, the conversation loops back to the beginning.) You do have to be on your guard and take every chance you get to start up a conversation, be it with strangers or your crew. I accidentally dropped out of my by then ‘long-term relationship’ with the blue-skinned Liara, dating back to Mass Effect 1 (literally), because I missed a meeting in which I was supposed to reaffirm it and I was mightily confused when she started acting distant. I could only fix it by going back and replaying a few missons.

There has been backlash about the ending(s) to the main plot, which is being remedied by BioWare releasing free downloadable content to expand on it, explaining things a bit more. I am curious to see what they’ll do and have to agree that the entire climax narratively disintegrates when exposed to logic, but ‘my’ ending contained a visual so massively, lovingly cheesy in a sci-fi-from-the-50’s kind of way, that I was able to forgive the shortcomings. I am tempted to replay the games as a renegade kick-ass FemShep, instead of my paragon, noble male Shepard, making different decisions, but as I pretty much got the best result the first time around and it would be a massive time investment, I doubt I’ll get around to it. When it comes to exploring alternate outcomes in alternate realities, thankfully there are rabid fans who have put it all on YouTube. Farewell Shepard, it was great being you.

Monday, April 9, 2012

Movie Review: We Were Here

Imagine finding a vague and disturbing piece of paper stuck to the window of your local pharmacy, showing pictures of mysterious dark splotches on a man’s skin, warning you that something bad is doing the rounds. Imagine more and more people around you – friends, colleagues, partners, family, the guy serving you coffee at your local diner - starting to get these markings and dying soon thereafter. It’s unclear what is causing this sickness or how you get it, just that it seems to be mostly hitting the gay community you are part of. There is no cure, no treatment. If it turns out you are infected, you will inevitably end up in a medical facility, where a brave but desperate group of nurses and volunteer caretakers will try to ease your pain as you lie dying, wasting away to nothing. Paranoia reigns about any kind of intimate physical contact and you start to dread getting calls from friends, fearing to hear that yet another one of them is headed towards an early death, leaving you even more alone and reminding you that you may be next. This isn’t the plot to a horror movie, this is suddenly your life. It’s San Francisco during the eighties and something called AIDS – initially called GRID (gay-related immune deficiency) - is turning into an epidemic.

The documentary We Were Here? tells the story of this traumatic period through interviews with people who each experienced it from their own unique perspective. There’s Daniel Goldstein, for instance, a man who lost countless friends and two lovers, got HIV himself but survived through luck and determination. There’s Ed Wolf, who by chance managed to dodge the disease and volunteered as a buddy for the dying. There’s Guy Clark, who owned a flower shop and ended up doing way too many funerals. The interviews are intercut with old film footage and pictures of men initially smiling and care-free, with no idea what is about to hit them.

Rather than getting too deeply into the medical details or the political aspects, the documentary is primarily a portrait of the San Francisco gay community as it got battered by the catastrophic epidemic, lost many of its members, pulled together stronger than ever before and ultimately managed to overcome. It puts a face on something that those who did not go through are tempted to repress, because AIDS and HIV put a damper on the still relatively new-found sexual liberation of gay men. Now that HIV is more a chronic disease rather than a quick killer, we want to forget how much this disease cost our community and get on with our lives. But it’s good that this documentary exists as a tribute to the generation of gay men who were hit the hardest, those who didn’t survive until the first retro-virals started to appear.

I saw this movie in a theater as part of a gay and lesbian movie festival and the audience and me were completely absorbed by it. There was deep silence as people listened intently, there were relieved bursts of laughter at the occasional sassy turn of phrase and there were a whole lot of barely contained sobs as the tale was told. We Were Here draws you in and puts you through the wringer, but you feel better for the experience. By the end you’ll want to hug the people who made themselves vulnerable and poured their heart out to you in the interviews. It’s a great documentary and should not be missed.

Sunday, March 25, 2012

Movie Review: Skoonheid / Beauty

Skoonheid (Beauty)is a movie about South-African ‘Boer’ Francois van Heerden who forms an unhealthy obsession with his attractive, twenty-something nephew. The viewer follows Francois as he lives his frustrating life: saddled with a woman and a daughter he does not seem to particularly care for, working at the wood mill he owns, occasionally hooking up with other closeted gay men in the area for what is depicted as very mundane and depressing group sex. We see that he feels disconnected: both from his family life and from gay men who are open about their sexuality. The viewer gets a knot in his stomach watching his awkward attempts to get closer to his nephew, knowing that this is going to end badly for one or both of them.

