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Rage

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Even before it was released, my relationship with Rage had been a tumultuous one. Long ago, I concluded that id software were a spent force. Not to say they had somehow become a bad developer, merely a creatively bankrupt one. Though others were quick to link that decline with the departure of John Romero, designer and hair volumizer extraordinaire, his absence was not to blame. In fact, id were the same company they’d always been. Rather, it was the world that had changed, and id software that had not changed with it.

Accordingly, a somewhat muted reception greeted Rage upon its unveiling in the summer of 2007. A new generation of gamers looked on and wondered what relevance id – by then the games developer of their parents – could possibly have in a post-Call of Duty world; the company’s proud legacy as redundant to their generation as Pong once was to mine. For the rest of us, any hopes the game might recapture former glories were offset by precious little evidence that the Texan developer had ever taken notice of prevailing winds. When pioneering releases from Valve and Ion Storm were blazing a trail in the first half of the decade, Doom 3′s monster-in-the-closet gameplay looked tired and narratively inert. Lacklustre sequels to Quake and Wolfenstein only further diluted the brand, leaving all the but the most ardent of fans to consider Rage as little more than an illuminating tech demo.

Then came word we were wrong.

It was only a whisper at first, but, one by one, journalists reached a consensus that Rage was far better than they’d expected. In place of the bland corridors of old came a lush, open-world that hinted at plot and setting far beyond anything id had attempted before. Combat, they claimed, was fierce and relentless. There was talk of a driving element that was not only thoughtfully executed, but central to the whole experience. Moreover, they made the game sound fun. From humble beginnings, through uninspiring teasers and widespread talk of a neutered PC port, gamers began to ask themselves: was it possible that Rage might be – gulp – amazing?

No. No it was not possible. But hear this: Rage is good. Sometimes very.

The world of Rage comes at you all at once, which is never a bad thing. You awaken in a damaged Ark pod, the survivor of an asteroid impact that devastated the planet. Earth is now but a barren wasteland, home to a few scattered settlements and the bandits who maraud in-between. Scrambling from the wreckage, you emerge blinking into the light, only to come under a hail of bullets from across the ridge. As you break for cover, a Ben Kenobi figure arrives to ward off the encroaching Sandpeople with the aid of a trusty blaster by his side. He pulls up next to you in a battered vehicle. John Goodman is here, and he’s offering you a ride. Fuckin’ Walter, man.

The journey to Dan Haagar’s enclave is your first chance to take in the magnificence of Rage. Truly, this is an ugly world made beautiful. John Carmack’s innovative megatexturing lends desert passes such as these a rich, detailed appearance, with each cliff face and road now accorded a unique texture. Gone are the days of repeated joins along badly aligned angles, for The Wasteland is a distinct, achingly reproduced stretch of nothingness. The sun crests over mountain tops to cast deep shadows across the road, as your ride comes to a stop under a makeshift bridge. Up ahead, two bandit patrols are looking for the sentries your new friend gunned down back at the Ark. If they don’t yet know you’re here, they soon will. “Damn”, Haggard sighs, hitting the throttle “now we’ve both got a problem.”

Shooters have always been of a carrot and stick construction. That is, the player is only rewarded with [plot advancement] by completing [minor objective] first. Time was, that bargain took the form of collecting coloured keycards, and while Rage faithfully continues that tradition, it does so by exposing the arbitrary nature of the process. An hour into the game and you arrive at the settlement of Wellspring, looking for spare parts. Your first call in this shanty town is the portly Mayor’s office, where you’re informed that your clothes are stupid and your mother dresses you funny. One humiliating visit to the tailor later, and the Mayor laments your haphazard parking at the city’s gates. Fix that, and you’re directed to Rusty’s autoshop to upgrade your weapons. Only HE won’t part with them until you secure a bundle of racing certificates. And how do you get racing certificates? From the race official opposite, of course, who you’ll find standing aloft his soapbox like motorsport’s own Harvey Milk. Naturally, by this point you’ve forgotten what you were even chasing down the rabbit hole in the first place.

Happily, the driving itself is surprisingly accomplished. You first choose between races, time trails, and full-on Death Race spectacles, before heading out to one of the Wasteland’s many dirt track arenas. Assorted Mario Kart power-ups line the route, further boosting cars that already encourage reckless hooliganism despite handbrakes being more emergency stop than anything you’d power slide with. You only need to win a couple of races before you can continue on your way, but with events as well-crafted and challenging as these, it would be a waste not to return; if not to Wellspring, then the neon drenched Subway Town, whose own raceway will seem like an idilic paradise compared to the wanton carnage elsewhere.

