Death of the Critic

October 2016

Broken Hearts and Bankrolls - Review

Written by: Tom Blaich

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I try to listen to artists that I am not familiar with for this site. There is something about finding someone new that can be a uniquely pleasurable experience. You get to hear sounds from all over the country and world, with drastically different styles and compositions, connected together with some common threads. And it keeps you from having to read the same review that you can find on any other review website in the world. As you can imagine, this quest to find artists that I like can be a bit of a crap shoot. Sometimes you find someone great (Mick Jenkins’ The Healing Component is an excellent recent example), but sometimes you find someone bad (I’m talking about you Futuristic). And then there are artists like IshDARR, who lie somewhere in the middle.

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1992 - Review

Written by: Tom Blaich

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1992 was a hell of a year, and rapper The Game remembers it well. Embers of unrest were fanned by the savage beating of Rodney King by four police office, and the entire city of Los Angeles burst into violence after their acquittal. It was like a bonfire erupting. Six days. One billion in damages. 55 dead. 2000 wounded. The National Guard, Army, and Marines had to be deployed to finally quell the riots. It wasn’t a pretty time and it did a huge amount of damage to relations between the people and the police. It’s remembered every day in communities across the country. The Game watched looting and violence as he stood in the rift between red and blue, Crip and Blood, vying for control.

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Sit Still, Look Pretty - Review

Written by: Tom Blaich

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Saccharine sweet bubblegum pop. Daya’s album is nothing you haven’t heard before if you’ve turned on a radio in the last ten years. Yet at the same time that she exists firmly within the realm of generic pop music, the relentlessly positive anthems hit good notes to make some good, if forgettable pop songs. I couldn’t help but find myself singing along, even if the lyrics were a bit cheesy.

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Showing Sex

Written by: Tom Blaich

It is really hard to write a “good” sex scene. It’s even harder to show one on screen. It is so easy to slip into the realm of heady, erotic fantasy as two lovers caress each other’s heaving bosom’s and dripping sexes. Bad sex scenes make you almost uncomfortable. I did not sign up for
50 Shades of Grey in my fiction. Moreover it feels like a teenager’s perception of what sex is like between two people: romantic, well lit, clean, and perfect. When, for the most part, sex is just sexy. Funny and awkward and so many other things. Actual sex is so far removed from what you will see in your average movie to the point where I almost wish it wasn’t included.

Rarely do I watch or read a sex scene and come away thinking, “Yeah, they got that entirely right.” It is almost never an actually significant part of the plot or character development, and they feel like they were included simply to titillate the audience. It has become a cop out to show how attracted two people are to each other to have them have sex, as opposed to actually showing a complex relationship through good acting and writing.
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The Makings of a Good Horror Movie Kill

Written by: Tom Blaich

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Ever since the advent of the slasher genre, horror movies have tried to become more and more inventive with the way they splatter their gallons of blood across the screen. We can only watch so many unstoppable murderers slash horny teens with machetes before we get bored. We want our mythical killers to be as ingenious as they are deadly. Our desire for the dastardly machinations of vengeful beasts is the whole reason that franchises like
Saw or Final Destination can not only continue to exist, but thrive. To see the wild and wacky ways that writers can invent to kill teenagers who stumbled into the wrong haunted graveyard.

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Kairi Chanel - Review

Written by: Tom Blaich


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Dave East wants you to pay attention to him. His debut album Kairi Chanel, named after his newborn daughter, seeks to establish his place in the pantheon of popular rappers. He goes hard in the tried and true style of New York rappers and wants you to know how real he is. He isn’t some faker bragging about imaginary accomplishments, or a studio pusher. He weaves bars through tales of dealing drugs, easy women, and the rough life of a true New York hustler. A subdued beat thumps along in the background. It doesn’t overpower his voice, but it proves a suitable backdrop to let his bars shine through as his gruff voice weaves a tale of violence across the Big Apple.

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Why Did I Watch That? - 009-1: The End of the Beginning

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.

I honestly don’t know what to think about this movie. After the disappointing disaster of
Jarhead 3: The Siege, I needed a certain level of schlock to help clear my palate and reset myself towards something else. So I dug this movie out of my Netflix list, having added it for an occasion just like this. And I don’t know exactly what I got. I can’t tell if it is supposed to be an action film or softcore pornography. It isn’t too good at either, and it seems like it is trying.

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Why Did I Watch That? - Jarhead 3: The Siege

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.

It might come as a surprise to some people that there is not only a sequel to
Jarhead, but also two of them. The 2005 film about a group of marines that desperately wish they could see action but instead are greeted with the banalities of life in a war zone, whose entire point was that maybe you don’t want to see action as much as you think. Maybe you don’t want to kill people. So of course they decide to make a direct to DVD set of sequels that are dumb, pointless action movies all about killing as many terrorists as possible. You have to love franchises.

