But I Digress… Episode 34: My Top 5 Favorite Films of 2015

Being the resident movie guy at Giga, I made the latest episode of my YouTube show about my top five favorite films of 2016–including a few I didn’t review for your favorite geeky e-zine!

“But I Digress…”
Hosted by Nathan Marchand

I’m a little late to the party with this one, but in this episode, I discuss my top five favorite films of 2015. I even get a visit from Nerdimus Prime–who is suddenly *not* an alternate mode for me. Weird.

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Please comment, subscribe, and share!

www.NathanJSMarchand.com

Nathan’s YouTube Channel.

Songbringer Preview – An Epic, Pixelated Adventure

Giga Geek Magazine was gifted with access to an early build of the game. All of the opinions in this article are for that early version, some things are subject to change as more is developed.

Independent developers never cease to amaze me. Some of my favorite games of all time have come from these smaller studios, which is refreshing in an age of micro-transactions, always online checks, and broken releases. Songbringer comes from humble folks—inspired by the top down days of Legend of Zelda—and is shaping up to be a memorable classic.

Weiss' pixel skills are impressive. Check out the Nano Sword!
Weiss’ pixel skills are impressive. Check out the Nano Sword!

Songbringer is a procedurally generated adventure through mysterious locales, slashing baddies with a nano-sword or tossing a boomerang top hat. Created by a single man with ambition beyond mortals, Nathan Weis is crafting a science fiction love letter to Zelda. Not only is Weis making this one solo, after twenty years or so of being a developer, but he’s also been streaming daily on Twitch. Keeping it simple, Songbringer won’t have A-list actors doing voice overs, or music played by an orchestra; however, that gives it charm.

Primarily, there are two ways to play Songbringer: normal mode will let the hero die to respawn like a normal adventure game, and permanent death mode, which is exactly what it sounds like, turning the whole game into a rogue-like game similar to Binding of Isaac.

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Playing around with the build sent to me by Weis, there is a lot to love already. Combat is simple and familiar, using items assigned to buttons and swinging a sword. While combat is essential to survive, there is a heavier focus on exploration. The system generates a fairly large overworld, with areas that require specific items before you can explore.

You can gain harder levitra best prices and fuller erection to participate in lovemaking and enjoy intimate moments with her. The heart is built of mystical black freesia, while levitra samples the base introduces sequoia wood accords, musk and amber. davidfraymusic.com india cheap cialis Garlic – Garlic is a common herb used in kitchens. They fit in order generic levitra the budget of a common man can afford. Dungeons also spawn throughout this strange planet. During my time with Songbringer, I saw the conquering of four dungeons. There weren’t any real puzzles to challenge the sword wielding hero, but there were plenty of enemy types to learn. Demons lower their head and charge with their wicked horns, and little bugs attack in large groups. There are some rooms that have way too many enemies in them, turning the challenge into mashing every item to try and survive.

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One of the few criticisms I have for the game is the lack of music. Of course this is bound to come in later builds, but it made the world eerily silent. Overall the sound design is interesting with droning pulses and bit-crushed attack effects, but that lack of music made me realize just how important it is in games like this. Imagine Hyrule Field without that iconic score; it would feel wrong. Once again, the build I played was an early one, so music is probably in the works.

Songbringer is an incredibly ambitious project for a single creator. That alone, the game deserves a large amount of praise. As a game amidst a sea of others, Songbringer does stand out as more than a simple tribute. Its themes and style are excellent and the gameplay is familiar enough to understand in seconds, while building on that framework.

In short, there is a mass amount of potential for this project. I’ll be sure to keep an eye out for future builds and the inevitable release of Songbringer. Beyond that, Weis will be a developer to watch for his creativity and sheer willpower.

To see the game in action, check out my preview below.

A Peel of Blue Eel: Interview With Lorne Dixon

Horror author Lorne Dixon was kind enough to grant GIGA an interview about his most recent novel, Blue Eel. Dixon has become one of the most prominent proponents of what the new wave of horror called “progressive horror,” and Blue Eel is looking to contribute to this new zeitgeist. Lorne gave us a little look into the mindset behind the novel, along with his views on “progressive horror.”

 

Where did the idea for psychedelic-state inducing eels come from?

The Ganges Blue Eel is a “real” cryptozoological creature. It’s documented in alternative naturalist literature. However, there are a lot of elements that I borrowed from more reputable sources. For instance, the rainforest frogs who have psychedelic excretions. I really needed an animal that was accessible from the ocean, could be believed to have gone undetected for a very long time, and would serve as a plot driver that could remain in the background until it was needed. A deep ocean eel is not really the kind of animal that would be discovered easily, and it was also be exotic enough that it would be memorable from a visual standpoint.

