ACE COMBAT: ASSAULT HORIZON (XBOX 360)

Let’s get this out the way first. “The strongest Ace Combat in a decade” says the end of Eurogamer’s review.

No it isn’t.

“It’s Call of Duty in the air” says the start of Eurogamer’s review.

Yes it is. However, I’m not as keen on this development as that reviewer seems to be.

Since the very start of the series Call Of Duty’s single player campaign has been a shooting gallery, a theme park ride from Man’s-Inhumanity-To-Man World (The Shootiest Place On Earth!). It rolls you through a series of action set-pieces featuring explosions and carnage dialled up to eleven. It never makes much of an effort to disguise the fact that you’re on a predetermined path, that everyone playing the game is going to have pretty much exactly the same experience as you. That approach gives the game’s designers a great deal of control over the pacing and staging of the action. This allows the construction of awesome experiences like Call Of Duty 4: Modern Warfare’s sniper missions which start with the unbearable tension of slithering through long grass as a company of enemy troops marches past and over you, and end with you fighting off seemingly endless waves of enemies in a post-Chernobyl radioactive ghost-town fairground. Another example would be the Death From Above level from the same game, which made you the gunner in an AC-130 gunship but used a combination of abstracting “night-vision” visuals and minimalist sound design to make you feel distanced and removed from the action, turning a completely familiar rail shooter setup into something eerie and weirdly affecting.

The tradeoff for having that tight control over the experience is obviously that the player’s freedom is greatly curtailed. If you’re building a game around these pre-fab cinematic moments you need to make sure that the player’s in the right place to see them. It means that you’re telling a story rather than allowing the player to make his own. None of this is inherently bad. Some of my best friends are linear action titles. Not every game is served by being a sprawling, freeform open-world affair.

Ace Combat is served by being a sprawling, freeform open-world affair. After all, what’s appealing about flying a jet fighter? Isn’t it speed? Isn’t it the power that that speed grants you? Isn’t it the ability to go where you choose and rain down with great vengeance and furious anger those stuck plodding impotently through the mud below? Isn’t it going up-diddly-up-up and down-diddly-own-own? Isn’t it looping the loop and defying the ground?

The prior entry in the series, Ace Combat 6: Fires Of Liberation might be my favourite game on the 360 (Non-Plastic Guitar Division). And a major reason for that is that it understood that need, the need for speed. It provided big, sprawling maps so you had the space needed to thunder across the landscape and it provided big, sprawling missions so you had plenty of targets to swoop on like a supersonic metal seagull of DEATH. A side benefit of the large playing area was that you got room to breathe – Ace Combat 6 was hectic and action-packed, but it also gave you time to make decisions, whether they were based on tactical considerations or sheer capricious whim. It made you feel like a king of the battlefield.

Ace Combat: Assault Horizon does not make you feel like a king of the battlefield. It makes you feel like a put-upon underling being ordered from one task to the next. And that task always seems to be ”Go And Have A Knife-Fight In A Matchbox”.

In other words, it’s Call Of Duty in the air.

Project Aces have clearly decided that the best bit of Ace Combat is dogfighting at close range so wouldn’t the game be better if you did more of that? Like, a LOT more of that? Like, making that pretty much all you ever do? The game’s been built around a new mechanic where getting close to an enemy allows you to press both triggers to kick in Dogfighting Mode. In DFM you give up control of your plane which just automatically follows your target (often along a pre-determined PATH OF AWESOMENESS, twisting and turning amoung skyscrapers or around oil-rig booms or whatever is needed for the requisite Call Of Duty set-piece spectacle). You just concentrate on keeping a crosshair locked on the enemy plane ahead, firing your cannon and launching heat-seeking missiles until it ceases to be a problem in the most pyrotechnic way possible, often spraying your canopy with spots of oil as you zoom through the explosion. It’s pretty fun, the first half-dozen times you do it. By the twentieth or thirtieth nigh-identical repetition of the process the thrill’s worn pretty thin.

What makes it even more annoying is that the designers have gone all-in on Dogfighting Mode, sacrificing pretty much every other aspect of the game to it. Missiles now require you to be behind the target to even have a chance of hitting, obviously making them much less effective. Long-range and multi-target missiles are still present but are almost worthless. I complained about the small maps and linear missions in HAWX but AC: Assault Horizon makes HAWX look like Operation fricking Flashpoint. A group of enemy fighters spawns out of thin air practically on top of you in the middle of the cramped battlefield, the game waits until you’ve shot all of them down (including the enemy’s flight leader, who you’re explicitly told is practically impossible to destroy in any way other than via DFM), at which point another group of enemy fighters spawns out of thin air. You’ve got no agency, no tactical decisions to make, you’re just being dragged by the nose from one pre-canned encounter to the next.

