The reactions I've seen to Game Room have been pretty divided. A lot of people just don't see the appeal of using a powerful modern console to play ugly, thirty-year-old games. And I can understand this, especially if you're not old enough to remember these games in their heyday. It can be hard, after playing visually stunning games like God of War III, to see beyond the simple graphics and one-button gameplay of Outlaw and understand that this is what once passed for thrilling multiplayer competition.
For me, the appeal of Game Room is clear. But then, I grew up with the Atari 2600 and with smoky, neon-lit arcades in which you couldn't hear yourself think over the noise of all the machines. What wonderful times those were.
People say that games today are better. In many cases, that's true. But I also think that games today are different in a crucial way. Most games today are story-driven, and most of those games establish a difficulty that makes it possible for just about anyone to complete that story and have a satisfying experience. That's all well and good, and I adore many games that fit this description. But I think there remains something to be said for games that are pure, unforgiving tests of skill, just you vs. the machine, where your only goal is to earn as high a score as possible. The appeal of this philosophy lives on in newer games like Geometry Wars and Pac-Man: Championship Edition, but the best early examples of this are timeless. Asteroids Deluxe, probably my favorite Game Room launch title, is a game that remains a thoroughly captivating test of skill. Most games in the Game Room launch may not hold up quite so well, but I've sunk over 45 minutes into Asteroids Deluxe, with much of that time spent trying to surpass a friend on the leaderboards. (Game Room encourages this by having banners above each machine that display the name and score of the highest-ranked person on your friends' leaderboard.) When I finally did it, the result was a sense of accomplishment of the sort the mostly relatively easy games of today seldom deliver. The faithfully recreated cabinet, so detailed that I can read the fine text on the front as I'm playing (selecting Cabinet view in the Graphics options) is icing on the cake.
There are definitely some serious, frustrating bugs and performance issues in Game Room that need to be ironed out. And it's disappointing that, while the cabinets for the Atari arcade games have the authentic artwork, the Konami ones are utterly featureless. But in addition to Asteroids Deluxe, I find Centipede and Gravitar to be so pure and simple that they're as compelling to me today as they ever were, and I've even been introduced to Shao-lin's Road, a fun game I'd somehow never heard of before that's a follow-up to Yie Ar Kung-Fu, an arcade cIassic I once loved. And the versatility of the Challenge feature means I can test my skills against those of my friends in ways that were never possible in the good old days, when all I could hope for was to enter my initials on a machine's high score screen. Now I can get creative, establishing challenges that start at any point in a game, based on score or survival. It's awesome, when it's working properly.
I look forward to more games like these, old favorites that have stood the test of time as well as cIassics I've never played before, hitting Game Room. With my own arcade, I can finally fulfill my childhood dream of being like Ricky on "Silver Spoons."
I expect that some people will come away from the new Noah Baumbach film Greenberg disliking the movie because they dislike the main character. Disliking Ben Stiller's Roger Greenberg is understandable. He doesn't earn our admiration and he doesn't deserve our sympathy. He's really quite an asshole. He lashes out at everyone and everything, penning vitriolic letters to American Airlines over seating conditions and to Starbucks for the Starbucksification of culture. Mostly, he lashes out at the person who deserves it the least: Florence, his brother's family's 25-year-old assistant, who is far more patient with Roger than he deserves.
But Florence understands what many others don't. She knows that not everyone has the skills necessary to function like a normal person in society, that what is absolutely effortless for most is downright impossible for others. “Normal things are hard for him,” she says in Roger's defense to a girlfriend who wonders why she puts up with him at all. At times, we can see that she asks herself that, too. But she must understand that in some way, it's not really her he's tearing to shreds when he launches into rant after rant, but himself.