How much has your past novels and short stories informed this project?

Directly. There’s a short story in an anthology called The Horror Library, Volume Four [entitled] “Continuity” that is the story of Marius Spiegler, although it is a variation on the story that you get in the novel. So it’s something of a prequel; it tells you a bit more about what happened in the aftermath of the death of the children on the movie set.

You label Blue Eel as a “progressive horror” novel. How do you define “progressive horror,”  and how does Blue Eel fit into that subset?

My favorite question. So, progressive horror takes a genre that is all too commonly associated with tropes–monsters, damsels in distress, haunted buildings–and rejects those things. It tries to find the emotions that are the bedrock of the genre–whether it’s fright or disgust, all the emotions that make up the horror genre–in ways that are not traditional. So, in many ways this is a ’60’s psychedelia novel, a la Hunter Thompson, transplanted to the genre. Hopefully some of the character beats are uncomfortable and get us to the same places that a traditional horror novel would, but in a way more appealing to a jaded modern audience. As opposed to just recycling the same ideas, which, frankly is one of the reasons the horror genre, besides Stephen King, hasn’t recently enjoyed overt success in the mainstream. It would be nice to see some new stories to be told at some point.

Given that Blue Eel is meant as a “progressive horror” novel, would you consider one of the main points of the novel as trying to scare the audience?

I think it splits the difference between scaring the audience and disturbing the audience. There’s a concept at play in the novel in which there’s never a value statement placed on anything that our protagonist does. I don’t lead the reader and say, “Wow, wouldn’t that be a great thing to do,” or, “Wouldn’t this be a horrible thing to do.” Things happen, just like in real life, and the individual reader will imbue a sense of value to those actions. There’s a scene in the book that our main character does something that I think in any other book, in any other situation, we’d be appalled by. It happens in the back seat of a car. I’m not as interested in going about getting those emotional reactions that we look for by saying, “Hey, isn’t that awful.” I put it in a position where our gut reaction is to say this is a horrible thing, but in context it’s more complex than that. I think that’s where the modern world is, [and] I think that actually is what frightens people most: the moral complexity of a world where waterboarding might save lives…or not. That uncertainty is terrifying.

How do you think the new generation of readers will respond to this novel?

In the reader reviews that we have already gotten, words like “new,” “unique,” and “unpredictable” keep coming up, from younger readers in particular. Readers below the age of 25 are pretty brave people, they’re not looking for comfortable beach reads. They go against the tide of the culture, in a pretty big way, simply by being readers. They aren’t tied to TV culture, gaming culture, opening-night-blockbuster culture in the same way as their peers. Being a reader is countercultural for many of these kids. So, I think they are very hungry for stories that appeal to them and their concerns. We aren’t afraid of Carpathian counts and  ghost-haunted castles anymore, but we are afraid of identity theft. So something like Invasion of the Body Snatchers is still relevant because the metaphor still works. Old Europe invading new Europe, which is the Dracula myth, is not relevant, at least not to younger readers who don’t share the same nostalgia of older generations.

Where did the inspiration come from for the character of Branson Turaco?

Most clearly, the JonBenét Ramsey case is a jumping off point. There came a point where I realized that the media had convicted that entire family. Everyone had assumed that whatever happened to JonBenét that night came from the family, and later on after the media attention faded, the family was basically exonerated, the DNA samples didn’t match, but it didn’t really matter: the narrative was already set. The family was guilty as far as tabloid America was concerned, or at least complicit, or a bad parent, or not enough of a parent.  So that was the jumping off point. If that was you, and you were being condemned by the police, your friends, your estranged wife, and you found out that there was a way to prove all that to be untrue, and you could get your daughter back, how far would you go? How much would you risk, how much of your values would you sacrifice and potentially become the monster everyone believes you to be in order to get your daughter back? And that was the genesis.

Would you consider Branson to be an abusive person?

I don’t like to lead the reader, so in the context of the book, I wouldn’t answer that. In terms of myself, I do think he crosses lines, I think he definitely does things that aren’t morally acceptable, but the question is, “Whose morality?” and, “In what circumstances?” If it was your mother, daughter, or best friend, would you be willing to do things that in any normal instances you wouldn’t? Does that make him a white knight? Certainly not. Does it make him the villain of the piece? I don’t think so, but he may be for someone else. I think it depends on how you feel about his situation, and that’s the whole concept of letting the reader bring more to the story than I do.