Air-to-ground missions might be even worse, since it lacks even the firework-display distraction provided by Dogfighting Mode. There’s no planning, no tactics, not really even any use for special weapons. You’re given a pre-planned flight path through the enemy forces which when followed allows you to destroy pretty much every available target in one pass with your cannon and the occasional missile. It doesn’t just lack thrill, it’s actively boring.

It would be unfair to claim that lousy fighter missions are all AC:AH has to offer, though. There are also missions flying an Apache gunship which are vaguely tolerable although slightly awkward to control and which suffer from the same lack of agency as the jet missions. There are missions where you get to be the door-gunner on a Black Hawk helicopter which are terrible because door-gunner missions are always terrible. And there’s a mission where you’re the gunner on an AC-130 which might sound familiar because it’s a hackneyed rip-off of the same mission from HAWX 2 which was a hackneyed rip-off of the previously-mentioned same mission from Call Of Duty 4.

In fact, Assault Horizon feels more like a sequel to HAWX 2 than to Ace Combat 6. Beyond the already-belaboured point about linearity and lack of elbow-room that blighted the HAWX series, AC:AH has the same sort of airport-novel military-fetish plot as HAWX 2. It’s got the same reliance on a gimmicky control method (DFM vs. Assistance Off mode). It puts you in the shoes of several protagonists in the same way and has the same vague sense that it’s embarrassed to be a game about jet fighters. Assault Horizon’s helicopter dalliances are more fun than HAWX 2′s interminable spy-drone missions, but only in the sense that dinner with John Major is more fun than dinner with Nick Griffin.

I’ve been trying without success to think of a game that’s disappointed me more than Ace Combat: Assault Horizon. Sequels are often let-downs for a variety of reasons, but I can’t think of another example of a game series that Lost It overnight, that took such a huge step away from the things that made the previous games so special.

Gaming now has its Red Dwarf Series 6.

RANK: D

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10 – The Paddypower.com Vanquisher Of Straw Men

“Cor, look at how ridiculous this is!” says our chummy everybloke champion. With one voice, we reply “Yes, of COURSE it looks ridiculous, you made it yourself with the express purpose of making it as ridiculous as possible!” On the other hand, the spoof advert is actually fairly nicely observed. On the third hand, it looks way more like a perfume ad than one for mobile phones which rather undercuts the point. And without recourse to hyperbole, that point seems to be “Adverts are pretentious, so why not have a bet? The illicit high of gambling will distract you at least temporarily from the depressing spectacle of Western culture mindlessly eating itself.”

9 – The Ladbrokes Shouty Commentator

Do you SEE? He is FOREIGN. And from thence the HUMOUR AROSE.

8 – The Bet365 Matey But Menacing Cockney Geezer

I like Ray Winstone. Everyone likes Ray Winstone. I’ve liked Ray Winstone ever since he was Lambeth walking around with the Merry Men begging the inevitable but frustratingly unstated question “what part of Nottingham did you say you were from, again?” But Ray Winstone is really testing our imaginary relationship at this point. We’re now several years into his We’re Mates So You Want Me To Be Happy Don’t Ask What Happens If I’m Not Happy corporate shill phase and it’s getting very old very quickly. What we are learning from this list so far is a that all adverts for bookies are absolutely awful, even if they don’t involve Paddy “Hugging” McGuinness.

7 – The Head And Shoulders Jensen Button

In which a man already compensated far beyond the value of his single skill – guiding a rocket-powered rollerskate along a windy country road – feels the need to pocket a relative pittance in order to turn up on my telly, admire himself in a mirror and annoy the wee-wee out of me. Without recourse to hyperbole, I defy anyone to endure Jensen’s delivery of the line “Wow, it’s bracing!” without wanting to smash in his stupid smirky self-satisfied face with a claw-hammer.

6 – The InjuryLawyers4U “Injury” “Lawyer” “For” “You”

“Hi! I’m Billy Murray. No, not that one. You probably don’t remember me from such movies as Strippers vs. Werewolves. I’m here today to try and reposition frivolous litigation as spiritual enlightenment. I know, right? Still, I’m going to get three solid years of work out of this gig, which will eventually culminate in a hilariously cliched ad that unfortunately doesn’t seem to be on YouTube. It starts with me swanning around the Gherkin, because that’s definitely where a company called InjuryLawyers4U would have its offices. Then I teleport to a random rooftop where I’m joined by the cast of an ultra-low-budget British remake of Ocean’s 11. Which coincidentally is my next movie project. Watch out for Seaside’s 5, available from the DVD rack of all good petrol stations, summer 2012.”

