Death of the Critic

Video Game Movies

Why Did I Watch That? – DOOM

Written by: Tom Blaich

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I watched a bad movie today. It is sort of a guilty pleasure of mine. Watching bad movies that is. I revel in the terrible plots, paper-thin characters, cheesy effects, and wooden acting. It fuels me.
I love them in a way that I can’t quite describe, or feel about bad games or music. To me, bad films deserve to be recognized, talked about, and maybe occasionally ridiculed. This one is no exception.

DOOM is not a good movie by any means, and I’m not here to argue that fact. What I am here to argue is that you should definitely sit down and watch it, if only for one scene in the near two-hour long feature. Where we hop into the brain of Karl Urban for a first-person shooter-esque sequence that has us gunning down demons and tearing through the demented bowls of the Mars facility. It may look a little less than great, especially more than ten years after its release, but that doesn’t make it any less goddamn cool.

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Why Did I Watch That? - Harcore Henry

Written by: Tom Blaich

Hardcore_Henry_header


I watched a bad movie today. It is sort of a guilty pleasure of mine. Watching bad movies that is. I revel in the terrible plots, paper-thin characters, cheesy effects, and wooden acting. It fuels me. I love them in a way that I can’t quite describe, or feel about bad games or music. To me, bad films deserve to be recognized, talked about, and maybe occasionally ridiculed. This one is no exception.

A frequent statement of derision within the community of movie reviews is to state that the film feels like a video game. To many of us who have actively engaged with games for a long time, this feels like a weird accusation to level. To us, games conjure images of world-trotting adventures, roguish main characters, white knuckled action and spectacular set pieces. And there is a whole realm of games outside of this mold that are doing their best to push the boundaries of storytelling as a medium, seeing how the player character’s interactions within a fixed game space can alter the meaning of the story that it is trying to communicate.

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