Friday, 1 March 2019

Far Cry: New Dawn review (PS4 version)

Cover art featuring primary antagonists Mickey and Lou.



I played the first Far Cry game way back on the original XBOX, I can’t remember much of it other than the fact that I didn’t get too far into it before giving up. It wasn’t my copy and I think I might have been too young to play it at the time. So I never returned to the series until 5 came out in early 2018. I really enjoyed the game, the gunplay was fantastic and the open world was interesting as well as visually beautiful. But I never completed it, as much as I was enjoying the experience I was kind of getting tired of open world games at the time, so I quit late into the story.


Just one year later we have a new entry, and it is the first to be a direct sequel in the series. Far Cry: New Dawn is set seventeen years after the events of 5, in a post apocalyptic Hope County, Montana. Where a nasty, vigilante group called The Highwaymen, led by twin sisters Micky and Lou, are in control.


Although there are a few tweaks here and there, the general thrust of the game has not changed too much from your usual Far Cry title. You have a reasonably big open world to explore, where you have to liberate outposts, complete missions and hunt animals, all for the purpose of crafting material and finding resources to progress.


For a post apocalyptic setting the open world of Hope County is filled with bright fauna and sunshine. The visual elegance in certain narrative sections of the game, and in one particular part of the map were exceptional to say the least. This is a big contrast with the derelict and torn down buildings that make up most of the locations. Although there's nothing groundbreaking here, It’s refreshing to see a post apocalyptic setting that’s not a dark, barren wasteland.


Where New Dawn does slightly divert from its predecessors is with the introduction of base building. From the beginning you will start the game in Prosperity, a settlement at the bottom of the open world map, that becomes your base of operations. Outside of the story missions, building your base is essential to your progression. None of this is particularly complex, but from here you can unlock new weapons, new cars, improve your health as well as the amount of explosive ammunition that you can carry.


The only way that you can upgrade your base is by getting Ethanol, the bulk of this is collected when you liberate enemy outposts. You can also hijack enemy vehicles that are carrying it, but liberating outposts is where the overwhelming majority of it is found. Which brings me to one of the more drastic changes in the game, and that the outposts now have three tiers of difficulty. For example you can liberate an outpost and then hand it back to the enemy and then liberate it once again on a higher difficulty, which earns you a higher amount of Ethanol in reward.


This feeds in with the light RPG elements that have been introduced. Because It’s not just the outposts and your base of operations that have tier levels, so do the enemies. As expected, the enemies tier levels get higher as you progress through the main campaign.


I loved all of these new features, it streamlined the gameplay loop and gave a little guidance into the open world. Much of the reason why I eventually get bored of open world games is because they rely far too much on the player to find their own fun, which is a huge problem if neither the story or the open world are interesting. Which is not the case in this game.


There are also expeditions that have been added, there are three that you can take part in. These are big levels that aren’t set within the open world of Hope County, but other locations within America. The goal is to find an unmarked package on the map and extract it, to do this you have to go to a specific point on the map where a helicopter lands for you to get inside. As soon as you get to the extraction point a countdown will begin before the helicopter arrives. Once the countdown starts a horde of enemies will ambush you. The expeditions gave me some of the most frantic moments during my playthrough, and I say that as someone who doesn’t like games that force a timer on you, but it’s applied successfully here. The expeditions are ultimately a perfect way to test out your new weapons and gear.


As with other Far Cry games, the gunplay in New Dawn is superb, you really do feel the full weight of the trigger being pulled and the impact of the bullets hitting the target. The variety of weapons is pretty impressive, with a combination of sub machine guns, pistols and assault rifles. The best addition is the saw launcher, which does as the name implies and fires disks with sharp blades around around them. It’s a bit overpowered but fun to use in sticky situations. The weapons you have a choice of buying and equipping runs in line with how you want to approach the game’s combat. You can either go in all guns blazing or as stealthily as you like. I personally went down the latter route, by equipping a bow as a primary weapon and a silent sub machine gun as a secondary weapon. The game is more rewarding playing this way and less chaotic.