However, it is an imperative for the tobacco companies to the grand jury as well as on cialis discount india the show the 60 minutes. Therefore to bring the tampered life of the female viagra pills see content now person as it creates problems with the partner and spoils the love life. There are many medicines which are sildenafil tab used to ease the blood flow in the arteries or ease hyper tension etc. This devensec.com cialis 50mg is not an untested or dangerous product. How do you feel about the reader “owning” their interpretation of a work?

Our culture has caught up to that concept. If you look at how people view owning music and movies today, it’s very different than how 25 years ago. People feel truly betrayed when their favorite film franchise or television series goes in a direction that doesn’t connect with them. There is a sense of ownership, and I think it’s time for content creators to start embracing that.

How about Marius Spiegler?

Should I even be talking about this? So, in 1983 there was a horrible accident that occurred on the set of a movie. There’s a great nonfiction book about the incident. Again, it’s really ripped from the headlines character building. All these bigger-than-life characters that we are familiar with from tabloid news, but taken to the fantasy level, where they are in service to a story that hopefully informs people a little bit more about their tolerance for violence and retribution. It asks the reader how far you’ll support a vigilante, because there’s a line for all of us. Spiegler isn’t a person who necessarily did anything wrong, but he’s a guy who will never live down the fact that he’s indirectly responsible for the death of two children, and that’s going to be part of his legacy forever. Just like in the real case, I think that outrunning that kind of a situation in the world of today’s hyper-media is impossible. And frightening, because what if the newscasters get it wrong? It’s not a redemption story for the character, though it seems like it’s going to be. I have no interest in forcing the reader to feel one way or the other.

Moral relativity plays a major part in the characterization of the leads of this novel. Given their own moral shortcomings, would you classify the antagonists such as the Moonmen as “evil” or some similar label?

That depends on how you approach the story, but with the Moonmen, I think it’s easier to cast them as morally compromised to an unforgivable level. The Moonmen live out in the desert and do their own thing, which is noble libertarianism taken to an extreme, but they are also involved in human trafficking and drug smuggling, which is not noble. But then both cults, the Moonmen and the Pacificans, have their homes invaded and children taken. Is that really so different than what’s happened to Branson?

How would you respond to a reader labeling Abriella as Branson’s love interest?

Branson is accused of doing something horrible to his daughter and ends up with someone so young. That should be uncomfortable and complex for the reader and certainly challenge what’s moral. There’s no cohesion, there’s never a point where Branson forces any of it to happen, but he lets it happen. He’s complicit on some level. He doesn’t make the first move, but does that make him unaccountable? If she’s a surrogate for his daughter, then that’s really uncomfortable. Is it just an age difference, or something far less acceptable? That’s up to the reader.

Much of the description in the novel is devoted to grotesque imagery, such as open wounds and disgusting environmental conditions. How do you feel this works into Blue Eel as a “progressive horror” novel?

Body horror, in some form or another, has been with us forever, but in modern uses of it, such as the films of David Lynch or David Cronenberg, repulsive images are used not just for their visceral reactions but as a critical component of storytelling. Cut us open and we have a graphic internalization of the plot: in Blue Eel, Branson finds himself inside a teepee made of bone and a room made of flesh. We’re as deep inside the character as we can get.

How do you feel the overall development of the horror genre has impacted modern society’s sensibilities?

Horror is everywhere. The young adult genre is probably about 65% horror, and if you include dystopian science fiction, it’s really more like 85%. Television shows like The Walking Dead and police procedural about serial killers are insanely popular. We just came out of Hannibal being made into a mainstream television show. I think that the label “horror” has not done as well as the actual genre. I think the label still has some negative connotations, but heightened approaches to tragedy are everywhere. I’ve seen it reflected in greeting cards, in junk mail, on t-shirts. It’s everywhere and so ubiquitous that we really don’t even call it horror anymore. The imagery and emotions being evoked are common and mainstream, even if the “horror genre” proper has been sidelined.

How do you feel Blue Eel will affect your future works?

I’m about three-fourths of the way through writing my next novel. I wrote my first three novels for a previous publisher. I wrote traditional monster novels because that’s what the publisher wanted. It was fun, but it wasn’t particularly what I wanted to do forever. I wrote Blue Eel without a publisher or a contract; I really wanted to write it. I didn’t know if it was salable, I didn’t know if there was someone out there that would be willing to take a chance on a noir-psychedelia-suspense-revenge horror novel. But what I learned is that the reward is greater than the threat. There isn’t a whole lot like it. It’s a unique experience and treats the reader with respect. I think that is lacking, not just in horror, but in fiction in general. That concept–treating the reader as the writer’s equal–is really compelling to me. I don’t think I can possibly go back to writing the traditional monster stories.