He certainly has reasons to be angry at himself. At 25, he was in an up-and-coming band. With characteristic self-absorption, he made a decision on his own that affected the fate of everyone in the group. Though one of his former bandmates, Ivan (Rhys Ifans), makes an effort to maintain a friendship with Roger, they've never really forgiven him for it. They (and we) are flabbergasted by how, for so long, he still fails to outwardly take responsibility for his actions. A conversation late in the film is fascinating for the way in which this finally shifts for Roger, and for how, even in the midst of acknowledging that he behaved poorly, he still directs his anger outward at Ivan, who has made peace with the normal family life that replaced the rock stardom he once dreamed of, the sort of normal life that would be so impossible for Roger.
Greta Gerwig is great as Florence. It's a natural performance that conveys the complexity of her feelings about Roger and about herself in subtleties. She doesn't know what she wants to do with her life, which perhaps is why she gravitates to the 40-year-old Roger, who, after a nervous breakdown, is just “trying to do nothing for a while.” I still found it hard to accept that this rather wonderful young woman would get involved with such a neurotic misanthrope as Roger, but he certainly has no chance with a responsible woman his own age, at least not yet. Perhaps his relationship with Florence will help him grow into a man who does. At the very least, he should come away from it being a bit less of an asshole.
I didn't like Roger. But as someone who sometimes feels like I'm fumbling my way through life while everyone else has all the answers, I did see a bit of myself in him, and I did like this film.
Note: This commentary contains "spoilers." It won't spoil anything if you've seen the trailer for the film (which, like most trailers, gives away way too much) or if you've been paying any attention to news for the past seven years, but if you want to go into the film knowing as little as possible, see the movie before reading this.
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Green Zone, the new Greengrass-Damon collaboration, feels like a natural extension of the Bourne films they made together. Damon's hero is a smidge less far-fetched, though he still gets his Bourne-like action movie moment, and the political concerns are a bit more prominent, though they're still couched in a movie that is concerned first and foremost with being entertaining. And it is entertaining, even when the guns aren't blazing. Greengrass creates a sense of heightened activity and unrest in Baghdad, demonstrating again, as he did in the Bourne films and United 93, his talent for immersing us in locations that feel real. When action does break out, it's thrilling and visceral. But it was the political concerns that drew me to the film. I expect that some comparisons to The Hurt Locker may be made, but the two films actually have little in common in my view. Locker is set during the Iraq war, but it is about the psychology of its central character. Green Zone is about the war. Damon's character is just the tool the film uses to raise its questions.
Green Zone takes place in 2003, and Matt Damon's Roy Miller is on the ground in Baghdad to search for the WMDs that were Bush's excuse for sending us there. In location after location, Miller and his team come up empty. Miller starts to get frustrated, and to ask unpleasant questions about the source and quality of their intel. In doing so, he's clearly standing in for many of us who remember the frustration of those months, the sense that we as a nation had let ourselves be duped. He raises the questions with his superiors, with government officials and with Lawrie Dayne (the always excellent Amy Ryan), a Wall Street Journal reporter whose stories have supported the administration's claims about WMDs. Her stories make repeated reference to an Iraqi informant named Magellan. Miller's pursuit of Magellan leads both to the film's biggest and best action chase sequence, and to Miller discovering the truth we now all know about the existence of WMDs in Iraq.
The film smartly takes its title from the heavily protected zone in the heart of Baghdad that is depicted here as a luxurious area of babes and beer. It's appropriate because life in that zone betrays none of the tumult going on just outside, because the administration's policies were foolhardy and hopelessly out of touch with reality. It may be that in years to come, this will be one of the films that helps define our view of the war. But it's just a bit too ham-fisted in its handling of the questions that drive it to be the film the Bush administration's manipulation of the American people deserves. At one point, Miller confronts the smarmy government official who, in the film's version of events, seems to be single-handedly responsible for engineering the WMD deception, and yells, “The reasons we go to war always matter!” It's too precise in its confrontation of an issue that made many of us feel misled and deeply unsatisfied. Trying to vicariously deliver the satisfaction we'll never get from that situation feels a bit like cheating here.