To help you along the way you have a perk system that you can upgrade by completing missions and challenges. This is the usual upgrading we’re used to, such as increasing your stamina, ammo capacity, and health. It’s something I don’t usually like in games, I’d rather you were able to carry as much as possible from the beginning, and any new skills you gain ought to be learned. But it does cut out a lot of chores that might have been in the game if the system wasn’t in place. You can also assign various side characters to join you in the open world, all of these have their own strengths. I sparingly used them because I lost count of the amount of times that they would get spotted by the enemy as I tried to infiltrate an outpost.


Despite my enjoyment of the game its lack of ambition and small scope stop it from being anything more than a good Far Cry game. The story is passable at best, the central antagonists, a staple of the series, are nothing special. As much as you can’t wait to get the chance to kill them off, they are kind of just two dimensional bad guys with little fleshed out in the way of personality. Joseph Seed, the antagonist from the previous game does return in a souped up but important cameo role, his significance only matters towards the last third of the game.


As interesting as the open world is, you get the feeling more could have been done to make it really stand out from the crowd. It’s still little more than a playground to mess about in, unlike those in an Assassin's Creed game, or Red Dead 2 for that matter. I think the game would have been better served with a longer production time and with the intent of creating a proper sequel to Far Cry 5 rather than just an expansion of it.


I’d also prefer it if you controlled a character that actually speaks, it’s a problem I had with Far Cry 5. I can see why a silent protagonist helps keep focus on the game’s setting and characters, but it takes away any emotional attachment to who you’re controlling and the events around you.


Although it feels too soon to have another Far Cry game hit the shelves, I thoroughly enjoyed myself throughout New Dawn. So I’d recommend this game if you’re really willing to go back to the series. It took me around twenty hours or so to complete it while doing most of the side activity, so it isn’t too lengthy. With a retail price in the £35-40 range, it's a fair price for what you're getting in return.


Verdict: 7.5/10

Monday, 11 February 2019

Alita: Battle Angel review

Alita Battle Angel (2019 poster).png

Director: Robert Rodriguez
Certificate: 12A
Running time: 122 minutes

Until halfway through I was thoroughly engrossed in this movie's characters, story and performances. The combination of the three was all drawing me into the world, but it got to a point where the story and character development hollowed out, resulting in a rather lacklustre ending that never really feels earned.

Set in the year 2563, three hundred years after 'The Fall', a war that ravaged the world, Dr Dyson (Christoph Waltz) discovers a cyborg body that has been dumped in the scrapyards of 'Iron City', from the more prosperous sky city of Zalem which sits above it. Dr Dyson takes the body back home, rebuilds it and names her Alita. It's not long before she falls in love, is introduced to the murky world of a violent sport called Motorball, and learns more about her warrior past.

If like me you've never read the manga the movie's based on, you'll still recognise the themes of futuristic dystopia and inequality that weave into its narrative and look. And to its credit the movie does look good without being visually overbearing. Its setting has a grim, physical presence that feels lived in rather than superficial.

There is a certain uncanny valley in the way Alita looks, but it never really distracted me, and a large part of this is the performance of Rosa Salazar, who really brings the character alive. Alita is naive and innocent, but ruthless when she has to be. While her transition from one to the other is not always convincing, I was always invested in her journey throughout.

The same cannot be said for the love story that becomes the central focus of the second half of the movie. It's believable at face value, but neither the script or the pacing ever give it enough weight to feel emotionally invested in.

The action scenes are imaginative and exciting enough to get some entertainment value, and to its credit the action always drives the plot forward, and they're edited in a way so that you know what's going on. Despite this, there's never any real tension or fear of danger when a character is so incredibly skilled and competent. There is another problem, outside of the Motorball scenes, the action is too precise and lacking in raw physicality to take you out of the fact that you're watching a high budget movie.

I enjoyed Alita for the most part, while the love story is too underdeveloped to care about, the ideas it tried to convey were fascinating, and it doesn't shove them down your throat. While the ending is anti-climatic, the last moments before the credits rolled were quite powerful to me. And I hope I get the chance to see this world again.