Any last words on the interview?

Please support what you love. Take chances. Explore. Settling for a known commodity will never be as rewarding as taking a chance and having it pay off. Horror readers have a rough individuality in their character anyway, so why not lead the way into uncharted waters?

NoScope Gaming Glasses – Gimmick?

Professional gaming used to be a thing made fun of by most entertainment platforms. Back in the early 2000s, the only ones who dared broadcast high level competitive gaming was G4. Most “pro” gaming took place during LAN parties in organized events like the legendary, high-profile Doom deathmatch tourneys or the underground Super Smash Bros Melee matchups.

This is what large gaming tournaments used to look like.
This is what large gaming tournaments used to look like.

However, with the birth of online streaming sites like Twitch, everything changed. Suddenly, game development teams had an easy way to show off their top players. This sort of entertainment sees millions of hits across the world in everything from Super Smash Bros. to the stadium held events of League of Legends.

This is what they look like now. Image courtesy of PC Gamer.
This is what they look like now. Image courtesy of PC Gamer.

This is why there was a sudden increase in products that are meant to enhance a player’s skills. Razer builds top notch gaming mice, keyboards, and more. Astro makes super high-quality headsets for hearing the footsteps of unaware foes. All of these companies saw a need in the market and fulfilled it.

There is always some skepticism with these sort of products. A Razer mouse can cost at least $80, forcing one to question whether it will truly make one a better player. For most gamers, the difference is slight, but some folks swear by these accessories or companies.

Gaming eye-wear came into being from a simple problem. Gaming for long periods of time, whether training for a tournament match against a team of rivals or trying to get every star in Super Mario 64, hurts the eyes and can cause headaches. The solution? Yellow tinted lenses that filter out the harmful blue light of monitors.

Yes, it sounds like the kind of thing followed with, “Wait! There’s more! Act now and get a second pair free!”

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However, I decided to put these lenses to the test. To do so, I purchased a pair of moderately priced glasses from NoScope Gaming. I would love to compare them to their direct competition, Gunnar Glasses, but being as they are quite expensive I won’t be doing so.

First, I do like the build of the pair I bought, the Geminis. They are sturdy enough and come with a snappy pouch to keep them in and they look pretty stylish. I ended up picking up a hard case at a local eye doctor’s office to keep them safer though. You can purchase a warranty through the site, which does get you a case. Might be something I do with the next pair.

To start things off, I chose a game I’m likely to spend many hours at a time with, Smite. Smite is a competitive game, fitting in with the targeted audience of gaming glasses, so it made sense. With all of the flashy effects and quick camera movements, the game does have a tendency to give me some brain pains.
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Yet, even after only a few hours of playing, I could feel that my eyes didn’t feel as strained. Of course, I spent almost 7-8 hours playing in total, but even in those first hours I could tell that these glasses were fairly effective. I also went on to play long periods of console games, handheld games, basically anything I was playing I threw on the glasses. I also tried a few sessions without, more times than not, I did get headaches for longer sessions.

Not only do I enjoy games, but I’m also a writer (surprise!) and spend a lot of time staring at a bright white screen. Even though the NoScope glasses are meant for gaming, anything that’s being done on a computer screen will benefit from wearing them. I even wear them at work, which is handy considering I edit sports clips, run news casts, and answer emails.

I did worry about games looking funny under a yellow tint, and yes it does seem weird. Luckily, the art direction isn’t skewed and the tint is slight enough that one can quickly get used to it. Basically, its not enough of deep yellow to throw off the style of the game.

Artistic games are treasures. I was worried gaming glasses would sully this.
Artistic games are treasures. I was worried gaming glasses would sully this.

Overall, the science behind gaming glasses isn’t really a new idea. Computer glasses have been in use for a while, but they weren’t specifically marketed to gamers until here recently. Most glasses companies have options for coatings to help those who use computers for long periods of time. Are gaming glasses something that will instantly fix a problem? No, I wouldn’t use NoScope glasses or Gunnars if I thought there was a serious issue with my eyes. That’s what doctors are for.

So far though, from my use and tests, NoScope Glasses seem to be beneficial. Do I feel like I have an edge over opponents? Not really, but I do feel like I have better gaming stamina. My work is also a little less painful, and that alone is definitely worth the thirty bucks I spent to get them.

Functionality. Did a top brand make this shotgun? Who cares. Image courtesy of Rock Paper Shotgun.
Functionality. Did a top brand make this shotgun? Who cares. Image courtesy of Rock Paper Shotgun.