I remember watching raindrops roll And skitter On the windshield of my father's car Speeding under the stormy all-swallowing sky of Colorado Watching them weave Between their brethren I would pick one Whose journey seemed promising I was absorbed in the outcome Would it work its way to the window's edge and escape alone And whole Or would it touch another Become something other Larger than itself And be absorbed?
Reviews of three movies: Up in the Air, Sherlock Holmes, and 25th Hour.
Up in the Air
“Bird in a flying cage, you'll never get to know me well”
-The Police, “Man in a Suitcase”
There's a great scene early in Up in the Air that reminded me of those scenes in action movies where the hero suits up for battle. (Here's the quintessential example of that.)
But instead of preparing to combat an overpowering enemy force and emerge unscathed, Ryan Bingham (George Clooney) is preparing to speed through the airport and get on his flight faster than mere mortals like you and me can even dream of. He is a travel commando.
Getting through airport security quickly is just a manifestation of his philosophy: moving is living. He preaches a no-strings-attached aloneness as a way of life. “We are not swans,” he says. “We're sharks.” He gives seminars to other traveling workers in which he instructs them on how to lighten the backpack of life, reducing the burden of all those unnecessary things so many people carry, like a home. And family. Clearly, this is a movie figure who, like Jerry Maguire and any number of other freewheeling men before him, must reassess his priorities and learn some valuable life lessons about connection and family before the credits roll.
But while I was a bit disappointed that the underlying meaning of the film is so predictable in that regard, the path it takes toward Ryan's change is unpredictable and delightful. It's a change that's set in motion by a chance meeting at an airport bar with Alex, who seems to be the perfect candidate for the occasional motel hook-up, appearing to be as committed to a lack of commitment as he is. Their first meeting evokes the famous scar comparison scene from Jaws, only Ryan and Alex show off the various accoutrements of a life committed to traveling for work. Alex is played with irresistible charm by Vera Farmiga, and it's easy to see why she has such a dramatic effect on the normally unwavering forward trajectory of Clooney's Bingham.
Equally vital to Bingham's journey, in its own way, is the connection he develops with young go-getter Natalie Keener (Anna Kendrick), who plans to save Ryan's firm tons of money by enabling them to do their jobs over the internet. But Bingham fights this, trying to demonstrate that face-to-face interaction is a necessary component of the job. Perhaps it is, or perhaps it's just that constant travel is a necessary part of his identity.
Clooney is exceptional here, playing Bingham as a man with depths he isn't even aware of, or has made a deliberate effort to deny. Perhaps that's necessary, given his line of work. Companies hire him to come into their offices and fire their employees. Clooney's glossy sheen is invaluable, helping him come across as both sympathetic and implacable in response to the emotional outpourings of the terminated employees.
Director Jason Reitman nails the tone, finding humor in sadness and sadness in funny situations so that the film never feels less than honest. And maybe it's just that I know so many people who have lost their jobs over the past year, but this film seems to come at just the right time, to reflect something important about where we are as a country right now, about the uncertainty of what's ahead. When Bingham fires people, he presents it as the opening of a door, the first step of the next great chapter of their lives. Perhaps he even believes it a little. And perhaps there is no harm in that.
Rating: 9/10
Double feature suggestions:
In Good Company (The evolving workplace of the 21st century)
Lost in Translation (Connections between older men and younger women that don't involve sex)
Jerry Maguire (No matter how committed they are to being single, all men secretly want to settle down)
Sherlock Holmes
This movie has about as much in common with Sir Arthur Conan Doyle's stories as the Tom Hanks-Dan Aykroyd Dragnet movie had in common with its source material, but this is at least a spirited reinvention. The production design is great, creating an alluringly grimy and gray vision of turn-of-the-century London. And like its protagonist, the whole movie is an awkward but interesting mix of brains and brawn.