5 – The WKD Gaggle Of Sniggering Manchildren

This really would work better if their sickly-sweet alcopop slop was named ARSHL. Without recourse to hyperbole, if there really are enough people in Britain going “Ahahaa, YES. That’s EXACTLY like me and my mates! WE’RE inconsiderate, entitled, feckless misogynist hugwits as well!” to make this campaign a success then, without recourse to hyperbole, the total implosion of British society cannot be far away and I weep for us all.  FULL DISCLOSURE – the Robocop one is alright.

4 – The Pepsi Max Gaggle Of Rapey Manchildren

The WKD ARSHLs might be obnoxious wastes of perfectly serviceable carbon, but at least they’re not actual psychopaths. To be honest, even taking aside this particular breathtakingly ill-judged ad in which a manufactured threat of apocalypse is used to manipulate an emotionally traumatised woman into sex these absolute huggers would still make the list for that nauseating self-congratulatory dance they do at the end of each advert. “WOO!! WE RUUULE!!! GO TEAM RAPE, YEAH!!!!”

3 – The BT Family Who Care A Bit Too Much About Telecommunication Technology

A chilling satirical vision of a dystopian future where enthusiasm for the tools that allow us to communicate with other people has supplanted any genuine feeling we might have for other humans. Friends and family drift aimlessly around us tethered by faint, brittle echoes of emotion but no actual affection survives in this weird, sterile, utterly alien world.

2 – The G- C-mpare Abomination Of Nature

There is apparently a school of thought in advertising which believes that it doesn’t matter if an ad annoys you or delights you so long as it gets an emotional reaction, because either way you’re likely to remember the product in question. Without recourse to hyperbole, it’s exactly that kind of pragmatic, careless, self-regarding workaday evil that’s causing the decline and fall of Western civilisation. Do not give in to it. Do not allow it a foothold. Do not permit something that was deliberately, callously designed to make your life just a little bit worse cause you to give a moment’s thought to a price-comparison website identical in every respect to the twenty other available price-comparison websites. Do not give it power. Do not speak its name.

1 – The BMW Singularity Of Smugness. And His Brother Freddie

Despite severe provocation I have carefully avoided using the word “smug” in the rest of this post to make sure that I don’t reduce its impact here. Because Adam Who Works With Architects and his brother Freddie The Actor And Model are, with due respect to Simon Cowell, the smuggest things to ever appear on British TV. They’re so smug it’s practically a superpower. They’re so smug that the sheer mass of their self-regard threatens to cause the fabric of the universe to collapse in on itself. It’s hard to put my finger on the single smuggest part of this smugathon, and if I watch it one more time to try and narrow it down I’m reasonably sure I’ll lose my increasingly tenuous grip on sanity. The line “Freddie on the other hand, he likes to play it smooooooth” makes me want to vomit until my lungs come out, but then the shot of Adam in black and white at the 0:20 mark looking oh so very pleased at his exquisite taste in automobiles makes me want to start walking and not stop until the waves close over my head and the water’s cold embrace drags me to sweet oblivion. And yes, I HAVE watched this hugging thing enough times to tell Adam and Freddie apart and that is knowledge I cannot un-learn.

G- C-mp-re might be indicative of everything that’s wrong with consumer culture. But at least I can fathom how it came to be. I can understand the train of thought that led to its conception, disgustingly foul and cynical though that creation was. I cannot say the same for this BMW ad. I cannot start to imagine the perverted fever-dream that might have led anyone, anywhere to believe that this advert might actually sell cars to anyone, anywhere. If the reaction they were hoping to elicit from the viewer was Pavlovian urge to slash the tyres of any BMW they happened to pass in the street, then that might be understandable, but making those cars seem more attractive? Surely that’s out of the question? This advert is grotesque, obviously, but its true horror lies in the implacable alien incomprehensibility of its mere existence. The G- C—— advert is Hitler. This BMW advert is Cthulhu. Why does it exist? What cosmic sin have we collectively committed that the universe judges this as a fit and proper punishment? I don’t understand. In his BMW parked outside R’yleh smug Adam and his brother Freddie wait dreaming of SOOOOOO MANY SKINNY LATTES. The STARS are RIGHT. I do not understand OH SWEET MERCIFUL LORD PLEASE HELP ME TO UNDERSTAND.

Without recourse to hyperbole, I don’t really care for it.

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While watching the BBC’s coverage of U2′s Glastonbury set, I had a sudden, uncomfortable epiphany. I’ve always believed that U2 had been a decent band throughout the eighties but turned bloody awful shortly after the release of Achtung Baby. Watching God trying to drown Bono on stage in front of umpty-thrumpty thousand people, all of whom seemed to equally value U2′s nailed-on classics and their parody-of-themselves output of the last 20 years, I was struck by a blinding flash of the obvious.

U2 didn’t suddenly become terrible in 1992. I suddenly became 17 in 1992.