So what’s the difference between a cheaper brand and a more expensive one? Think about it like a pair of sunglasses. Sure, Oakley makes a sharp pair, but do you really want to spend more than a hundred on eye wear that isn’t prescription? For some, the brand, the design, and the slightly higher craftsmanship is worth it. Most just want to keep the sun out of their eyes, though.

I can honestly recommend NoScope Gaming Glasses. They’ve provided an excellent starting point for this sort of eyewear. Really, it’s hard to explain, so try it for yourself. They might be the coolest thing ever or they might not feel that great. Either way, worth a shot.

Note: NoScope did not sponsor this article. The author does have a sponsorship account with NoScope, but was not given any products for the purpose of this post.

 

Final Fantasy Explorers – Inspired, but Lacking

Before cutting into the newest spin-off game of the Final Fantasy franchise, let’s take a look at its obvious inspiration, Monster Hunter.

Capcom’s Monster Hunter is about hunting monsters (surprise, surprise) with different weapon types and using pieces of those monsters to make better equipment to in turn kill bigger monsters.

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The games are usually set in closed areas, connected together to make themed maps. Its biggest appeals are its brutal difficulty, precise controls with specific functions and monsters with complex animations and behaviors. It’s insanely popular in Japan and has picked up quite a fan base worldwide with its latest titles.

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Final Fantasy Explorers takes Monster Hunter formula and adds in the iconic themes and creatures of Final Fantasy. Even though it’s clearly riding on that sort of copycat design, it’s a solid idea, in theory.

In execution, Final Fantasy Explorers is a bland, forgettable experience.

Explorers sets up a fairly interesting premise: Eidolons, powerful beings who usually appear as summons in other games, are running rampant; it’s up to the Explorers to take care of them. To do this, Explorers adopt a class, assign abilities and craft gear. Each class has specific strengths and weaknesses, such as the Black Mage being able to lay out tons of damage with magic, while the Knight can soak up damage and keeping aggression away from other players. The Job System in Explorers is just as fun as it has been in previous Final Fantasy games.

FFE_Diabolos

Each job’s abilities are attained through beating missions, adding plenty of skills to outfit a player. This ability system is one of the few features keeping this entry afloat. Learning rotations of spells, as well as knowing which abilities are effective for each situation is interesting, especially in multiplayer.

The controls, while clunky at times, allow players to have eight abilities equipped at once, cycling through them with the shoulder buttons. The targeting system can get confusing at times, but usually does okay with staying focused on the target.

FFE_Paladin

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Throwing everything you have at a boss and dying just to replenish stamina is a game-breaking strategy. Most bosses will fall to this without any troubles. Don’t worry, most missions are set with fifty minute timers. That’s about nine or ten lives per mission.

Visually, Final Fantasy Explorers has some solid ideas behind it. The Eidolon monsters are wicked, often using unique designs to the established molds of the iconic monsters. Classic Final Fantasy monsters also look pretty cool, but overall the game lacks variety in creatures. The environment is also lacking with no discerning features to make it stand out. It’s made up of bland fields that are far too open, dotted with lame enemies that die in a single hit. Even giving the player monster buddies to recruit in the single player is worthless, as they get in the way of the camera and usually don’t get to see any action anyways.

Schwarzmagier_FFE

Even multiplayer can’t save this one. Sharing terrible experiences with friends can be memorable, like watching awful movies for the laughs. Yet, being in a group adds nothing to Explorers. It lacks challenge, good design and variety, all things that make is inspiration, Monster Hunter, great.

To really show Explorers lacks polish, players can wear outfits and wield weapons of classic Final Fantasy characters. Swing Cloud’s Buster Sword, wear Yuna’s short shorts, spend hours grinding for those parts in a sparse field, questioning your existence. I’m surprised this feature wasn’t locked behind a pay wall.

final_fantasy_explorers_characters
Eleven characters that will hopefully ease the pain of “exploring”

It’s like Square Enix noticed its quickly emptying wallets, saw the popularity of Monster Hunter,  and then looked to the ridiculously expensive Final Fantasy XV and thought, “Monster Hunter is selling well, lets make that, but with Chocobos and Bahamut. Brilliant!”

Announced in 2006, still waiting. . .
Announced in 2006, still waiting. . .

Final Fantasy Explorers continues the trend of forgettable games and lost opportunity. This game could’ve been a solid multiplayer experience, but just lacks polish. After enduring this, Type-0 and XIII, Final Fantasy XV better be the best game I’ve ever played.

FFIX_characters

Until then, I’ll keep going through Final Fantasy IX on my Vita. Wake me up when XV comes out, Giga Bytes.