3/5

Sunday, 3 February 2019

Resident Evil 2 (remake) review

(PS4 version, played on standard difficulty)

RE2 remake PS4 cover art.png


It’s hard to believe that the original Resident Evil 2 came out twenty one years ago, but it’s initial release was not my first experience with the game. A demo came with Resident Evil: Directors cut, the first title in the series that I played, the demo ended on a cliffhanger, which made me even more desperate to play the full game on release. Unfortunately I never had a PlayStation of my own, so I had to wait until it was released on the Nintendo 64 two years later to get my own copy.


This is not much of a remake, in truth it is far more of a re-imagining, everything from the locations to the supporting characters have been entirely revamped. It succeeds in making the familiar feel unfamiliar. Like the original, the story focuses on two strangers who end up in zombie ravaged, Raccoon city. First we have Claire Redfield (brother of Chris from the original Resident Evil game), and Leon Kennedy, a rookie cop on the first day of his new job. After their initial introduction to each other they’re separated for the majority of the game.


The fixed camera angles have been replaced with an over the shoulder third person view, allowing the game’s foreboding atmosphere to really grab and not let you go. And believe me, this game is tense as well as scary, the locations are by and large devoid of light outside of the torch you carry. Like its predecessors in the series, the settings are characters within themselves. The city is a burning chaos, and the police station is like a prison with no escape, suffocating you at every moment with its darkness and monsters lurking in your surroundings.


With a limited inventory space you progress through the game by solving environmental puzzles that open up new areas of the map, which then leads you to important items such as files, keys and weapons. Item management is an integral part of the experience, and because of this there is a lot of backtracking, far more than I anticipated. Which is something I don’t usually enjoy in most games, but it works here because the game design is so great, and there’s a genuine satisfaction and reward in the moment to moment story progression. The maps you pick up will help with the backtracking, they’re an essential tool that you’ll be using from beginning to end, with items and locked doors marked down, as well as unexplored rooms which appear in red.
   
The puzzles aren’t particularly brain scratching, they just require a bit of observation and patience, some can be frustrating and feel like they’re there for the sake of it. But there’s always a great sense of engagement and reward when you’ve figured one out. There was only one puzzle that had me stumped for a while, and it was one of the few that required me to write down notes to help find the solution.


There is of course other obstacles that you will have to confront, and those are the monsters that make this a true survivor horror game. The most frequent of these are the zombies that have been in the series from the beginning. These zombies are not the type that sprint at you, these are the slow, lumbering kind. But don’t let that fool you, if you’re not careful they can be a nightmare. The best strategy is to avoid them as much as possible, save your ammo unless it’s absolutely necessary, but that’s easier said than done because they tend to be located in confined spaces and roam around in numbers. They can lunge at you with both arms if you’re too close, and they stagger forward making it bit tricky to aim for their weak spots. And even if you shoot them in the head, some can take between four to seven hits to kill off completely. Unless you get a lucky, perfect critical hit that blows their brains off.  


Zombies aren’t the only thing you have to worry about, there is an assortment of grotesque but wonderfully designed enemies. From the mutated lickers to the zombie dogs, these enemies might not show up as frequently but they are far harder to kill, and unlike the zombies they are extremely difficult to avoid. Thankfully there’s a good range of weapons that you can attain, these vary from one character to the other. Both start with a basic handgun, but in regards to heavy weapons, Leon gets a shotgun and a magnum, while claire gets a grenade launcher and a submachine gun. Which brings me to another change from the original, is that you can now aim as you move, but this isn’t always an advantage because the onscreen reticle gets bigger as you move, so your aim isn’t as steady, thus making it easier to miss your target. It can cause plenty of irritation and wasted bullets, but it adds an extra layer of challenge that I came to appreciate the more I played.