Pre-Achtung Baby U2 were music I’d grown up with, songs I got attached to before I had anything approaching critical faculties, before I had a taste in music that had developed beyond absorbing whatever was on the radio and whatever my friends listened to. This same period has left me with an affection for Roxette, A-Ha, Fleetwood Mac and Poison’s “Flesh And Blood“, so it’s actually a little amazing that I never questioned myself before now. 1992-93 represents the crest of the wave I was being carried along by, the point at which I picked up Floodland, New Miserable Experience and Little Earthquakes, the point at which I started developing and defining my own opinions for good or (largely) ill. Without the candy-coloured fog of childhood attachment it became laughably clear that Bono is a tool and his band are a bunch of stadium-bothering dad-rock merchants.

For the sake of sanity, let’s not consider this principle in relation to the Star Wars movies.

And so: The A-Team.

I loved the A-Team in my preadolescence. Yes, it was rubbish. But it was fun rubbish. Face’s white Corvette with the red go-faster stripe was literally the most glamorous thing my ten-year-old self had ever seen. There was Mr. T, whose appearance and demeanour was so far outside my experience he might as well have arrived from Mars. Plus: a VAN! HELICOPTERS! ENGINEERING! One of the FIVE BEST TV THEME TUNES EVER!

Turning those ingredients into a generic action movie just seems like such a missed opportunity. Turning it into an impossibly boring generic action movie with three-and-a-half charisma vacuums in the lead roles (headlined by a Liam Neeson performance embodying the Where’s My Paycheck? intensity of late-period Gene Hackman) seems a little tragic. Then there’s the bizarre subplot that treats it as a bad thing that one of the characters has decided to stop killing people, and the film’s delight when he decides that actually properly-applied brutal murder is a really good thing. What the ACTUAL hug?

Still, Bono has now opened my eyes to the fact that this is almost certainly nostalgia talking. Thanks, Bono. By the way, wearing those stupid shades at night makes you look a right git. And you do KNOW that we all realise your hair’s not really that colour any more, right?

RANK: D

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Watching Kick-Ass is like being trapped in a lift for an hour and a half with the sort of 13-year-old sociopath that dominates YouTube comment threads. “Look at MEEE! Look at what I’m DOING!! Isn’t it just so WRONG?!!! ARE YOU OFFENDED YET??!!!!” Kick-Ass is mildly irritating for about 25% of its running time and boring for most of the rest. Kick-Ass is Watchmen for absolute idiots, which is something of a surprise because up till this point I thought that Zack Snyder’s Watchmen had done a passable job of being Watchmen for absolute idiots. Kick-Ass drips with cynical contempt for its characters and audience, but it’s so patheticly eager to be a bad-boy and so artlessly superficial it can’t evoke any sort of emotional response at all. Kick-Ass really wants to be hated. Instead, the correct reaction is to remember the teachings of Bill, just say it’s rubbish and walk away.

Still, Nic Cage’s Adam West impersonation is quite good fun. RANK: E

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NBA 2K11 (Xbox360)

It appears that sports games with roleplaying elements may be my Kryptonite. It shouldn’t come as much of a surprise, given that I’ve a long and generally regrettable history of adding roleplaying elements to those sports games in which, strictly speaking, no roleplaying elements existed. In any case, the reason I’ve spent the past few weeks enthralled by a game depicting a sport in which I have little interest and less knowledge can be summed up in three words: “My Player Mode”. It’s strikingly similar to the Be A Pro mode in FIFA 09 which ate so much of my life – you create and control a single player through the course of his professional career, gaining experience points depending on how well you perform which you then use to increase that player’s abilities. And so: DIRK JUSTICE.

YOINK!

Jrue Holiday is momentarily distracted by an imaginary deceased tortoise. JUSTICE! takes full advantage.

The first pick of the second round of the 2011 draft by the New Jersey Nets, at the start of the season he was a tall, quick point guard whose talents included: a) a pretty sweet medium-range jumpshot and b) nothing else. DIRK JUSTICE! spent exactly six games in New Jersey being played out of position, not getting the ball and watching team-mates launch hopeless shots into the first four rows of the crowd before demanding a trade and taking his meagre talents to the Pacific Northwest where he survived as a soldier of fortune. After a few months of development playing as a facilitator and streaky scorer for the Trail Blazers, he has now turned into a tall, quick point guard whose talents include a) an even sweeter medium-range jumpshot b) an awesome Sideshow Bob hairdo / serial killer moustache combo and c) nothing else.

Note the score and game time remaining. This is what is professionally known as "Sticking The Boot In." Or possibly "Suck It, Bryant".

It’s possible that NBA2K11 is a rigorous and authentic recreation of basketball. I haven’t the faintest idea, because I know as much about basketball as Danny Dyer knows about string theory. I just know I love the announcer shouting “HERE’S JUSTICE!!” like an Eighties straight-to-video action movie hero every time I take a jumpshot. I love that different teams and different players play noticably different styles, forcing me to adapt my game to beat them. I love that the game’s a significantly different experience playing as a centre than as a shooting guard. Mostly, I love that enough is out of my control that it emotionally involves me.