Like most Guy Ritchie films, it's brawly and feels a little pleasantly drunk. Sherlock Holmes isn't as ideal a fit for Downey's tremendous charisma as Tony Stark, and so this film is not the truly terrific entertainment that Iron Man is, but he's still fun to watch, and he and Jude Law (as sidekick/live-in companion Dr. Watson) are surely one of the great gay couples in the history of the cinema. Also, it has Eddie Marsan, the crazy driving instructor from Happy-Go-Lucky! You all remember him, right? Right?! And hey, there's a great Dubliners track that plays over the end credits. So there ya go.
Rating: 7/10
25th Hour
"Be on the lookout for the amber waves of grain
The green lady moved away and changed her name"
-Greenskeepers, “Vagabond”
Here's my timely review of this 2002 Spike Lee film.
It's a masterpiece. One of the very best films of the last decade.
Monty Brogan is spending his last night of freedom with friends, before being jailed for seven years. As played by Edward Norton, he comes across as affable, like a friend who was too clever by half in high school, saw a way to start earning some very good money dealing drugs, and quickly found himself in over his head. He is not without blame, and yet if we knew someone in his position, we'd probably feel a bit sorry for them.
We all commit transgressions, large and small, yet Monty is singled out while most of us enjoy impunity. In his own, perfectly legal way, Monty's friend Frank (Barry Pepper) makes huge amounts of money off of the misfortune of others. And English teacher Jacob (Philip Seymour Hoffman, in yet another incredible performance) finds himself on that line no teacher should cross with his student Mary (Anna Paquin). He's not unprincipled, you see. It's just that the drinks are strong, and she's oh so lovely...
The events of September 11th are a constant undercurrent here, as the film opens with stunning images of the Tribute in Light, and Frank's apartment is on the very edge of Ground Zero. It's a time when perhaps as a nation we felt we were being punished and didn't know why, or felt that we as individuals had escaped punishment while others had not, and what had separated them from us, really?
I'm not sure what I was expecting going in to 25th Hour, but I sure wasn't expecting a film that is so entertaining, a film so powerful and so rich with meaning that is nonetheless funny and simply a joy to watch. But it is, thanks to the screenplay, which takes its time with these characters, letting us just observe them and listen in on their conversations rather than forcing the machinations of a plot on every moment, and thanks to the fully realized performances, which make these characters so fascinating to observe.
I need to give special attention to the film's ending. It's a transcendent and unforgettable ten-minute sequence in which Lee's indelible images and the poetic lilt of Brian Cox's voice (as Monty's father, driving him to prison the day after most of the film's events) combine to create an impression of a life lived. I watched it over and over again, trying to absorb every ounce of its beauty, but came away with only the ability to imitate Brian Cox saying “My bar?” (“My bah? Jesus, my bah?”) Which is still pretty cool.
Last year, Monty Brogan would have been released, if he'd survived his time in prison. I hope he emerged unbroken, able to enjoy the rich promise of America that the film's ending suggests. But I doubt it.
The best games of 2009, for me, were marked not by innovation, but rather by doing the very same things that games have been doing for a long time, but doing them better than they've ever been done before. (That's not to say that this was a year without innovation. On the contrary, GameSpot's pick for Game of the Year, Demon's Souls, is boldly innovative and utterly uncompromising, and I respect the hell out of it. I just didn't personally enjoy it all that much.) The two best games of the year for me were particularly exceptional in this regard. Forza Motorsport 3 and Street Fighter IV are like well-oiled, nearly flawless high-performance machines in their respective genres.
