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Deus Ex: Human Revolution

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Riding the elevator down into the depths of an unassuming textiles factory, its glass walls afforded me a glimpse at what awaited on the floor below. A handful of armoured FEMA agents were dotted around, either on patrol or huddled in a small group to the left. In the centre of the room, a rhythmic mechanical thud signalled the familiar presence of an unwieldy ED-209 replica, with its pair of slowly rotating turrets surveying the open, multi-level storage area. As the lift doors pinged open, I darted for the cover of a nearby raised platform, eyes fixed on the HUDs pulsing suspicion meter. Nothing.

Up above laid a series of catwalks, from where a red sniper dot flirted perilously close to my position. I pulled up my inventory and selected one of the two gas grenades I’d stolen from a newly-unlocked cabinet. Leaning out from cover, I tossed an explosive towards the amassed troops, whose immediate rasping was just enough of a distraction to break for the central stairwell, by now hopelessly unguarded. Suddenly, a piercing siren began to ring out. My pace quickened as I ducked from shadow to shadow, timing my steps to avoid the curiosity of the lingering two-man patrol. Reaching the relative safety of the far side, I crawled slowly back down the stairs, now standing across from where I’d started.

A solitary guard lingering close to the exit, completing a cursory lap of the area; deliberate looks around and behind as he went. He Paused nearby and I held my breath, convinced he’d seen me. A moment passed. Then two. Finally, he turned back towards the door and I exhaled, inching out from behind the railing to strike him in the back of the neck, sending this 3-days-to-retirement badge crashing to the floor with a bone-crunching thud that left him otherwise unharmed. As a nearby surveillance camera began its slow sweep back towards the door, the body was already halfway back into the darkness. Somewhere in the distance I could hear agents muttering about another false alarm. They hadn’t found their unconscious friend yet, but they would soon enough. By then, I’d be gone.

Set in a dystopian near-future, the world of Human Revolution has yet to be scarred by the events of the first game, but trouble is brewing. The nano augmentations of the original are preceded here by biomechanical ones, available only to a privileged few who can afford them. You play as Adam Jensen, a security officer for Serif Industries, whose pioneering research has drawn widespread criticism from an increasingly activist public. On the eve of a major conference, the company is attacked by mechanised assailants. Your girlfriend and her research team are kidnapped, and a mysterious mercenary leaves you for dead. In the haze of a surgical suite, your shattered body is rebuilt in the manner of Darth Vader, reanimated through the power of science and lost love. You awaken months later, now fully augmented. With only the first breadcrumbs of a wider conspiracy to hand, you set out to find not only who was behind the attack, but what became of those that were taken.

Your base throughout the game is Detroit, home to the sprawling complex of Serif Industries. Like a home world incarnation of Mass Effect’s Normandy, you return periodically to get mission updates and idly snoop into the lives of your co-workers. One of the great things about Deus Ex was the wealth of seemingly innocuous information it provided, and Human Revolution continues that tradition. Office break-ins are a trove of e-mails and PDAs teeming with gossiping irrelevancies, which you’ll shamefully gorge on before demanding still more. In doing so, you find your perception of certain characters changes, as with Frank Pritchard. Up until then, his superior intercom chatter was a lecturing bore, facilitating a Zen achievement for players who resisted the urge to quick-save and disembowel him, Wolverine-style. But when you hack into his computer and find he’s just another frustrated TV writer, it all suddenly makes sense. Far from the haughty Linux nerd you dismissed him as, he’s really just Bubo the mechanical owl, spending his nights getting all bent out of shape over ‘I Love Lucy’ reruns.

Thrown into the world with an array of objectives, it would seem all too easy to wander where you shouldn’t and end up thwarted by locked doors, overwhelming force and terminals you can’t yet hack. Human Revolution streamlines the process with an on-screen marker that guides the player towards their next objective, be it related to the main storyline or one of the supplementary quests that present themselves on the streets outside of Serif. All completely optional, they add to a sense of Eidos having imbued their world with personality and challenge just because. To give you some idea of the game’s ambitious scope, my mostly linear play through of the key missions took around 20 hours. Given the amount of content I left on the table – little of which resembles Mass Effect’s many-planets grind – it’s clear the mantle of adventure laid down by Warren Spector more than a decade ago has once again been picked up.