That seems a bit counterintuitive, so let me try to explain.

When your player releases a shot in NBA2K11, it has a percentage chance of going in. That chance is based on how far from the basket the shooter is, his skill at that range, whether he’s spotted up or shooting off the dribble, how tight the defence is around him, how well you time the button press to make him release the ball and probably several other factors. No matter how ideal the situation you’ve manufactured to take the shot, no matter how well you time your release you can’t guarantee a basket, only shift the percentages in your favour to a greater or lesser degree. This means every shot gives a small gambler’s thrill when it swishes through the hoop, or a sudden spike of righteous annoyance if it clangs off the rim. Either way, the emotional stakes are increased, either in an “I AM A GOLDEN GOD OF BASKETBALL!” fashion or an “I’LL GET YOU NEXT TIME, GADGET!” sort’ve way. The perfect balance of control to Mongo Only Pawn In Game Of Life is found in My Player mode, where I’m regularly delighted by the play of my AI teammates but even more regularly frustrated with them. Crucially though, I’m usually frustrated by them in fairly predictable ways – Greg Oden’s reluctance to attack the basket or Deron Williams’ monomanaical tendancy to take ridiculous shots, for example. Those tendancies make me mentally assign personalities to algorithms, make me get invested in what I’m doing, make me develop a relationship with the other nine players on court and a relationship with the game itself. This results in the sort of emergent narrative you get playing a game like Championship Manager, where the abstraction and random element both fill in the gaps in the AI, playing into the natural human tendancy to see pattern and design where none actually exist. Essentially, the instinct that makes people turn the shadows cast by curtains flapping in the night breeze into a vengeful ghostly apparition, or made a bunch of frozen Scandinavians decide that lightning hitting trees was thrown by a beardy alcoholic with an enormous hammer is the same instinct that makes me shout at Kevin Love for bricking open but insanely optimistic 3-point attempts. I’d like the game to embrace this even more. When I score or block a shot it makes me feel the overpowering urge to declare my awesomeness / taunt my opposite number. To that end, I wish there were some equivalent of the insanely detailed FIFA goal celebration mechanic in the game – if he sinks a clutch shot it would be nice to have DIRK JUSTICE!!! bounce back up the court doing Sam Cassell’s Testicle Dance, f’rinstance.

Derrick Rose gazes with wistful admiration at the majesty of JUSTICE!!'s hair.

Other nittiest of picks – the commentators aren’t brilliant, there’s way too much repetition and they don’t seem to recognise that season averages will be reduced if you’re not playing full-length games. Hence you hear things like “He’s not a regular scorer, but he’s contributing tonight” when DIRK JUSTICE!!!! is 3rd in the NBA in points per game. Also: in “The Association” mode (the game’s equivalent of a Madden Franchise mode, where you’re in full control of a team, functioning as its GM and coach as well as playing every game) you have the option of reducing the number of games played in a full season from 82 down to 54 or even lower. Bizarrely, that’s not available in My Player mode, you’re forced to grind through a full-length season or nothing. Oh, and why are there no glasses available in the otherwise nicely comprehensive player appearance editor? Amar’e Stoudemire has his excellently stupid goggles present and correct, why can’t DIRK JUSTICE!!!!! have the same? Or even better, Rip Hamilton’s mildly terrifying Phantom Of The Opera facemask?

The hypnotic power of the JUSTICE!!! crotch leads to a simple basket.

These really are trivial complaints. NBA2K11 looks good, feels brilliant and has me shouting at Imaginary Brandon Roy for not JUST TAKING THE BLOODY WIDE-OPEN SHOT THAT I JUST SET HIM UP FOR WHERE ARE YOU GOING? OH MY HUGGING GOD. That’s what I want from a sports game.

RANK: A

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(This is something of an experiment with structure and word-count. Your pardon is pre-emptively begged.)

CRACKDOWN 2 (Xbox 360)

A free-roaming third-person action game, Crackdown 2 casts you as the ultraviolent cyborg enforcer for a fascist police state. Your mission is to keep the citizenry of Pacific City safe by bounding around the streets and rooftops raining ballistic death on the mysterious monstrous “Freaks” who roam the city at night and the malcontents who roam it by day. This is exactly as much fun as it sounds. And a useful insight as to what the country will look like after 5 years of Tory government OMG TEH SATIRE.

Crackdown 2 gives you a big, varied gameworld to fool around in. While the setting lacks the authenticity, nuance and humour of the Grand Theft Auto games which were an obvious influence, Pacific City’s neighbourhoods range from rickety shanty-towns to glittering skyscrapers with each district presenting a different challenge to traverse effectively.  The game has an attractive comic-book aesthetic – all flat colours and thick black outlines – which rather suits its knockabout b-movie storyline and over-the-top action.
 