Skoonheid is interesting and has a complex central character who holds you attention even as he ultimately repulses, but the movie is agonizingly slow. I checked my watch twice to see how close Skoonheid was getting to the end of its advertised 105 minutes runtime, which is not a good sign. When painting a mood picture, rather than putting together a heavily plotted piece, it’s not always clear when you’re ‘done’, because structure doesn’t provide much in the way of guidance. In this case, less would have been more: there are scenes that seem to hit the same notes a few too many times. Despite this, the movie manages to stay narratively vague: even though we are observing Francois up close and personal, what is going through his mind remains a mystery at some crucial points. And it’s not just what’s happening in his mind that is sometimes unclear. There are a few ambiguous scenes at the end of the movie, that leave you guessing as to what is actually going on because you are deliberately not being given complete information.

Art-house movies sometimes get a bad rep for being boring and pretentious and up to a certain point, Skoonheid is guilty of these sins. But it offers up an interesting character study and gives more food for thought than your average generic blockbuster. Its open-to-interpretation later scenes may frustrate, but it’s worth seeing once. And then likely never again.

Thursday, March 22, 2012

Book review: Extra Lives: why video games matter

I just finished reading Extra Lives: why video games matter by Tom Bissell. It is a curious book: part gamer memoir, part behind-the-scenes interviews at various game studios and part ponderance on the medium of video games. Bissell’s love of video games is obvious and infectious and his reminisces about playing various games are entertaining. The fun of games is obviously primarily in the playing, but there is also satisfaction to be found in analyzing how they work and why they affect you the way they do. I am not sure that Bissell answers the question he references in the title though and the various chapters don’t form a whole that is greater than its parts. Anyone not already interested in games is unlikely to be converted by this book, but then again: these people would not be reading the book to begin with. Gamer enthusiasts who pick up Extra Lives will likely smile in recognition at well-worded observations, but are unlikely to learn anything new.

Being a writer, Bissell is mostly fascinated by the narrative possibilities and limitations of video games. You can tell a beautifully crafted, carefully paced story, but this will tend to severely limit the freedom the players have to create their own experience. The more you allow them to shape their own narrative, the more unforeseen variables come into play, meaning you have to loosen your grip on plotting and pacing. There is an ever-present tension between narrative control and player-induced chaos. The book doesn’t provide a solution to this conundrum, as there doesn’t seem to be one. Still, it is an interesting topic which resurfaces a few times and is discussed at length.

Conclusion: if you are a gamer who has a candle or flashlight at hand during a power outage, this is a very good book to keep you busy until you can fire up your pc or console again.

Saturday, February 25, 2012

Television Review: American Horror Story

American Horror story is a series by the creator of Nip/Tuck (Ryan Murphy) and the co-creator of Glee (Brad Falchuk) which tries to marry the ‘haunted house’ subgenre of horror with a serialized format. It follows a couple on the verge of divorce (Connie Britton & a butt-flashing Dylan McDermott) and their daughter (Taissa Farmiga), who move into an ominous-looking mansion and stay there despite various creepy and even downright life-threatening things happening to them. Admittedly, the series comes up with some practical and pseudo-mystical reasons to explain why the Harmon family sticks around, but they just aren’t all that convincing. As a viewer you ultimately have to go with it, reasoning that if they would run off screaming, there would be no series. And that would be a shame because it is actually rather good: atmospheric, if more adept at making you squirm than making you scared. It is somewhat luridly sensationalist but very entertaining.

What makes the series work, is that it is good at finding topics and situations – sometimes subtle and mundane - that make the majority of people uncomfortable even if the fear is often based on gut feelings that are not quite politically correct. It checks off high-school shootings, down-syndrome, fetish gear, gay sex, infidelity, pregnancy scares, disfigured faces (body horror in general) and food scares. My favorite: a white, straight man’s fear that a strong, handsome black man will make a move on his wife and all the below-the-belt insecurities this anxiety ties into. The series doesn’t state the fear outright – it generally doesn’t - but that’s what is being played on. The neat trick it manages to pull off, is that it stays fairly politically correct and sympathetic despite playing on the more base instincts. A gay man getting a baseball bat up the butt – off-screen – is a cheap shot, but works to make the viewer cringe and the recurring gay couple is shown to be as (un)likable as the rest of the cast for the rest of the time. Not their sexuality but the dynamic of their relationship gets most of the attention, featuring a good acting job from Sylar, aka Spock, aka actor Zachary Quinto, who recently came out of the closet.