Which brings me to Mr X, a tall and formidable enemy that will stalk you until you manage to escape from his clutches, but even then you’ll hear the piercing sounds of his heavy footsteps as he looks for you. I can’t think of another game where a sudden rush of dread overwhelmed me as much as the first time I encountered him. For fans of the series, he plays a similar role to that of Nemesis in Resident Evil 3. This won’t be to everyone's taste, and although I think it’s one of the best aspects to the game, even I, after the initial encounter felt that it was too intrusive. But you’ll learn to overcome and appreciate the small doses of terrifying urgency that he brings to the experience. Just make sure you run away from him the second he appears, do not waste ammo trying to kill him off because you can’t.


Not everything I feel about the game is positive, the boss battles which are a staple of the series are unfortunately contrived and quite bad, they are designed and scripted in a way so that you have to get hit to succeed. There is also one other nitpick that I had, and this is more of a personal gripe. I was rather disappointed that the story was a straight up copy of the original game, outside of the additional and expanded locations, the narrative adds nothing to the lore of the series. This is one area even the Resident Evil 1 remake changed with the inclusion of the Trevor family, giving the terrifying mansion extra depth.


Resident Evil 2 is nothing short of astounding, for me it's a must buy, and for £39.99 you get a decent amount of content. Both characters have an A and B story mode, each of which bring a variety of differences to make each campaign feel a little fresh. It all culminates in a brilliantly modern survival horror game that ought to please both old and new fans alike.


9.5/10     






    

Friday, 1 February 2019

Hope House

Hope House
By Kane Gord


Chapter one: New beginnings.


To the far north of Majesty, a world of a thousand kingdoms, lies the ancient city of Krazoa. Home to a tribe of Elves known for their magic and craft of making things out of wood.
It is here that a little elve called Sara has just finished the final touches to a wooden doll.
Our story begins just as this wooden doll opens his eyes for the first time.
“Hello” the elve waved her hand in front of his eyes, “can you hear me?”.
The wooden doll looked at her and nodded.
“That’s good” she replied, she put her hand on her chest and said “my name’s Sara, I am the one who created you”.
She moved to her side so he could see the inside of a large room that looked like a workspace. There were tools and pieces of wood everywhere.
“This is where I work, I am a toy maker, I make all kinds of toys. But you’re the one I am most proud of”.
The doll was confused and curious at the same time.
“If your name is Sara, then what is mine?”.
“I thought I’d call you Breezy, it’s unusual but I like it.” She held out her hand and asked him to take it.
“Follow me” she whispered as he grasped her hand. They left and made their way out of the small hut.
The bright daylight left Breezy blind for a moment. But after a few seconds, in all directions he could see hundreds of gigantic trees rising up from the clear, blue sea beneath them.
A pathway linked the small huts that stuck out from the tree trunks, while each of the giant trees were linked together by long bridge paths at the top of them.
He looked up to the sky to see the top of the giant tree, he was immediately light headed. It was so high up that it made him feel like an ant staring up at the tallest tree in a rainforest.
“This is Krazoa, home of the forest elves, It’s a beautiful place to live. Come with me and I’ll show you a better view”.
They made their way to the top of the tree trunk where there was a courtyard, and a view of the entire city.
There was a slight gust in the air that brushed against the treetops above them. Creating strange shadows on the rippled sea water, that was otherwise reflecting like silver diamonds in the sunlight.
They sat down and stared out into the distance.
“Do you want to know why you have come into this world?” Sara asked, but without letting him speak, she carried on talking.
“I created you as a gift, in a kingdom far away there is a human princess called Alex. Today it is her seventh birthday, and we are going to give you to her”.
“What am I supposed to do for this princess?” he asked.
“You are a singing doll, you are something to play with, to make her happy”.
She took his hand and said “you are not like any other doll I have created before, you are special”. She then put her hand behind his back and turned a small key.
At once Breezy began to sing about the giant trees and the sounds of the wind.
When the song was finished, he turned to her and asked “how did that happen?”.
“Magic” Sara replied in an enthusiastic voice, “inside of you is a magic stone filled with songs that are only activated when the key on your back is turned”.
“How many songs are there?”.
“There are over a hundred, but you’ll only sing certain songs that speak to the way others around you feel, so that the music makes them happier”.
“For example, if the princess is unhappy you might sing a happy song about rainbows”.
For the first time Breezy looked at his body up and down. Although he was made from the finest wood, his body was joined together piece by piece.
A horrible thought came into his head for the first time, would he feel any pain if he was broken apart?
“Don’t be afraid” Sara held his hand again and tried to assure him, “you’re going to a lovely home. You’re very lucky indeed, because you’re going to live in a palace”.
“A palace?” Breezy said with a puzzled look on his face.
“A palace is the best kind of house that only kings and queens live in, as well as princesses”.
“And what if they don’t want me?” he asked in distant, lonely voice.
“You will always be wanted, you are special, and I’m sure you’ll be the best gift that she’ll ever get”.
The two smiled at one another, “there is something else that I need to give you” Sara said.
She pulled out a necklace from her pocket. Dangling from the string was a leaf and a tiny piece of tree bark.
She placed it round his neck and said “this is so you’re always reminded of where you came from. The ancient city of Krazoa”.
Breezy smiled once again, for the first time he had something that he knew he would cherish for the rest of his life.
He would carry it everywhere and never let go of it. “I’ll never lose it” he declared as he held it tight in the palm of his hand.
“And I’ll never forget giving it to you”, she gently poked him on the nose with the tip of her finger.
It was quiet for a moment as they both gazed into the distance, watching as the colourful birds flew through around the treetops.