Sensibly given the multitude of threats it throws at you, Crackdown 2 starts you with superhuman strength, resilience and leaping ability then only makes you stronger as the game goes on. Killing enemies bestows “experience points” which improve whichever method you used to carry out the kill – firearms, explosives, melee or vehicles. Your foot-speed and jumping are primarily increased via collecting “agility orbs” which are scattered on rooftops around the city, the collection of which becomes almost a game in its own right – part free-climbing, part scavenger hunt.  You’re never explicitly directed to carry out a specific mission, rather the game scatters tasks to be performed all over the city and leaves you to pick your own path through them. However, they are all variants on a few basic themes – vehicular checkpoint races, footraces over the rooftops, attacking an enemy base or defending a point from waves of Freak attacks – and even given that moving through the city is fun in and of itself, by about halfway through you have seen everything the game has to offer and the action has begun to feel somewhat samey.

That’s something of a wider theme. Crackdown 2 lives by the motto “if it ain’t broke, don’t fix it” to an even greater extent than most sequels. This is both its greatest strength and greatest weakness. Crackdown was an awesome game, and everything that made it fun – orb hunting, stronghold assaults, bouncing from spire to billboard to tower like a cybernetic fascist super-kangaroo – has been transferred to Crackdown 2 with a bit of extra polish and some rough edges taken off. I would have no hesitation whatsoever to recommend it to a newcomer to the series. However, anyone who played the original will likely find that the relatively minor additions and innovations aren’t enough to dispel the nagging feeling that you’ve been here and done this before. Personally, it’s been three years since Crackdown and I was ready for another one. Of it. Your milage may vary.

RANK: B

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You know the best thing about being English? It’s that our patron saint is a bloke who was canonised for fighting a flipping DRAGON. It’s a rare and beautiful thing for a country’s saint to so perfectly capture the national character.

Specifically, the character of a self-aggrandising, hopelessly transparant bulldunger.

Because that’s England’s role in the twenty-first century. If the global community were a bar, England would be the beery loudmouth sat in a corner pummelling anyone unfortunate enough to wander into range with shaggy-dog stories of the outrageous and fantastic things he did when he was younger, painfully unaware of how needy and pathetic he sounds. We’re the fatuous git with the bloodshot eyes and gin blossom who so routinely inflates the tales of his past glories that he’s come to believe them himself. We’re the sort of person who pines openly and obnoxiously for The Good Old Days when he was Somebody and young people had respect and you could say what you liked about the birds and the darkies and the fairies without the PC Brigade turning up to cart you away.

England is the Pub Bore Of The World.

This is part of what makes the World Cup so special. Seeing every third house and car decked out with the flag of St. George, to see the country so fervently celebrating the non-existant acheivements of a lying git is a sweet, sweet thing. It’s a nice little reminder that even while the American fundamentalist right wing continues to preach hate in the name of the Prince of Peace, England’s still got a thing or two to teach the world about doltish, unthinking irony. And if that truth’s not worth a bit of chest-thumping tribalism I don’t know what is.

So, you know. If the England football team could see their way clear to extending my state of weary ambivalence by squeaking past Slovenia tomorrow, I wouldn’t object overmuch.

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Unlike many other nerds, I never waste any time wondering what I’ll do when the world is overtaken by zombie apocalypse. This is because I’m a large, slow-moving target with no practical or combat skills and a picky appetite. In the event of things going all Romero my assigned role isn’t as one of the plucky, desperate last remnants of humanity but rather as one of the shambling mindless horde. To be honest, I’ve got Boomer written all over me.

Not that these are zombie movies, of course. The difference between zombies and the “infected” from 28 Days / 28 Weeks Later is both semantic and profound. Zombies symbolise our mortality – they might be slow but they pursue us tirelessly and relentlessly. We can stave them off for a while but in the end there’s no escape, whether through bad choices or bad luck eventually they’re going to get us. There’s also an element of zombies representing our society and specifically our worst impulses – our fears, our hate and/or our greed. Single zombies are easily avoided and almost laughable, it’s only when gathered en masse they become incredibly destructive and dangerous.

You know. Like Leeds fans.

The infected don’t have quite the same flavour. They’re much more of a direct individual threat and especially in the first movie we rarely see them in large groups. And, of course, they run. Key sequences in the opening of both films feature characters fleeing with the infected in hot pursuit.  It’s a threat that feels more personal, more aggressive than that which their forebears present, an impression that’s further heightened by the speed with which victims join their ranks. Unfortunates bitten by zombies generally take hours if not days to die and rise again, but the Rage virus is passed on in seconds. We live in a world where advertising and the media bombards us with the message that we’re all special, that we’re all clever nonconformists, that our opinions matter. These films give us the monsters we deserve, zombies suitable for attention spans eroded by the millions of different ways Western society presents to distract ourselves while the planet falls to ruin.  The infected are suppliers of bespoke carnage for the Me Me Me Now Now Now Generation. Because we’re worth it.

