spinofflive
hamlet main

Pop CultureOctober 5, 2017

HAMLET: The Video Game is bizarre and beautiful

hamlet main

Eugenia Woo reviews HAMLET: The Video Game, a brave attempt to bring together the disparate worlds of gaming and theatre. 

HAMLET: The Video Game – A Shakespearean Stage Show is a mouthful. It’s also got all the earnestness of a high school production, with none of the good-natured missteps or overbearing parents being idiots in the cheap seats. Simply put, it’s a breath of fresh air from director Greg Cooper and the Court Jesters which kept both kids and their adult chaperones in stitches for most of its runtime. The production which made its way to Auckland this week is the second iteration of the stage show and was originally conceived by Simon Peacock of Assassin’s Creed fame (the game, not the film travesty). While the cast is smaller now, it packs an improbable punch and a wildness that toes the line between bravado and being rudderless.

One wouldn’t ordinarily think that Shakespeare would be a natural fit for video games, but the crew behind HAMLET: The Video Game was firing on all cylinders when it came to integrating the two. Not content with the product of the stage show itself, stepping into the foyer of the Herald Theatre was like stepping into a nicely furnished net cafe that doubles as a wine bar. Computers were dotted around the box office and while the crew could have very easily used them as empty props, each machine showcased a different game made by some first-year students from AUT. The glue that bound them all together was the fact that every single game was based off a Shakespearean work.

Whether it was a means of assuaging people’s fears or a metaphor used to bludgeon them into accepting the coupling of video games and good ol’ Billy Shakespeare, who cares? It worked. The games on display clearly whet the audience’s appetite for the actual show, and it was a surprise to see snotty ten year olds and wine mums alike get into the spirit of the main event. A standout was A Fairest Forest (the brainchild of Mary Xu, Dee Sapeta, Celine Chan and Monica Zhang) with a female protagonist and heavy RPG influences interwoven into A Midsummer Night’s Dream, while plenty of foot traffic found its way to Stegan Januszkiewicz’s King John, based on the play of the same name and built around detective work and dungeoneering.

Once the curtain (in this case, a loading screen) rose on the play, however, any preconceptions the great work outside may have created were swiftly forgotten in favour of an opening that few would have ever considered – a pun-heavy, bombastic start that established HAMLET’s gaming credentials and slotted its expectant audience right into the thick of things. The play started off mirroring the beginning of a single player RPG campaign and continued in that vein until its end, and the predictable narrative structure turned out to actually be a great fit for a classic like Hamlet. The writers clearly saw no need to reinvent the wheel when the themes of a Shakespearean tragedy were as obvious as any Final Fantasy game, and cutting out the plot tweaking that often happens with adaptations of adaptations meant that the play could focus on what it does best: mocking itself.

Every joke was delivered with slapstick precision and flair, and at times the momentum from the brilliant performances of Kathleen Burns, Jared Corbin (oscillating wildly between a Wolfenstein villain and a Goomba wrangler) and Dan Bain appeared to drive them into the territory of improvisation, which only added to the excitement. No game was spared, whether it was Angry Birds or Tomb Raider, and all references were delivered with knowing winks and jostling, only matched by audience members’ audible groaning. The stream of puns turned into a veritable torrent as the production drew on, and while originally the references were a brilliant homage, it did begin to wear a bit; it became harder to maintain immersion when Hamlet’s soliloquys would be interrupted by titles that seemed out of place. However, what could have been a drag was saved by the addition of two continuous video game parodies: a one-man orchestra riffing on some classic theme tunes, and an interactive UI that responded to the characters’ and the audience’s wishes.

The strength of HAMLET really lay in its ability to harness the energy of its incredibly broad target audience. Anyone could have enjoyed the wordplay and the satire, even without any video game exposure at all. Greg Cooper mentioned that it was hardcore game references or bust, and it was a treat to see that he stayed true to his word whilst keeping the show as accessible as possible. Audience members were pulled in by dramatic pauses and flourishes, invited to change everything down to the very costume that Hamlet was wearing (a SWAT vest was available) and encouraged to contribute to the doomed protagonist’s killing spree thanks to what seemed like Nerf guns being doled out to the willing like candy.

On top of all that organised chaos, Dan Bain was indispensable as the titular Hamlet and Kathleen Burns running the gamut of roles ranging from a black widow-esque take on Gertrude to Mario was a real scene-stealer in the best way. Cooper had some strong words for those who turn their noses up at unconventional mediums like games: “Get over yourself”. I’m pleased to report that thumbing it to traditional expectations of what theatre should be and how audiences should experience art has resulted in a one-of-a-kind production that every Aucklander should make time for.


This post, like all our gaming content, comes to your peepers only with the support of Bigpipe Broadband.

Keep going!
mazdamundi

Pop CultureOctober 5, 2017

Total War: Warhammer 2 – great game, shit name

mazdamundi

Don Rowe dives back into the borderline-narcotic world of Total War: Warhammer, reviewing the second of three games in the series. 

