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Maximum IT
ColumnsThe Game Boy: Who Invited the Bald Space Marine to Book Club?

Last week was just full of surprises. (RIP, all.) Thankfully, though, one shining, heroic force swooped in to save the world from snowballing into complete unpredictability. That final bastion of normalcy – that conqueror of chaos -- was, of course, Transformers 2: Revenge of the Fallen.

The film – which starred explosions, Shia Labeouf, and explosions (but unfortunately, not Shia Labeouf exploding) – defiantly dodged negative reviews, negative word of mouth, and a near-negative Metacritic score to gross $112,000,000 in its opening weekend. Yep – nothing like a vapid, needless summer blockbuster to restore your faith in the world by destroying your faith in humanity. The movie’s success, though? Not surprising in the least. It’s a loud, action-packed film with more carnage than meaningful dialog. It’s simple, easily digested cheese. People eat that stuff up.

But then, no one expected Transformers to tug at our heartstrings and revolutionize storytelling as we know it. That’d just be silly; I mean, it’s a movie about robots fighting. Clearly, all eyes here are focused on the action – no time to roll them at the plot.

So then, how come we often expect tear-jerking, thought-provoking tales from big-budget videogames with premises nearly as dramatically inhospitable as Transformers? Why do we expect triple-A videogames – which, at this point, are quickly sneaking into movie territory in terms of development costs – to mold angry men, gunfire, and shrapnel into spellbinding tales when our prior buying tastes (see, for instance: Transformers) have shown that all we want is a loose thread to hold the action together? Especially when other story genres (you know, anything that's not action) lend themselves far better to interesting plots, untethered by the need for a five-minute shootout every six minutes?

Transform and roll past the break for more. 

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