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The problem with protest songs? Too much flippin’ protest. It’s all very well telling the poor to take courage and the rich to take care, but that rings a bit hollow after you’ve just spent the last six verses pointing out how very bloody badly standing up to The Powers That Be generally works out for The Little People.

This election hasn’t left me angry, it’s left me with the exact same feeling that comes with England’s inevitable quarter-final tournament exit. You know the one. I knew the odds were against the right result, I knew that defeat was more-or-less completely inevitable but the big prize was so close and there were just enough positive signs that I’d allowed the first glimmerings of optimism to overcome the wisdom of experience.

It’s not the despair. I can take the despair. It’s the hope I can’t stand.

Shouting and screaming and stamping my little feet feels wildly inappropriate. I’m more in the mood for embracing the powerlessness that my face has just been rubbed in, and sulkily pointing out that I didn’t break this country – it was this way when I found it.

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A few years ago, I read a biography of the late Bill Hicks. Despite knowing from the off what the ending was likely to be (I mean, it’s hinted at pretty strongly by that “the late” part) the last chapter left me inconsolable. The impossibly cruel timing of his impossibly premature death, just as his career was starting to take off after years of toil in relative anonymity, hit me like a kick to the stomach.

See also: Control.

I really, really have to be in the right mood before I’ll sit down in front of a movie I know is going to be a bit of a tough watch. That’s the reason why American History X was on the shelf for the better part of two years before even getting its shrinkwrap removed, it’s the reason why I’ve seen Magnolia a grand total of three times despite it being one of my five favourite movies and it’s the reason why I hadn’t watched Control even though a chum had leant me the DVD an embarassing number of months ago, well before before I conceived the notion of the grand folly for which there really must be a better name than The Great DVD Project.

Suggestions on a postcard to the usual address.

I’d already hung on to the film for a shamefully long time so slotting it in down the order in its “correct” place (between Constantine and Coraline, as it goes) wasn’t really an option. So before I could start grinding away precious hours of my brief mortal span in earnest I had to clear the decks, and that meant manning up, sitting down and watching a film that I really wanted to see about a band that I absolutely love.

I’m pathetic, honestly.

To my complete non-surprise, Control is a terrific piece of work.  The quote on the box reads “The coolest British movie of 2007″, and it’s hard to imagine a review that could be more misleading whilst remaining more-or-less factually accurate. “Love, laughs and lessons in life set to a foot-tapping eighties soundtrack”, maybe. The phrase “a cool British film” makes me think of brashness and glamour and excitement, of beautiful people and sharp clothes and snappy dialogue. It makes me think of Velvet Goldmine or The Italian Job, basically.

Control is pretty much the opposite of The Italian Job.

Watching it is like listening to I Remember Nothing – it’s fragile and beautiful but relentlessly oppressive, a slow shuffle to breaking point punctuated by moments of frustrated anguish and rage.

I can apppreciate why that might not be everyone’s cup of tea.

In a film filled with strong performances Sam Riley’s central turn as Ian Curtis stands out as something special, awkward and delicate and haunted and deeply, deeply sad. It’s a portrayal of an obviously troubled young man that’s carefully understated yet completely magnetic. Every time he was on-screen I genuinely had a hard time looking anywhere else.  As the film goes on the sense of Curtis being ground down by the pressures of the world and by his own failings and frailties grows and grows until tragedy is unavoidable.

Joy Division’s music greatly aids the depiction of its singer’s mental and social disintegration of course, but the reverse is also true. Love Will Tear Us Apart is now so overplayed it’s become a cliché but when it’s used here, when it’s placed against context of Ian and Debbie Curtis’ marriage falling to pieces the song suddenly regains all the meaning and emotional impact that familiarity stole from it. The sweetness and heartbreak of it come rushing in all over again.

If you need a better recommendation to see Control than “it’ll make you hear arguably the greatest pop song ever written like it’s the first time”, consult your GP immediately.

Fantastic as Control is, it did cause me a problem – specifically, being wide awake at 1am on Easter Saturday having just been pretty thoroughly bummed out (ooh-er Matron, etc). However, an obvious solution did suggest itself – I was now free to begin my ascent of Mount Pointless Distraction. So what was at the top of the pile? A Better Tomorrow? 300? 28 Days Later?

Nope. 24 Hour Party People, the 2002 biopic of former Factory Records boss Tony Wilson. Or to put it another way, the other film that prominently features a fictionalised account of the rise and fall of Joy Division.