Ah McCain, they’ve done it again! Just when you were getting bored of the stupidly huge and successful Total War: Warhammer, strategy game powerhouse Creative Arts has only gone and dropped the second instalment of what is set to be a three-part series that just so happens to ALSO combine like an ultrabot in to one big old mega game. It’s bloody peak game out here!

And friends, this one is big. Like, buy this if you want something to do until Christmas…2019. After several days plowing away as the sadistic Dark Elves, one of four new and unique factions, I’m no closer to harnessing the dark magic of the vortex (read: winning) than I am to saving a deposit on a house in Auckland. But the time is well spent; Total War: Warhammer 2 has taken everything the first iteration of the series did well, refined it, shored up the few holes that really mattered, and introduced massively game-changing features without screwing it up.

Let’s start with the units. Oh, the units. I first became interested in the tabletop version of Warhammer back in my halcyon days of youth, wandering around the fetid depths of that Vagabond store by the bus depo in Hamilton.  There was something about these tiny, immaculately detailed models that brought them to life, making imaginary battles with static models a realistic form of entertainment.

DEAD RAT THING.

These tiny details were significant in that they hinted at a much larger backstory an enemy’s skull fixed to a shield, a physical deformity, a particularly ferocious snarl  and every player’s army was totally different. While Total War: Warhammer doesn’t offer the same customisation opportunities, the spirit of the miniatures is there in spades. Except this time the miniatures are fucken animated dinosaurs, bro!

The in-game battles haven’t changed considerably from the first installment, unless you consider HYDRAS and a T-REX considerable. There are new lords, new spells, new hordes of anthropomorphic rat-men intent on wiping the living from the earth. There’s ample justification for making this a game of its own, rather than just a bit of DLC. All that is missing  and at this point I think it might be forever  is an abundance of meaningful terrain on which to fight.

Shogun 2, a Total War entry from 2011, is considered by many to be the pinnacle of the series thus far due in part to the truly beautiful landscapes on which battles take place. Valleys and ditches and copses of woodland and settlements and river crossings  all terrain features which impact the battle in terms of both tactics and strategy, bringing the experience much more in line with the considerations traditional commanders would have to make. Chokepoint battles go some way to alleviating this, but for the most part the battlefields remain either disappointingly sparse or impossibly cluttered.

That one caveat aside, this is a matter of quality and quantity, not either or. The map is beautifully rendered, with icy wastes giving way to desert tundra, leviathan-infested waters surrounding mysterious isles and OH YEAH a massive swirling vortex capable of unleashing untold chaos on the world – or preventing it. The four new factions (high elves, dark elves, lizardmen and skaven) all have narratives revolving around this vortex, but it’s significant for more tangible reasons too.

IS THAT…SOUTH AMERICA?

The vortex is a unprecedented evolution to the Total War formula, which has remained mostly unchanged in terms of win conditions and the overall tempo of a campaign since its first iteration. The endgame has always been a problem across the series, and across grand strategy games in general, because of a concept called snowballing; at a certain point in your campaign, the balance of power tips in such a way that victory becomes inevitable, and all that remains is clearing out the final pockets of resistance in a tortuously slow process akin to a cheap sparkler fizzing out, rather than an epic, Lord of the Rings 3 style, climax. This is particularly frustrating given you might have played several hundred hours for the reward of a banal slog. Total War: Warhammer 2 changes that all that with the introduction of the vortex.

The tl;dr of the vortex is that it’s essentially a giant sinkhole for draining magic from the world in an attempt to blast demons back to from whence they came and all that. Now it’s on the verge of collapsing, and the good guys really want to prevent that from happening while the bad guys want to harness the power in order to do more bad guy shit. Why this is significant in terms of gameplay is because each step that brings your faction closer to their goal creates more and increasingly difficult hurdles to overcome, meaning that the intensity of the TWW2 campaign never totally abates, and in fact ramps up. Previous entries into the Total War franchise approximated this with endgame events like the invasion of Attila the Hun in the endgame stages of Attila, but none have come close to the vortex campaign.

Each faction has their own lore-friendly way of achieving control of the vortex, but it should be said that they’re essentially reskins of the same concept  Dark Elves need to collect a certain number of scrolls, the Lizardmen need ancient plaques and so on. And there’s every chance opposing factions will reach their goals before you, military dominance or no, so the clock is ticking regardless.

With all that in mind, the idea that there is ANOTHER game to come, plus DLC, and then a combination of all three entries, is astounding. The final product will be a truly gigantic piece of work, with unparalleled complexity and a fully-fleshed world built around lore written and expanded on endlessly over the 30-odd years since Warhammer Fantasy Battles were first waged on the tabletop in 1983. But these games are the equivalent of Wizard’s chess to WFB’s vanilla chess, and at this point I am blimmin’ Ron Weasley.


This post, like all our gaming content, comes to your peepers only with the support of Bigpipe Broadband. This game was reviewed on a rig supplied by PLAYTECH.