American Horror Story is fast-paced and employs such visual tricks as uncomfortably close close-ups, fuzzy-vision and floaty-cam on occasion. It even has a tendency to forget wrapping up scenes in its desire to move right along. Especially in the first couple of episodes, there are awkward conversations and situations that are suddenly abandoned, clearly to make sure the tension is not released and instead carried over to the rest of the episode, but they leave the viewer thinking: ‘There’s no way that was the end of it. How did that play out?’

As the series progresses, we get flashbacks to the horrible history of the haunted abode, which houses dark secrets layered to an almost comical degree. They do tie together somewhat even if the overarching explanation remains vague. Considering the concept of a haunted house, I don’t spoil much when I say that at some points ghosts make an appearance, who come with a not very clear set of existential rules attached. Especially the question of when and why some of them show up, while at other times they are conspicuously absent and don’t even seem to be listening in, is a bit of a head-scratcher.

I haven’t yet mentioned one important reason to watch this show: Jessica Lange, who plays an aging Southern Belle like no one else can and clearly relishes the opportunity. She lives next to the Harmons with her down-syndrome daughter and a closet full of skeletons (speaking figuratively, but only just). Fascinatingly creepy, she steals any scene she shows up in. Actually, I could have watched Jessica Lange watch fresh paint dry for the duration for the series without getting bored.

Though the first season of American Horror Story wraps up most of the plotlines nicely by the last episode, a second season is in the works. The idea seems to be to tell a fairly self-contained, serialized story per season, loosely linking one to the next by way of a few returning cast members. I am curious about the next chapter, but this series is off to a good start. And seeing Dylan McDermott crying-while-masturbating is a sight that will haunt me for a long time to come.

Monday, January 16, 2012

Game Review: Deus Ex: Human Revolution

Deus Ex: Human Revolution takes place in a moody tech-noir near-future in which nearly everyone seems to have settled on a yellowish color scheme. And more importantly: people are getting ‘augments’, technical enhancements grafted onto or into their body, which give them special abilities. This is the big moral issue of the era: should people be getting such augments or does it make them less than human somehow? To what degree should it be allowed and regulated? Will it create a new class of humans, leaving the regular folk behind? And as people who have been augmented need to keep taking expensive medication to keep functioning, does this put them at the mercy of big corporations, who could ultimately use them to do their evil bidding? People ponder these ethical questions and – it seems – little else. Overheard conversations, newscasts, strewn about newspapers and e-books almost completely focus on the same topic, which does give it some weight but also makes the game world seem small somehow.

Your vessel through this world: Adam (biblical reference alert) Jensen, a corporate guy with nifty hair, a gravelly, monotonous voice, cool shades and a mysterious childhood, who has been outfitted with augments up the wazoo after a near-death experience. For reasons of gameplay, these can only be activated one-by-one, using ‘Praxis kits’ that can be bought or found, but are mostly earned through acquiring experience points during the missions you carry out to find out what happened to you lost-and-presumed-dead scientist lady lover and to unravel a corporate conspiracy. In turn, the special skills you get help you ramp up for the trickier missions that are to follow. The fun is in deciding on the order in which you activate the augments, which will depend on how you want to play the game. You can choose a stealth approach and try to slip by guards undetected, finding alternate routes. You can focus on hacking computers and safes to find loot, access otherwise closed-off areas or to turn the enemies’ gun turrets and robots against them. Or you can more or less fight your way through with guns ablaze, though this does not seem to be the designers’ favorite mode of play. Even with his protective ‘dermal armor’ leveled up to the max, Adam is still fairly vulnerable to bullets, so any gunfight is likely to take place from behind cover, perhaps ending in a quick sprint to your assailant to knock him out if you are trying to be non-lethal.

Curiously, the boss-fights in the game require that you to have upped your defenses and come packing heat, which is a cold splash in the face to people focusing on stealth. The development of the bosses was apparently outsourced to a different game studio which did not get the ‘multiple approaches should be possible’ memo. Especially the first boss is a real pain, as Adam starts out weak and is barely a match for him at that point. Tip: if you don’t want to have to worry about the bosses, pick the two upgrades for the Typhoon early on, which allows you to send out a 360 degrees shockwave. Two hits of this makes any boss fight an extremely short one; just make sure to conserve the rare ammo for it for bosses and emergencies. And steering clear of spoilers: there is a decision to be made about halfway through the game which will greatly impact how difficult the third boss-fight is. If you don’t want to run the risk of making the wrong choice, look up a walkthrough.