Chapter two: Saying goodbye


Sara showed him her flute, “this is a musical instrument, I can create melodies with this”.
“Melodies, what are they?” Breezy asked
“Music, it’s sounds that make you feel something, it can be anything from happiness to sadness. In some cases it can be used for magic, and as I am about to show you, it can also be used to communicate”.
The elve put the flute to her mouth and began to move her fingers along the instrument.
Breezy looked on in awe as the soulful music tingled up into the air above them.
His eyes could have been playing tricks on him, but the leaves seemed to dance with the sounds.
But it was the sudden and thunderous, whooshing noise that caught his attention.
A few seconds passed before a bird the size of a small dragon appeared from the sky, he was carrying a wooden box under his claws.
Breezy was scared when it landed next to them, he could feel his body trembling.
Sara walked over to the bird and the animal licked her face, for a moment she hugged its beak and stroked the nape of its neck.
“Don’t worry” she said “I have known Edrick for years, he is a very friendly bird. Unless you provoke him he would never hurt anyone”.
She turned away and looked Breezy in the eyes, “this is where we depart. If you get inside of the box, Edrick will deliver you to the princess”.
Breezy did as he was told and made his way inside of the wooden box and sat down.
There was a small hole on one side so he was able to see the outside.
Before closing the box she handed him an envelope, “make sure this is in your pocket when you arrive at the palace”.
“Remember to be a good doll to your new owner, cherish every moment with her because it won’t last forever”.
Before she could say goodbye, he swiftly asked her “will I ever see you again?”.
There was a short pause, her green eyes got smaller, and he felt swallowed up by them.
“No, we won’t, we part ways here, and we will never meet again. But you have the necklace to remember me with.”.
She said goodbye and leaned into the box to kiss him on the forehead.
As he waved her farewell, she closed the lid and Breezy found himself sitting in the darkness all by himself.