An unintended consequence of that ambition is that much of it can all too easily go to waste. One of Mass Effect’s smartest tricks was its notion of a continuing world: one in which players could visit planets long after the game was complete, either to finish side-missions or just reflect with characters about the hell you’ve been through. In contrast, to leave any of Deus Ex’s four locations is to draw them to a conclusion, preventing you from ever coming back. When the cultural melting pot of Singapore (to name but one) simply begs for such an extended exploration, that you can’t at least shuttle back and forth seems a strange oversight.

Thankfully, the time you do spend in each area is a triumph of experience and design. Seamlessly integrated tutorials help newcomers to familiarise themselves with the game’s core mechanics, from stealth right through to the intricacies of hacking. A now standard feature of the genre, this particular hacking sub-game seems an impenetrable one at first, owing to spider diagrams that play host to hubs, viruses, nodes and any number of other technobabble smokescreens for ‘Click on these icons before the timer runs out’. In practice, their mastery is relatively straightforward, yet never without a degree of panic. Playing it safe by only attacking the relevant node (be it for camera control, e-mail or otherwise) is tempting, but doing so comes at the cost of any bonuses awarded for capturing adjacent points, itself complicated by the possibility of a countdown being triggered by any one of them.

The key to your success lies in the return of the series’ hallmark – augmentations. Presented in a clean, straightforward interface, the enhancements are broadly divided into the physical and mental, offering improvements to your hacking abilities (either speeding the process up or lessening the threat of detection), increased strength, or protection from EMPs. The more assailing amongst you will welcome the additional offensive selections, perhaps best demonstrated by the wanton destruction of the prototype Typhoon system. Should you ever find yourself neglecting a labyrinthine ventilation system in favour of the more direct approach, you can have Jensen lay down a ring of explosives in an impressive ripple effect, upending and destroying anything within range. Unsubtle as it is, you find that sort of thing tends to comes in handy when the game forgets itself and duly decides to have you start killing people.

It does that a lot more often than you’d like. Which is to say, at all.

Paying a little too much reverence to Deus Ex’s unfortunate targetting of Anna Navarre and laugh-a-minute Gunther Hermann, Human Revolution undermines its freedoms by subjecting you to not one, but four end-of-level bosses. Remember that invigorating cat-and-mouse game I mentioned at the start of the review? A moment of ingenious design, triumped over by pure stealth and cunning? Well, it’s bookended by a boss who arrives with all the pomp and circumstance of a mid-chapter Resident Evil villain, save for the disappointing absence of emerging tentacles and the President’s daughter by his side. And that’s just the first one. A later encounter is rendered almost impossible by virtue of a decision you innocently made hours before, and the grand finale proves so stupefying and appallingly conceived that I spent the duration running around entirely at a loss as to what I was trying to accomplish. You don’t even trip over the solution, so much as it happens while you’re doing other things. It’s the kind of insufferable design that reminds you of not only how far the medium has come, but how far it hasn’t: how, at some fundamental level, gaming never really left the arcade, and how we’re all still sat there pumping in quarters trying to defeat the evil Gelatinous cube.

It wouldn’t be so bad, but Human Revolution goes to such great lengths to prove itself an otherwise inventive and surprising game. The first mission is typical, and seemed easy enough on first glance: infiltrate a laboratory, secure the technology in the basement, and rescue some hostages. Where possible, I tend to favour a mixed-stealth approach in which I stay largely out of sight, yet not afraid to crack some skulls when appropriate. And, sure enough, the game let me proceed in just such a manner right through to the end of the mission, where I came across a terrorist leader, gun pressed to the temple of a distraught employee. On screen, I was given three dialogue options: attack, convince him to surrender, or let him go in hopes of better odds another day. There are no flashing prompts that single out any one action as decisive; no click-here-to-be-a-badass notification. In the end, I told him he could leave just so long as he didn’t hurt anyone. He nodded his agreement, and backed out of the room.