The ‘elsewhere’ is a problem, and not just for the reasons you might think. You see, even a cursory exploration of Rage will reveal an incredibly detailed world, awash in a sea of discarded artefacts that suggest street sweepers being something of a rare commodity in the End Times. The resulting impediment – invisible walls that buffet you into taking a strictly linear path – can make simply getting around a remarkable chore. From railings that can’t be jumped, to infernal roadside curbs and oddly insurmountable staircases; Rage plays like a game on rails within rails, and id have succumb so completely to the perceived wisdom of Infinity Ward that they now dictate not where you can’t go, but where you explicitly can.

Sometimes that matters and sometimes it doesn’t; a lot of the time you’re too blinded by panic to care. Many of the game’s environments would be at home in Left for Dead, evoking that familiar sense of dank, suburban dread. Heading into abandoned cities and war-torn hospitals, you’re shadowed by the kind of gruesome, blood-curdling fog you’d expect from the creators of Doom. In the ominously christened Dead City, the enemy come with explosives and knives; mutants that scuttle along the walls before launching themselves over fence and barricade to get at you. These feral creatures push back in relentless waves, massing until you’re firing at nothing but a swarming hive. It’s in such moments – never less than thrilling – that the game betrays itself once more, thanks to the frequent (ab)use of mysteriously locked doors that unlock only when trigged to do so. Other games at least maintain the pretence of needing to wait for an NPC to perform some off-screen voodoo; id just tells you to shut up and wait your turn.

What they taketh with one hand, id giveth with the other. For all its frustrations, Rage still serves up some of the most satisfying gunplay of the last five years. The key is not just in the able development of a fearsome enemy, but in a broad weapon selection and environments that suit particular approaches. Some levels might suggest a sniper rifle, just as others – the sewers, notably – are best tackled with electro bolts that stun anyone caught knee-deep. Through it all, the shotgun remains the quintessential fallback, still packing that same meaty punch from way back in Doom 2. You’ll still a lot of time backpedalling while frantically pumping fresh rounds into your rifle, though, so it’s a shame id didn’t make more of the meleeing feature; heavy weapons or no, there are just times when nothing but a well-placed stock to the face will do.

The many zip-lines that appear throughout the Wasteland may not compete with those of Bioshock Infinite, but they’re a welcome touch of Indy adventure nonetheless. They even help Jackal Canyon to play like a Nintendo platformer, albeit one soaked in the blood of a thousand torch-bearing Neanderthals. Struggling to ascend a series of wooden drawbridges high above the canyon floor, you dart perilously between mortar fire and explosives that float by on large, colourful balloons. Simultaneously, screeching bandits zip down from above, while more immediate threats emerge in the dehumanised Authority, whose booted soldiers owe their look and air of entitlement to City 17′s Combine. You can only admire id for resisting the temptation to conclude such an inspired creation with a rudimentary boss fight. True, they settle for one elsewhere in the game, but man – what kind of fucked up world is it where Deus Ex is the one encumbered by bosses?

Rage is two different games. In one, its sketchy plot is relayed through excursions that adhere rigidly to an exposition -> drive -> mission -> drive -> debrief formula. In the other, you explore settlements as you please, taking jobs from either a Wanted Board (running the gammit from missing persons to escort missions) or one of the many interested townsfolk: Sally at the Second Chance saloon, for instance, who’ll pay handsomely for destroyed bandit patrols, or the gultonous J.K. Stiles who needs a star for his lucrative Mutant Bash TV show. You can even while away the hours betting not just on games of Five-Finger-Fillet, but a somehow even more impenetrable variation on Magic: The Gathering.

Your travels between those settlements provide a sense of momentum that is largely absent from the plot itself, in which your function as survivor and saviour is understood only in generalities. The characters talk as though you already know everything, and no one much cares to assume otherwise. You are never witness to the heel from which the Authority commands such cowering obedience, which leaves you to fight on and wonder just how much worse it could be than an already Mad Max world full of armed bandits and unaccountable resistance fighters.