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Lovers in a Dangerous Spacetime - Review

Written by: Tom Blaich

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It is rare to see a game that allows its players to play together on the same system. The days of couch co-op are long past. It is even rarer to see a game that practically demands it.
Lovers in a Dangerous Spacetime, which sounds like something equal parts 1950’s science fiction and pulp romance novel, begs you to play with someone else. Together. Playing alone, this game is good, albeit a little frustrating at times, as you and your space pet, a relentlessly happy fur ball of a cat or dog, battle your way through a bleak but colorful space full of enemies and environmental hazards. They stand between you and saving your tiny friends and fighting back the anti-love that is threatening the universe.

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Going Back To Call of Duty

Written by: Tom Blaich

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It has been interesting to see where
Call of Duty has ended up. I came to the franchise back in 2005 with Call of Duty 2: The Big Red One and got hooked when I first picked up the original Modern Warfare. Call of Duty 4 changed the face of the modern shooter, and when it was announced that it was being re-released with this years integration of the franchise, it felt like it was time to go back and see where modern Call of Duty games began, and where they began to go off the rails. I have not been drawn into the last few titles and a part of me missed the simplicity of the older titles. While they kept the fast-paced, frenetic action, they shortened the feedback loop and added in so many different systems that started to overwhelm me. There was always something going on: a different medal, award, or unlock. It got to the point where there was always something flashing across my screen, and it started to lose its attraction.

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Microtransactions

Written by: Tom Blaich

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For years, we have heard that the future of gaming is not with big AAA console releases. Since the widespread adoption of the smartphone as the de facto standard, the message has been that the mobile platform is the future. Small, cheap/free games that subsidize themselves through ads and in-app purchases. I scoffed at this idea initially, like many of you reading. How could
Clash of Clans replace Call of Duty? But in this new console generation, you can watch as games trend towards these ideas. This does not match the vision of a future in which consoles no longer exists, and you life revolves around your phone, but it also doesn’t match what we imagined when we were kids playing Nintendo games. It has raised interesting questions about what makes a game, what a game includes, and what place micro transactions have in our hobby.

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The Healing Component - Review

Written by: Tom Blaich


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Love is a powerful force. Tackling it is a difficult proposition, but that does not stop Mick Jenkins from trying to talk about what makes love, how we love, and why we should love in his debut album
The Healing Component. For a first venture, it is an ambitious one, as he delivers a high concept album on how love has the ability to drastically effect a life. To him, love is The Healing Component, and through an application of loving each other, and a fair amount marijuana, he thinks we can all become better people. He builds this idea through conversations broken up and peppered throughout the album in which we learn more about his idea of love and his experiences with it as a young woman interviews him. “Have you ever loved someone differently?” she asks, calling up vivid memories from him, and from the listener as they work their way through what love really is.

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Deus Ex: Mankind Divided - Review

Written by: Tom Blaich

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Deus Ex does its best to raise interesting questions about morality, humanity, and authority in its newest installment. Back in the shoes of Adam Jensen, you work as an agent of a secret government task force that tackles terrorism. Since the end of Human Revolution and The Aug Incident, augmented people have experienced systematic oppression and injustice, and a group has sprung out of the anger that it has caused. The Augmented Rights Coalition (ARC) is suspected of bombing a train station and you must investigate, while at the same time attempting to find out what happened to you in the aftermath of the incident on Panchaea. Someone tinkered with your augs, unlocking powerful new abilities of you to play with, on top of the same compliment of powers from the previous game that you are already familiar with.

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Who is the Next Enemy?

Written by: Tom Blaich

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lt is no secret that video games have you kill a lot of people. If you have played them with any sense of regularity, chances are that by now you have gunned down tens of thousands of monsters, terrorists, and soldiers across the ages. Every few years, games go through distinct phases where enemies all seem to be the same type. We’ve had the World War 2 era, where Nazis were the cannon fodder of choice. Before that we had monsters and mutated freaks. Russian and Chinese soldiers were the flavor of the month for a while, and the zombie craze is still ongoing. Generic terrorists are always a good fallback, and it’s no surprise when a popular game relies on one of these clichés for their antagonists. But as our world becomes more complex and our threats become more fluid it has raised interesting questions for players and developers, and it asks us: Who is the next target?

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The Backlog - Luftrausers

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

I’m a big fan of many of the titles that Devolver Digital has published over the years. They all seem to have a certain sense of “style” to them.
Luftrausers is, of course, no exception to this. What appears to be a relatively simple game at the surface hides a surprisingly complex system of upgrades that can fundamentally change the way you play. You take control of a tiny place faced with a big problem - jets, fighters, missiles, boats, subs, oh my. They all stand in the way of your ultimate goal, getting a lot of points as quickly as possible.

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