The first I knew about it were the gunshots. Only later did I see their bullet-strewn bodies lying helplessly on the ground outside. I tried to justify myself to a Serif helicopter pilot on the way back; telling her I couldn’t possibly have known. But it didn’t help, and I felt a twinge of guilt for a character I’d never seen before. When so many games struggle to lift their incidentals beyond collateral damage, here was Deus Ex forcing me to second-guess a throwaway decision just an hour in. Something similar happens later on too, only that time it isn’t even presented as a choice. If anything, the game expressly rules intervention out. Do nothing, however, and someone you care about dies. It matters too, because when you need their help later on in the story, they won’t be there. Suddenly, even the most trivial of objectives start to feel a whole lot more important.

That’s really what Deus Ex is about: empowering the player to make choices and live with the consequences. The only constant is your objective. Everything else – the route, the means, and the bodies you to choose to leave behind – is left up to you. To a certain kind of player, a brightly-lit medical facility near Shanghai is a contemporary warren of laboratories, offices and patrols fit for exhaustive exploration. For others, the open areas suggest anarchic freewheeling: a chance for the cathartic intervention that comes from picking up a hacked turret and strolling through a bustling city with it. What mischievous delights await enquiring minds of the murderous kind.

Everyone else is going to spend a lot of time dragging bodies around and waiting patiently beneath rotating cameras, but isn’t that part of the fun? That quite disproportionate buzz that comes from scouting out patrol routes and eliminating guards one by one, listening in as their fellow stormtroopers radio for help? I live for that kind of silent triumph, and for all the completionists out there – I recognise you from the meetings – a veritable bounty of hidden treasures awaits. There are even two achievements specially geared towards our affliction: one for complete pacifism, and another for somehow going the entire game without setting off a single alarm. Suffice to say, I didn’t get that one.

Boy was I pissed.

Much as the game is a grab bag of elements, I was most often reminded of Mass Effect; perhaps now the most obvious reference point for a whole generation of gamers. In terms of presentation, there’s little doubt that Bioware continue to lead the way. The environments that make up Human Revolution are smoothly rendered and full of gorgeous detailing, but many of the character models seem to have barely advanced beyond those of the original. Elsewhere, Jensen does his best to single-handedly drag gaming back to an era of arms-perpetually-folded, mid-90s tough guy protagonists. Developers Eidos don’t seem to have considered even the advancements of Half-Life 2, let alone the quantum leaps made by Mass Effect in recent years. Whatever motivations saw fit for them to cast the player as a trench-coat stiff in the mould of Neo as voiced by Batman, it makes the cutscenes a laughable spectacle, when in Mass Effect I dare say they were the most enticing part.

Then again, maybe that’s the point. Much as we’d like every title to bask in the warm glow of Bioware’s mastery, their games as anything other than interactive melodramas are several leagues behind the accomplishments of Human Revolution. Focusing on its handful of faults risks getting so caught up in minutiae that we lose sight of a quite startling achievement. True, few moments live up to the mindfuck of UNATCO troops converging on Paul Denton’s apartment. Yet in a medium beset by artificial barriers, the game is both a welcome return to the non-linear design philosophies of old, and a shot in the arm for a genre that has come to mistake Mass Effect’s soap opera for compelling, meaningful gameplay.

For those players that missed out the first time, Human Revolution is a chance to experience what everyone has been raving about these past 10 years. The rest of us can revel in the clever foreshadowing of events still to come; all the references to Page, DuClaire and Manderlay. The mind boggles at the sheer scale of the world, and the countless ways in which you can approach it. Everywhere you look is a clever detail, or something new to see, and Deus Ex not only rewards repeat play throughs, but demands them. Human Revolution is a bold vision of our transhumanist future, and a breathless, once in a generation, refreshingly adult entertainment.

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Horrible Bosses

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As a modern revival of Hitchcock’s Strangers on A Train, the story goes that when good men head to war, Horrible Bosses die. The good men are Nick, Dale and Kurt, who together concoct a harebrained scheme to permanently ease one another’s employ. Given the depressing gauntlet of their work, it mightn’t be such a bad idea.