Damn you synchronicity my old nemesis, once again you have defeated me!

Now, on a good day with a following wind my taste in music lags about three years behind the cool kids. On most days it’s closer to ten years behind the weird kids that get sniggered at almost behind their backs. Every single significant musical movement of my teenage years passed by with barely a nod in my direction, and the rise of Madchester was absolutely no exception. While schoolfriends were getting into the Happy Mondays and Stone Roses I was busy developing a mild obsession with absolutely Godawful American perm-rock that’s been more embarassing and difficult to get rid of than a cold sore. A year or so later a mate who worked at the local games shop leant me his record collection for the last weekend before he moved away to Romford and kickstarted a passion for mid-eighties goth that would heroically shepherd me through the shoegaze, grebo, grunge and Britpop eras without the slightest threat of credibility. My parents bought me my first CD player for my 17th birthday in late 1992, giving me the ideal opportunity to restart my music collection and carry out a Stalinist purge of the Roxette albums and dad-rock best-ofs that were my first flirtations with pop in my early teens.

The first CDs I bought? All About Eve’s first album, Floodland by The Sisters Of Mercy and Slippery When Wet. Cool Britannia really was just something that happened to other people.

I digress. Massively and self-indulgently. Here’s the point – if you’ve slogged through the last couple of paragraphs you’ll have no problem believing that when I first watched 24 Hour Party People I had no idea who Tony Wilson was, beyond being that bloke with the floppy hair and incredibly smug manner who’d appear infrequently on ITV as an all-purpose frontcreature. Finding out that he was the bloke who’d discovered Joy Division was surreal and a bit disorientating – it was like hearing for the first time that teatime TV demigod Bob Holness had been the saxophone player on Baker Street.

Except, you know. True.

24 Hour Party People does two difficult things incredibly well. Firstly, it manages to portray Tony Wilson as one of the single most irritating, difficult,  grandiloquent men in the history of pop music without making him seem unsympathetic. In this respect, casting Steve Coogan was a stroke of genius. After all, he’s made a career out of coaxing reluctant affection from audiences for characters who are deluded, massively monomanaical and generally reprehensible. There’s certainly more than a pinch of Alan Partridge in this version of Wilson, most obviously when he almost pulls out of creating the first Factory night because the club owner’s name is too similar to his own (“There’ll be Tony 1 and Tony 2. Can you not see how that’s a problem? Straight away there’s a hierarchy“). Like Partridge, Wilson’s intial success and inevitable downfall are both rooted in his overweening ambition. Like Partridge, most of the time we’re laughing at him rather than with him. Like Partridge, there’s something about Wilson’s Quixotic tilting at windmills, his repeated refusal to accept his own limitations or the status quo, that makes him oddly but genuinely appealing.

My favourite moment in the film comes when Tony Wilson is at his lowest ebb, just he’s left by his first wife and Ian Curtis has committed suicide. Walking down a Manchester street he’s accosted by a homeless man (played by the ninth Doctor) quoting a 6th century Christian philosopher:

BOETHIUS: It’s my belief that history is a wheel. “Inconsistency is my very essence,” says the wheel. “Rise up on my spokes if you like but don’t complain when you’re cast back down into the depths. Good times pass away, but then so do the bad. Mutability is our tragedy, but it’s also our hope – the worst of times, like the best, are always passing away.”

Coogan’s delivery of the reply – a silent beat then “I know” – is wonderful. It’s both arrogant and vulnerable, both funny and heartbreaking. This is Tony Wilson’s moment of doubt on the cross and in two words you learn everything you need to know about him as a character.

To quote Wilson himself, though, he is a minor character in his own story. 24 Hour Party People is primarily a film about music, about musicians and the about their environment. This is the second difficult thing that it gets right – it makes Manchester circa 1979-1990 seem a genuinely exciting place. The film isn’t really interested in getting the facts right – often, it openly and gleefully deviates from historical events. What it’s interested in is getting the mood right. And it succeeds. From the first Joy Division gig (“The intro doesn’t normally go on this long, I think our singer’s in the toilet”) to the exhilarating, strangely moving last night of the Haçienda there’s a great sense of place and a greater sense of something new and revolutionary being created.

If you had no specific knowledge of either Control or 24 Hour Party People you might expect it to be tedious and /or tough to watch the same tragic story twice in quick succession. You would be completely wrong. The two movies compliment each other brilliantly – they could, in fact, almost be seen as companion pieces. Control is a eulogy. It’s grim and grey and grounded, intently focussed on the characters of Ian and Debbie Curtis. 24 Hour Party People is a celebration. It’s light and arch and vivid and completely, gloriously all over the shop. Both films are utterly fantastic.

Control
RANK: A.

24 Hour Party People
RANK: A.

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