Such ambiguity is crystallised in the game’s concluding chapter, whose fight through a warmed-over Citadel offers neither the weaponised ingenuity nor heightened stakes of its dystopian forefather. No moment of triumph is awarded your struggle; instead, the ending is a brief rendering that completely undermines 8 hours of plot, vision and creative ambition. Perhaps most galling of all are the numerous technical problems that plague the release. Numerous crashes, for one, or an autosave system that’s either broken by design or implementation, and I don’t know which is worse – unless you remember to quick save, you can easily be thrown back half an hour or more to the last inexplicably placed auto save. Then there are the graphics, frequently marred by ugly texture pop-ins amidst a world that shifts unpredictably depending on where you happen to look. Even Carmack seems to share in our exasperation, posting online that “the driver issues have been a real clusterfuck”, as if unaware of his own culpability.

It’s interesting that the two remaining stewards of 90s shooters should release such similarly retro titles in the same year. Duke Nukem Forever and now Rage offer a window into a time of more visceral thrills, in which players were satisfied by a minigun and a room full of pixelated ghouls to expend it upon. For all the innovations in design since, it is that element that remains key to the genre’s success, and few know the fundamentals of action like id. That, unlike 3D Realms, they also strove to build a more substantive experience is commendable, even if it doesn’t meet the standards hinted at by those early, optimistic previews. Rage remains an unfulfilled promise but, as far as accomplished shooters go, few are more satisfying.

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Fast Five

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Breaking Dominic Toretto from a prisoner transport takes a move as daring as it is stupid. In the desert heat, three exotic sports cars appear over the horizon and being manoeuvring to box their target in. Once in place, the lead driver – with concern for neither life nor bodywork – drops anchor to send the attendant bus jackknifing off the road. It’s at that point, Toretto walking free as the vehicle lays on its side, that you realise Fast Five has substantially more in common with high-stakes action films than the juvenile street racing that once characterised the franchise. I’m not saying that’s altogether a bad thing.

Soon after, model slash actor Brian O’Connor joins the Toretto family in deepest Brazil, where they are offered easy-money that is anything but. The job calls for them to steal three lavish cars – well, duh – from a moving freight train, with only blow-torches and a casual disregard for physics to hand. In that deal and more to come, the cars are mere background noise amongst action sequences that could work without alteration in any similarly-inclined genre piece. Did Rob Cohen’s original film give any indication it’s leads would one day peel away from a burning train, making good their escape in a hail of bullets by leaping in slow-motion from a getaway car careering over a dam? Probably not. That needn’t be a bad thing either.

Agent Hobbs is the hard-boiled detective on their trail, and he and Toretto speak in the language of cinema – all puff-chested cliches like “Go walk it off!”, “Stay out of my way!” or “Wherever she is… I will find her!”. Mindful, perhaps, that Dwayne Johnson owes his career to the unimpeachable delivery of even the hokiest of chestnuts, Fast Five pits him against Vin Diesel in a masterclass of broad-shouldered brinksmanship. In their own way, they’re the action genre’s Coogan and Brydon, and while Al Pacino is unlikely to be in this pair’s repertoire, I’d pay good money to see them try over a plate of warm scallops.

Fast Five understands its function as slick, popcorn entertainment. It also understands the limits of its boys-own heritage, which goes someway to explaining the filmmaker’s attempts to forge a new path as a kind of Oceans Eleven meets The Italian Job. With almost an hour given over to a shot-for-shot remake of the former’s elaborate bank heist, it’s a good thing handsome scheming remains as fun as ever. Besides: when your target just so happens to be the Don Vito of Rio, it helps to have Hollywood’s best resources for cover. Not that anyone seems overly bothered. Toretto and his friends not only continue to race for pink slips, but even drag race stolen police cars while under surveillance. In the slums of Rio de Janeiro, I guess that’s what they call hiding in plain sight.

One thing leads to another, and with every shot they show just a little improvement. Thereafter, the three parties – good, bad, and expendable red shirts – converge in a situation as ridiculous as you can imagine, if not considerably more so. Should a blockbuster finale be anything but? Whatever bar of ridiculousness you might set, Fast Five manages to vault it with room to spare, courtesy of a downtown wrecking ball that wastes enough squad cars that all it can really be said to lack is John Belushi and a Chicago shopping mall.

When there’s nothing left to destroy, sheer bravado wins the day, for no one here is much of a shrinking violet. Not Johnson in his trumpeting size 12s, nor Walker and the longing for his cueball partner. They, and the rest of the male ensemble, are happy to take up their places as getaway drivers, demolition experts and vault-crackers. What does it say about the movie’s politics that the fairer sex are entrusted only with using their scantily-clad seductions on the local men? Exactly what you knew it would say, of course. In that at least, Fast Five is the franchise as ever it was, home to a late Eva Mendes cameo that suggests an awareness of the problem, if not any particular inclination towards fixing it.