Forza 3 is a game of such elegance that I feel like I should be eating excellent French cheeses and sipping fine wine whenever I play it. But not in a stuffy, oppressive way. No, it's an elegance that's perfectly befitting of the beautiful, fine-tuned automobiles it celebrates. And the experience of playing it is about as close as a game has ever gotten for me to being transportive. The handling, the sounds, the visuals are all so convincing that I could almost swear I can feel my car soaring down the Sebring Raceway. I'm such a devoted fan of over-the-top arcade racers over simulation racers that I often catch myself wanting to press A to trigger a vehicle boost, Burnout-style. But where so many other simulation racers have left me cold, Forza 3 is one I can't stop admiring. In addition to the absolutely top-notch driving, the way the game rewards you for each victory, constantly opening up new cars, new events, and new benefits as you earn experience makes playing "just one more race" nearly irresistible.
What Forza 3 is for driving games, Street Fighter IV is for fighters. It hits the sweet spot between pick-up-and-play accessibility and tremendous depth. The incredibly tight controls and exceptionally balanced combat ensure that fights are always exciting and intense for me, and even losses feel rewarding as a chance to observe the techniques of more skillful players and very slowly get better. And the better I get, the more I appreciate how incredible this game is, as I slowly come to grips with things like the focus attack system that adds layers of depth onto the core, tried-and-true Street Fighter II model. If I could stop time for a while and spend unlimited hours playing any one game from this year, this is the one I'd play, because as much as I enjoy it now, I know that being a truly competitive, outstanding player would only deepen my appreciation and enjoyment of it still more.
The quest to capture big, Hollywood-style adventure movie thrills in game form is certainly nothing new. Naughty Dog's Uncharted 2 pulls it off more effectively than any game has before. Expertly paced, with one terrific setpiece moment after another, and an excellent cast of characters whose relationships make you feel invested in the story.
Modern Warfare 2 was far and away the year's best shooter for me. Sure, you can rightly criticize the brevity of its campaign, but its whirlwind globehopping adventure packs more terrific locations and more memorable moments into its five hours than most games four times as long can manage. Add in the exciting and challenging cooperative Spec Ops missions and the highly addictive competitive multiplayer and you've got a well-rounded and consistently outstanding shooter.
While I have a soft spot for the moody Burton-influenced visuals and catchy tunes of Sunsoft's excellent 1989 NES game based on the first Michael Keaton Batman film, I have to admit that Arkham Asylum represents far and away the most compelling and effective representation of the Caped Crusader in a game. Everything you love about Batman--his gadgets, his detective skills, his use of stealth and shadow, his scarred psyche--is manifested here to terrific effect. It's so effective, in fact, that even if you go into the game not knowing or caring much about Batman, Commissioner Gordon and the other characters who populate Gotham City, you'll probably come away from it with a real appreciation for what Rocksteady has done with them here.
There was very little doubt that The Beatles: Rock Band was going to be good, but I was nonetheless surprised at just how superb it turned out. Harmonix could have taken the lazy route with this one and still sold a bazillion copies on the strength of the Fab Four's catalog of timeless and incredible songs. But instead, they went all-out, creating a rich Beatles experience jam-packed with the kinds of little details that imbue the game with the warmth and reverence the material deserves. Time spent playing this with friends was perhaps the greatest source of pure joy I got from any game this year.
Grand Theft Auto: Chinatown Wars was perhaps the biggest WOW of the year for me. No other game revealed previously untapped potential in a platform as dramatically as Chinatown Wars did with the DS. No compromises here, this is GTA reimagined from the ground up for Nintendo's handheld, and it is fantastic.
Mario & Luigi: Bowser's Inside Story is the latest and greatest entry in AlphaDream's consistently excellent series of RPGs starring the Brothers Mario. Endlessly inventive, irresistibly charming and completely hilarious.
I'm still inching my way through Assassin's Creed II, one kill at a time. While I find the gameplay a smidge too easy to be completely gripping, the varied, richly detailed and atmospheric cities make this breezy ride a very enjoyable one, and pulling off a stealthy kill in broad daylight, then walking away and leaving no one the wiser is immensely satisfying. I recall the negative reactions of some to the concept of the animus when the first game was released, but here, I find that all the crazy conspiracy theory elements woven into the game make it feel all the more epic and compelling, creating a sense of high stakes and of an age-old conflict that extends far beyond Altair, Ezio or Desmond as individuals.