Nick (Jason Bateman) likes to tell the story of how his grandmother came to the country with nothing, and left with much the same. He sees his own slog as a surer path to success, destined as he is for the coveted VP position at a city bank. It’s only when all those thankless years are undone by his arriving 2 minutes late to work that the truth finally becomes clear. The mirage was a creation of his boss, Dale: a towering shithouse of cynicism and degradation, who Kevin Spacey plays as the foregone conclusion to a performance that began with 1994′s Swimming with Sharks.

Kurt (Jason Sudeikis) is in a similar fix. He too was grinding his way to promotion, except his boss was worthy of such devotion. Kurt is a Wayland Smithers type, if you suppose Mr Burns was an entirely different character played by a cuddly Donald Sutherland. Now imagine that – minutes after promising his faithful lieutenant the job – Burns was to drop dead and the plant pass instead to resident bully, Nelson. Ha ha. Bobby Pellet is just such a man, possessed by an odious constitution masked only by a prosthetic that transforms Colin Farrell’s forehead into the sheer face of the Siyeh. On his first day in charge, Pellet pulls Kurt into his office. “You either fire the fatty, or you fire the cripple, or I fire all three of you”. There’s a shocked pause. “And tell him to leave his handicapped parking pass here as well.”

By the time we get to Dale (Charlie Day) we’re almost out of empathy, which is just as well. For this schmuck, the entire plan feels like a solution looking for a problem. While his friends face up to the hard labour ahead, his dilemma is how not to sleep with the attractive, available and utterly insatiable Jennifer Aniston; if the roles were reversed, I imagine ‘rapist’ would have seemed a fine adjective. Sexist power dynamics notwithstanding, Aniston is great when she cuts loose, and her kinky liberation is a full fat pleasure. If Spacey’s role as city chieftain is the more nuanced of the two, then it’s also the more familiar, and markedly less engaging as a result.

The setup is a sound piece of R-Rated screwball, enlivened by the three leads and their wonderful boys-on-the-town chemistry. Bateman remains the voice of incredulous wisdom, which leaves Sudeikis to ham around against the maniacal conspirings of Day. Their murderous intent is hashed out over drinks at the end of another bad day, and that’s where the film hits its stride: three well-meaning guys whose ambitions far outstretch their white-collar talents. They stake out a skeevy hotel room, twitching at the net curtains overlooking the parking lot. “You found a hitman online?” Bateman howls, looking like he’d rather be anywhere but in a hole with these two misfits.

Thereafter, the film takes a wrong turn and never makes it back. For an hour or more we follow them as they shadow their targets, egged on by the blackest murder consultant (a humourless Jamie Foxx) their polite GPS could direct them to. That works to a point, but that point ends just as soon as Sudeikis is done rummaging around in his pants with Bobby’s toothbrush. One house down and two still to go, the joke runs threadbare. The joy is in seeing these guys suffer the indignities of their jobs, not in their calamitous tours of suburban killing grounds.

It’s frustrating knowing just how good Horrible Bosses could have been. The three guys are the best motley crew of the summer, and Aniston clearly relishes her vixen makeover. How does the muddled and joke-free conclusion get things so wrong? Rush Hour veterans Jay Stern and Brett Ratner might be to blame for the unwelcome car chases, but there’s more to it than that. There’s also the shocking ease with which the film neglects the ramifications of its premise, to the point where Nick, Dale and Kurt are mere onlookers to someone else’s half-assed muddlement. Conceptually, it could have been a Cohen-esque farce, yet the plots never quite come together. One of them – perhaps even the most promising of the three – is dropped altogether, reduced to the briefest of cameos two minutes before the credits.

That, despite everything, I was still tempted to err on the side of better-than-average is a testament to the charisma behind some standout performances. That I still resisted, a reflection on Jamie Foxx and the terrible places he leads them to.

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Friends with Benefits: 2011 TV

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Impossibly rich and attractive twenty-somethings spend time in front of the mirror in NBC’s summer comedy, Friends with Benefits.