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Hanna

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Hanna, as young as she looks, holsters her bow and leans in close. “I just missed your heart” she whispers, a fading deer at her feet. Its breaths grow shallow in the cold winter air, before stopping altogether. Hanna slices into the carcass and a little steam emerges, as if she were Han and that were a Tauntaun on Hoth.

The wilderness of Finland is an equally unforgiving place: desolate and covered in thick snow, surrounded by dense, lush forest. Yet it is here that Hanna’s father chose to raise her from birth. They live together in simple lodgings amongst the trees, where Erik teachers her all that she might need to stay alive. From what is unclear. Every night he reads from a single-volume encyclopaedia, conjuring images of supernova and the great mysteries of the seas. Hanna has seen neither, nor, we learn, very much else. All she has are the lessons her father had to teach her – martial arts – and the one he did not: an instinct to survive.

In time, she will call upon both. Until then, Erik warns of trouble beyond the trees. “She won’t stop until you’re dead” he cautions, “…or she is”. The woman he’s referring to is Marissa, a CIA operative whose obsession with tracking their whereabouts comes in the guise of a cold-war relic; her slippery accent and masculine clothing from a time even earlier than that. Hanna and her father pursue their training in the shadow of an old transmitter, whose activation will reveal their location to a waiting world. The motivation for flipping the switch is no less than youthful curiosity, which has gotten good people into bad trouble since time immemorial. Their parting words are a mantra of survival: “adapt or die” they swear, before disappearing into the crisp night air.

Hanna is the missing link between Leon and Salt, with a pulsing score that strongly evokes Tom Tykwer’s Run Lola Run. At the same time, it is also more deliberate. Joe Wright, whose work on Atonement and Pride and Prejudice would seem scant preparation for an urban thriller, pauses on a handful of moments more provocative than the whole; signposts, perhaps, to a coming-of-age story that might have been. One is Hanna’s arrival in Morocco, where – surrounded by modern conveniences she has little understanding of – she spins from one room to the next, dizzy and deafened, before crashing to the floor as if trapped inside one of Aardman’s breakfast-making inventions. The other comes when she later stows away with a travelling English family, newly awash with feelings of belonging and happiness at discovering the simple joys of David Bowie on the summer radio.

The ripening of innocence amongst such lush scenery is reminiscent of a tone struck by Sean Penn’s Into The Wild, that even more thrilling journey of self. Blessed is the evening meal that plays host to an exchange such as this, between a father and his young guest: “What did your mother die of?” the older gentleman asks, no doubt expecting something tragically familiar. “Oh, three bullets”. All the same, the nasty business of assassination waits for no 16-year-old, for Hanna is being trailed by the most conspicuous of assassins: a trio of men dressed like camp German tourists on safari. In a neighbouring country, Erik too is being followed, only his are a rather more anonymous brand of fingermen, as revealed by a tracking shot that mercifully doesn’t trade skilled choreography for quick cutting and blurred visuals.

Eric Bana is a comparatively underused figure here; then again, the film is called Hanna. That still doesn’t explain why he and his daughter needed to split up in their first place, but, as with Run Lola Run, the thrill is in the execution. Saoirse Ronan’s conspiring debut in 2007′s Atonement is surpassed by her transformation into the fabled lone-wolf, showing maturity that is sufficient to maintain credibility, without her naivete (beautifully captured in a shared moment beneath the covers) being spoilt by weariness. Somewhat less convincing, surprisingly, is Cate Blanchett, whose role is simply an excuse to indulge her more melodramatic, Machiavellian instincts. The manner in which the film handles the lonely nature of Hanna’s heritage is also a disappointment; so critical to our understanding of the piece, yet the story brushes aside in 5 minutes what Bourne took three films to more fully consider.

There are flashes of Clockwork Orange euphoria here, woven into the fabric of a decidedly European film. Wright’s self-assured direction is usually enough to forgive the occasional misstep – Blanchett, and a by-the-numbers ending – and while Hanna never blossoms into the film it promised, it remains a superior take on the barely-there youth empowerment narrative of Sucker-Punch. Finding him on a children’s roundabout, surrounded by discarded playthings from a Brothers Grimm fantasy, Marissa asks Erik why now, after so long. He just shrugs. “Kids grow up”.

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