What Borderlands lacks in story, it more than makes up for in sheer addictive playability. It brilliantly merges the loot-finding and character-building that makes games like Diablo II so habit-forming, with...guns.
An honorable mention goes to Dragon Age: Origins, another title I haven't found the time to conclude yet. In fact, I've still got a long way to go on this epic journey. The pace lagged for me in the early stages, but now that I'm starting to make some serious progress on the main quest, I'm finding myself becoming more absorbed in the fully realized fantasy realm of Ferelden. Bioware's signature talents for creating richly detailed worlds and compelling moral dilemmas are in full effect here, and I'm determined to see this quest through to its blood-spattery end.
In my opinion, the year's best downloadable content was The Ballad of Gay Tony. Rockstar continues to challenge notions of who and what games can be about. Terrific nightclub atmosphere brings a previously unseen side of Liberty City to life, and the outrageous missions help bring GTA IV to an explosive conclusion.
And since I'm listening to it right now, I'll add that my favorite original soundtrack this year belongs to Shatter. It's a catchy and gorgeous collection of electronic compositions that are as incredible on their own as they are in the game.
This is a quick personal reflection on the ten games (well, nine games and one series of games) I found the most meaningful and memorable over the past ten years.
SSX: I start here not because this is the least of all the games on this list, but because it's the first. It was very early indeed in this decade when I stepped into a GameStop...it may even have still been a Software Etc...and saw a PS2 demo kiosk showing off SSX. I was sold. With one glance, it seemed clear that the power of the PlayStation 2 was going to enable games to deliver bigger thrills than any console before it. How apt that the development studio for this game was called EA Sports BIG. The PS2 was the first new console of the decade, and SSX was its glorious herald, a speedy, stylish, adrenaline-drenched snowboarding game for the new era. It's certainly true that SSX 2 and 3 improved on the original in some respects, but when I think of SSX, it's that first glimpse of Snowdream that I remember most, the voice of Rahzel mocking and praising me as I boosted my way down the slopes.
Halo: Some of the very best gaming moments I had this decade were spent with friends crowded around my modest television, the screen split four ways as we assault-rifled and pistol-sniped each other endlessly. Halo 2 and 3 took the multiplayer online in a big way, but the best Halo times of all for me were those early days on Hang 'em High.
Burnout 3: What an exciting innovation this game was, building on existing arcade racing game conventions but making crashing and running your competitors off the road a spectacular, visceral part of the gameplay. I consider this the original Xbox's ultimate Xbox Live title. For several months, some friends and I ritually played this on an almost-daily basis,while games these days are unlikely to see consistent online play from us for more than a few weeks. It was also, for me, the first game in which custom soundtracks were an essential feature. I still can't hear certain Death Cab for Cutie songs without them conjuring up images of Burnout 3's environments.
Ninja Gaiden (Black): My favorite skill-based, challenging action game of the decade. When Ninja Gaiden first came out, I rented it and found it difficult to a fault. It was frustrating, not fun. Then the bargain-priced Black came out and I decided to give it another chance. I hit the same wall I had before but kept pressing on and somehow, at a certain point, something clicked, and I just naturally found myself getting better at the game. That sense of just feeling my skills improve, and the results of it--being able to effortlessly slice enemies to pieces (and look awesome doing it) who had previously made mincemeat out of me--was incredibly rewarding.
Metal Gear Solid 4: It's goofy and messy and totally absurd, and I admire the hell out of it. I think it's an inspired conclusion to this totally crazy series, and for all its flaws, I love the fact that it is so clearly Kojima's uncompromised vision. He may be the first auteur of games, and I think the series would have been far less interesting if it was made by committee and some of Kojima's crazier, more self-indulgent impulses had been reined in. It somehow creates a thoroughly satisfying conclusion that ties up all the loose ends, and it unforgettably pits the hero and villain against each other in a climactic fistfight that's also a brilliant summation of the entire series. Masterful.