Impossibly rich and attractive thirty-somethings spend time in front of the mirror in NBC’s soon-to-be-cancelled programme, Friends with Benefits.

One of these is not like the other, which is odd, given that Friends With Benefits is exactly like a lot of other shows – Mad Love and Perfect Couples, for instance; Happy Endings over on ABC is practically identical. Although that one has yet to join the others in the great TV departure lounge, they all share a theme of attractive mannequins hitting up interchangeable city bars, lamenting their perpetual singledom over drinks and one-night stands with [vulnerable/psychotic/stranger/ex], capped by a pledge never to do it again.

They also share two problems: one, they’re not funny. Two, their characters aren’t characters at all.

Billed as comedies, you can imagine why the first might seem a rather insurmountable flaw. Well, here’s a secret: a whole bunch of terminally unfunny shows get by just fine on the basis of otherwise likable characters: CBS’ How I Met Your Mother is one, now coming on for seven years of laugh-track, four camera comedy. What you can’t do, however, is pair those kinds of scripts with leaden placeholders. That kind of thinking leads to shows like Friends With Benefits, in which struggling models are plucked from waitressing gigs in the valley to appear in front of the camera in the hopes they’ll fly.

Unsurprisingly, they do not. Casting the vacuous and the nondescript is rarely a recipe for memorable television, and after four episodes I began to realise not only could I not pick a single one of the cast from a line-up, but that I didn’t even know their names. Whatever failings you might ascribe to How I Met Your Mother, it at least has characters who resemble people you might have encountered, or even know. A certain level of attractiveness is a given – you don’t get very far in TV without it – but they still give off an air of attainability, somehow; we relate to the minutiae. Beneath an inherent glamour lies a group who call a dusty tavern home, in the same way the cast of Friends once did Central Perk. To cite that once lamented symbol of America’s failed democracy, they’re people I’d want to have a beer with. That’s an important quality in choosing a sitcom to commit to.

If it recognises such a truism, then Benefits chooses to ignore it. Consider that one of the leads, Aaron, is a self-made millionaire who lives in a luxurious penthouse. One of his friends is a chiselled jock we faintly remember as the second-worst part of Veronica Mars. His friends come in the more pedestrian guise of nurses and bartenders, and even they’re so distanced from the realities of their profession that they may as well occupy a different trade entirely. Even more telling is the realisation that when these people come together, they do so with no sense of community or bond. For all their supposed in-jokes that hint to shared experiences, there wasn’t a single moment in which I truly believed any of them could be friends.

The pilot submits to its creaking formula by assigning roles early on. Ben and Sara are established as the titular friends in the very first scene. Aaron is the hopeless optimist, and Riley and Julian are… the other two, whose idle commentary is in keeping with superfluous characters everywhere. Ben and Sara casually sleep together, convinced that it doesn’t mean anything when everyone around them knows it does. Sometimes their friends join them in the merry-go-round and sleep with one other, and sometimes they don’t. Later episodes see them exploring party drugs in the naive manner of every programme not on Showtime, followed by mirror-based indulgences and desperate fawning over a series of increasingly dull, handsome dates. Invariably, such adventures will land them right back where started, just a little bit wiser for the experience. And hey, there’s even a narrator to underline their profound spiritual growth.

Friends With Benefits can hardly be called an absolute failure, since its very sterilty precludes any such catastrophic misstep. But in a decade that saw the nurturing of some of the finest shows TV has to offer, is this really the best we can hope for? These writers didn’t fight their way into television just to spend their days rehashing reasons for anonymous, airbrushed characters to have inconsequential sex in soft-focus settings. The pandering isn’t even going to be successful: forgetting all the other networks for a moment, NBC is home to not only the infinitely superior ‘Community’ and ‘Parks and Recreation’, but a whole host of more directly competing shows that in a saner world would have precluded this from even being commissioned.

No matter. Failure is all relative when cancellation just means replacement by an identical show. ABC’s Work It. CBS’ 2 Broke Girls. Fox’s New Girl. NBC’s Witney. Take your pick between a rock and a hard place, loyal viewers, because either way the executive producers are gonna get paid.

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