My personal approach: I always started with stealth, knocking out as many guards as possible for the experience points. If I got caught and/or bored I would clear an area with my non-lethal tranquilizer dart gun (looking back, I’d advise the stun gun instead) or the more lethal 10mm, shotgun or revolver. Due to your limited inventory, the game constantly has you weighing exciting new weapons against sticking with the ones you have lovingly upgraded. I stuck to my guns, so to speak. I hacked any computer I could find even if I had a password at the ready, also for the experience points. Then I went looking around the areas I’d cleared for hidden paths. Regularly when I thought I was going somewhere new, I found out I had actually discovered an alternate route into the place I just left. Though you do have to upgrade some of the hacking and stealth skills a little, on the whole it’s best to focus on those that allow you to find these routes, by lifting the heavy objects blocking them, busting through walls, jumping higher or falling down from a height without killing yourself. Also an augment to put on your shopping list early-on is the ‘social enhancer’ which allows you to manipulate people in conversation into doing what you want, which really helps along the main story. Beware: some of the available augments are actually completely useless, so think about the practicality of them before potentially wasting a Praxis.

Stealth can be fairly tricky: the guards have perfect vision, spotting you through windows and from far away, but they lack logical reasoning or the ability to bend at the knees to peek into and/or follow you into near-the-ground ducts or over obstacles. Encountering a barrier, they will hang around nervously for a while and then wander off, going ‘Oh, well – I guess he’s gone.’ Even if you are just barely out of sight in the same duct they just saw you get into and there is a big pile of bodies in front, from panicked guards whom you just kept shooting in the legs until they dropped.

The humans populating the Deus Ex world aren’t the most engaging bunch in general unfortunately. The facial animation and body movements in the – oddly dark – cut scenes aren’t all that great and seem – ironically – mechanical. They are also lacking in the behavioral department: as you go about ransacking credits and supplies from all over the place, the owners of these goods more often than not just blankly stare at you while you do it, even if you just broke into their house. (Oddly, there is no moral consequence to taking other people’s stuff and it even seems expected.) IQ’s in general do not seem to have gone up in the future: passwords are scattered everywhere on little tablets called ‘pocket secretaries’ to the point of ridiculousness and people have taken to letting their credits (money) lie around out in the open for anyone to take. The game designers occasionally poke fun at their own artificialities: you may find an internal memo on a computer stating that employees can only have a maximum of four e-mails on their computer (which is indeed the max you will find per pc) or you’ll come across a pocket secretary containing a password plus an admonishment to the employee who owned it to be extra-super careful with it and delete it straight after use.

Deus Ex: Human Revolution is a prequel to Deus Ex, a game (which I did not play) renowned for its story. Considering the pedigree, the lack of involvement I felt with the characters was disappointing. And even though it is a large game, the world felt small seen as a whole because of the strong focus on just the augmentation theme and because of the handful of side-missions all taking place just a few blocks away from the main missions. There is a whole lot of optional text to read in the form of e-mails and e-books, deepening the world in theory, but a lot of these are a bit dry, so I ended up just glossing over most of them. There are multiple endings, but rather than these growing organically from how you played the game, you simply pick one on the spot. On the plus side: if you save right beforehand and go back to that save, you can see all the endings in a row. And the ending – no matter which one you pick - does come with a voice-over that acknowledges how you played the game: in my case it told me that I mostly took the moral high road, generally knocking people out instead of killing them. There is no closure to your relationship with the various other characters, however, and considering one of the possible endings, a sequel starring Adam seems unlikely. Also a bit odd is that apparently, no matter what decision you make, the world will end up in the same state 25 years down the road when the story of Deus Ex begins, meaning your decision is ultimately irrelevant.

To sum things up: Deus Ex: Human Revolution is a game well worth playing, no so much for the story as for the atmosphere (featuring moody, futuristic music seemingly lifted straight out of Mass Effect 2) and for the gameplay. The fun is in strategically upgrading and broadening your already ample options to tackle the various missions in the way you enjoy most. Oh, and one last thing: if playing on a console with a hard drive, install it on there, as during the loading screens when playing off the disc, I grew a fair amount of beard.