Grand Theft Auto IV: I Heart Liberty City. Moral choice was a fun gimmick in a lot of games over the past ten years, but many of those games presented those choices in such extreme black and white terms. Grand Theft Auto IV was the first game in which I felt legitimately troubled by some of the choices I had to make, the first game in which pulling a trigger and taking a life often felt impactful and irrevocable. The writing is far superior to what you find in most games, with complex, damaged characters who, for all their flaws, are often trying their best to make a go of it in this ugly world. The cutscenes feature terrific subtlety and are willing to take their time to just observe the characters. For me, its themes of culture, cIass and consequences really work. It ain't The Wire, but for my money it's far and away the best crime story, and the best story of any kind, I've encountered in a game. The downloadable stories released this year, The Lost and Damned and The Ballad of Gay Tony, have kept the party going in style, adding exciting new gameplay elements and continuing to challenge our notions of who and what a game can be about. The Ballad of Gay Tony also features the most gorgeous menu music I've ever heard in a game.
"I keep on walkin'..."
Paper Mario: The Thousand Year Door: Mario has starred in many exceptional RPGs throughout the past ten years. This is the absolute best of the bunch. It's charming, inventive, humorous, and even oddly poignant. I don't mind telling you that I got a bit choked up at the end of this tale of goombas and koopas. An absolute delight from start to finish.
The Rock Band series: When I was younger, I was an enthusiastic air guitarist, desk drummer, and sing-along-er. But these are all private, slightly embarrassing expressions of the emotions a song might conjure up in me. One of the biggest, most important innovations in games of this decade is the way that the music peripheral games have taken those private expressions and made them a shared experience. Performing songs with friends in a game like this is an absolute joy, and a totally valid and new way for people to experience music together. In the Rock Band vs. Guitar Hero battle, the Rock Band games are the clear winner for me. The atmosphere and the song lists deliver just want I want in my fantasy fulfillment, and the Guitar Hero games feel a bit crass and soulless by comparison.
And now, my two favorite games of the decade. I can't choose between them.
Super Mario Galaxy and Grand Theft Auto: San Andreas
Super Mario Galaxy is as close as any game has come to perfection for me this decade. It's an absolutely incredible achievement, feeling both like a natural extension of the series' roots, and a totally fresh, at times exhilaratingly innovative experience. The level designs are nothing short of brilliant, and the music, visuals and gameplay frequently combined to foster a sense of ebullient joy in me akin to what I might feel at the most inspired moments of a great Pixar or Miyazaki film.
Grand Theft Auto: San Andreas, by contrast, does not quite approach perfection. Instead, it's a sprawling, audacious, flawed but utterly incredible game. The story is not the serious tale of revenge or forgiveness that you find in GTA IV, but a fever dream of West Coast culture and styIe. The plot lacks focus, but the cast of characters is memorable, and the outstanding voice work (JAMES WOODS!) helps tremendously. And while the story is messy, the setting is unforgettable. I love it all, from the ghetto where CJ begins to the mansions in the hills. I love the small towns and the beaches. I love the huge bridges and the airplane graveyards. It understands Los Angeles hip-hop culture in the mid-90s, and its climax rings true in echoing some of the rage that fueled the Los Angeles riots of 1992.
I can't separate the fact that I've lived in LA for many years from my feelings for this game. Standing in the cul-de-sac where CJ's house is located, I can almost feel the warm Santa Ana winds. But the reason I rank it above GTA IV as one of the absolute best of the decade is not just that its setting is more personally resonant for me. It's also that I simply think it's a bit more fun. For me, this is the best entry overall in what I consider the definitive game series of the decade.
I picked up a flashlight I have lying around the other day. I was sure the flashlight was busted, but I turned it on, and whaddayaknow? It still works!