Chapter three: The white palace


After a moment or two he felt the box fly high into the sky, and he could hear the flapping of the bird’s wings through the air.
He placed his eye in the hole and watched as they flew past the evergreen wonder below.
In the middle of Krazoa was the tallest tree, it towered over all of the others.
There was countless amounts of small windows that were dotted on every inch of it.
He assumed and he was indeed right that this tree was where all of the homes to the elves were.
As he looked on, he wondered which window belonged to Sara’s home.
At the top of the tree trunk was a small castle. It sat between the tree branches that reached high into the sky, where the green and red leaves bloomed against the sunlight, like fire burning at nightfall.
They flew away from the city and for some time they passed endless amounts of green mountains, with a few towns here and there.
Hours passed before they reached the great Tiber sea, from there they came to a land with nothing but the white sands of snow.
The sunlight beamed down like a golden marble, its reflection pierced the snow like ancient gold discovered in a tomb.
It was simply breathtaking.
The land was empty for miles and miles, as though it had never once felt the touch of a living being.
The bird flew further inland until they reached a circle shaped city called Iso. In the centre of the city was a palace made from white stone.
There were all kinds of buildings in the city below, both Small and big, round and square. One thing was for sure, it was certainly more chaotic than Krazoa.  
The bird swooped down and made its way to the large, steel gates at the front of the palace.
Edrick screeched into the air, the sound was so loud the inside of the Breezy’s ears rattled and shivered.
And then the bird rose back into the sky to fly away, leaving him all alone. He was scared and lonely for the first time.
It was quiet until he heard the sound of a horse heading in his direction. When it stopped, the gate opened and a pair of heavy footsteps approached the box.
“What in the world is this?” one voice asked.
“It must be a gift for the Princess” the other replied. A few seconds passed before the lid opened and the darkness faded away.
Two soldiers with big helmets and heavy armour stared down at him as he lay on his back.
One of them took the envelope out from Breezy’s pocket, “this writing belongs to the forest elves, and this toy, or whatever it is, must be a birthday gift”.
The other soldier didn’t reply, he just closed the box and picked it up from the ground. They made their way through the opened gates and placed it at the back of a horse cart.
When they entered the palace they seemed to be taking him up a lot of stairs. They eventually stopped when the soldier knocked at a door.
“Delivery for the Princess” the soldier shouted through.
“Leave it by the door” an old man shouted from the other side.
So the soldier did as he was told and placed the box by the door. Breezy had to wait a little longer before the door opened and the box was picked up.
The box was taken inside and opened by the king, who was old and had a long, grey beard. He opened the letter before folding it in two and ripping it up.
“Alex, come here, there’s a present from the elves of Krazoa”. A little girl with light, red hair came over and peeked into the box.
For the briefest of moments her eyes were ablaze with excitement. But that changed when she caught sight of him.
“I don’t like it” the Princess said with a dismissive voice, and the tone of a spoilt, rich brat.

Sunday, 30 December 2018

Spyro Reignited Trilogy

Spyro Reignited Trilogy.png



This review is a little late and the game has kind of dropped off the radar since its released, but I've been busy with other things. But here we are, so Spyro Reignited Trilogy is a remake of all three of the Spyro the Dragon games that debuted on the original PlayStation. Before playing this game I had only ever played one other game in the series before, I just can't remember which one it was, other than it being a PS1 title.

So I was looking forward to this release since the day it was first announced, I am always up for a platform game of any kind, and they don't come around too often. The announcement trailer was impressive, especially the visuals which were full of bright colours and charm. And that hasn't changed, all three games are absolutely gorgeous, along with the impressive voice-over work. It all culminates in feeling like you're controlling a cartoon in motion.

All three games are 3D platform collectathons, not too dissimilar to a lot of the Nintendo 64 games that were released at the time, Banjo Kazooie is just one example. Each game is split into a number of hub worlds which take you to each of the levels via these portals that are sometimes gated off if you don't have a specific amount of crystals at your disposal. It's these crystals that are the dominant collectable in the levels, you can obtain these through simple exploration, beating mini-games and killing enemies.

The levels are relatively short and broken up into different areas within a single environment, the platforming is simple but effective. There's a bigger emphasis on gradual fun and progression over complicated design and challenge. Seeing as you play as a dragon, you kill enemies by breathing fire and ramming into them. It's rather simple and does the job, but it can also be frustrating, in certain situations it's easy to lose control of Spyro when you're holding down the ram button to sprint, which then makes an otherwise good camera angle lose all sense of proportion.

The relatively short size of the levels was perfect for me, not once did I feel overwhelmed and every single design space was used to its fullest. Which is not the case for most 3D platformers, where intricate level design is replaced by large open worlds with far too many gaps between the actual gameplay moments. Yooka Laylee is a case in point.

The fantasy aesthetics of the levels fit perfectly with the games cartoon visuals, you'll be gliding across castles, taking on dinosaurs and riding a minecart. There is an abundance of imagination that is simply breathtaking.

But for all of this, the core gameplay never really evolves much, you can get new moves that help you traverse the landscape in different ways, but it just feels like you're doing the same thing over and over. The enemies might be different but they all try to kill you in the same way, and while the levels are nice looking they're not particularly memorable from a design point of view. For the most part, the only challenge is in spite of the game, which does bring me onto the boss battles which were the hardest part. Which is to be expected I suppose, boss fights should be tough, but the difficulty spike in these games really took me by surprise.

There are a lot of mini games thrown into the mix as well, most of these were timed missions where you'll have to fly through rings. A particular skateboard mission was a delight in the second game. Individually all three games were thoroughly enjoyable, but nothing special outside of the way they looked. If you play each one in succession, as I did, you notice that each game is nigh on identical to one another.

Spyro Reignited is a glorious remake of three decent platformers with plenty of content. Although I don't have the nostalgia for them others have, it was a pleasure getting the chance to play them with a new coat of paint. Fans of the franchise would be foolish not to pick this up, and for those unfamiliar to it, the trilogy of games are pure fun and different to other titles that have been released in the latter quarter of the year. I'd also recommend this for a children under the age of eleven, an often forgotten gaming audience.  


7/10

Monday, 3 December 2018

Ralph Breaks the Internet review

Ralph Breaks the Internet (2018 film poster).png

Running time: 1 hour and 52 minutes


Ralph Breaks the internet is a sequel to Disney's Wreck it Ralph (2012), an excellent animated movie about a video game character that lives inside of an arcade machine. The idea was wonderfully flipped because Ralph is a villain with a kind personality, who's voiced brilliantly by John C. Reilly. Outside of the beautiful animation and fun concept, the characters were an abundance of innocent charm. It was also a nostalgia throwback with some of gaming's biggest names making cameo appearances.


We return to Litwak's Arcade where a new Wifi system has been installed, but it's strictly off limits to those inside of the arcade machines. Ralph and Venellope (Sarah Silverman) decide to venture inside of the internet when the steering wheel to Venellope's game, Sugar Rush, breaks off. With only one left, they have to find a way of raising over twenty seven thousand dollars to buy it on ebay before the machine is sent away for scrap parts.

The classic videogame character cameos return from the first movie, but aside from Sonic the hedgehog and Zangief from Street fighter, most are just there in the background. The futuristic looking world of the Internet is ablaze with visual elegance, where everyone on the outside world has their own small avatar that lives out the choices they make on the world wide web.

As Ralph and Vennelope go from one misadventure to the next, the movie does a good job of making gags about modern society's obsession with wanting to be liked on social media, and the popularity of click-bait videos. Without being overly mocking.

But the movie does get far too busy in the last third of its run time, and for all of its heart and warmth, the plot is a little all over the place with stuff just happening to service the characters. There is also a gross and questionable amount of self promotion when the characters visit a Disney themed website in the internet world. We get storm troopers and just about every other Disney character clog up the screen for an entire five minute period of time. It all serves a purpose but it did feel like it was included for the sake of it.

But it's the two leads that elevate the whole experience, the pair are perfectly voiced, giving the characters a sense of optimism and levity in an otherwise emotional narrative. Their friendship feels real, and the two different personalities bounce off of one another to create an unlikely but wholesome duo. One particular moment was heart wrenching but delightfully silly at the same time.

Ralph Breaks the Internet could have been better, it lacks the pacing and story of the first movie. But it's still a thoroughly enjoyable piece of entertainment that's worth going to see if you liked the first one, or even if you're willing to spend the money to take the kids or the family out at the weekend.

3.5/5



Resident Evil Requiem review (PlayStation 5 version)

Resident Evil Requiem is the ninth mainline entry in the series, and for me it had a lot to live up to as the successor to Resident Evil Vi...