Update August 1st: The most recent update adds Tacoma.
I am a sucker for end-of-year lists. They’re positive, celebratory, and useful. But too often, lists are backloaded with fall releases. A book published in January? A video game released in March? They’ll need luck and a good publicist to score best-of list slots come December.
I empathize with annual curators. Given the constant deluge of new titles, each arriving with their own noisy hype, it can be a struggle to remember a TV show or a film from 11 months ago. So this year, I’ve decided to keep a journal of my favorite video games, a public way to collect the year’s finest.
The format is inspired by Thrillist’s ongoing list of the year’s best movies. Critic Matt Patches only catalogs the stuff he can recommend 100 percent. “No mixed-bags,” he writes, “[or] interesting train-wrecks.” My list won’t be quite as definitive. I love train-wrecks; I live for mixed bags.
I’ll be updating my list as often as I can — hopefully I’ll have plenty of games to add. I’d love it if you joined me in this experiment. I’m opening the comments so you, dear reader, can share your favorite games as the year goes on.
Dates refer to when I began each game, and may not align with release dates. This is not a definitive list for The Verge. I am only adding games as I play them. If you feel something is missing, please recommend it in the comments.
Whatever feelings one has about Tacoma, the sophomore project from developer Fullbright, it deserves adulation for accomplishing the hitherto impossible: a sci-fi video game set on an abandoned space station powered by a suspicious AI without mutants, cyborgs, guns, or exhausting monologues about the malignant evil of philosophical duality. Tacoma is cool. It’s calm. It’s collected and conversational. And it kindly asks you to consider its characters as humans rather than targets or embodiments of capital-B, capital-I “Big Ideas.” What a relief.
You, a young woman named Amy, have been sent for unclear reasons to the titular empty space station Tacoma to collect said artificial intelligence. There seems to be no rush, however. Everything — your stride, the downloading of data, the indie rock soundtrack — progresses with the urgency of a hot cup of coffee that must be sipped to be enjoyed. The intentional slowness is for the better, not just because it draws a favorable contrast with action-oriented contemporaries, but also because it encourages the savoring of the craft’s singular and incredible parlor trick: moments from the lives of the vanished staff can be played, fast-forwarded, and rewound in augmented reality. Performed by color-coded, featureless, and translucent models, these vignettes perfectly re-create the crew’s steps and conversations, secret smooches and agonizing screams, while you walk around and through them like a voyeuristic ghost.
What results is neither pure action blockbuster nor art house patience tester. Rather, Tacoma is akin to Andrei Tarkovsky by way of The OC, a meditation on loneliness, identity, and artificiality told through personal, albeit slightly melodramatic stories that would fit well on WB or in the pages of a YA novel. It’s ambitious, a little sappy, and at times requires a leap in logic, but it’s also funny, sincere, occasionally profound, and never wears out its welcome. If that sounds like an unexpected but delicious mix, well yeah, it is.
Like its predecessor Gone Home, which imagined a sister snooping through her family’s rooms, dresser drawers, and personal crises, Tacoma turns shameless snooping into mission-critical detective work. Knickknacks, empty food dispensers, crumpled papers, and corporate guidebooks litter the rooms and work spaces, while text chains and emails wait to be discovered in computers that, for all their futuristic features, lack two-step verification. Compelling as the augmented performances can be, it’s ultimately these objects and notes, left behind in a rush, that establish a story not merely of humans in space, but humanity’s place in space — and its stewardship of it, along with the technologies that make this next phase of existence possible.
En masse, the stories and ephemera piece together like a jumble of puzzle pieces clicking one-by-one into the story of the Tacoma crew — and your purpose. The latter reveal is more of a button than a fulfilling denouement, and so I wrapped Tacoma eager for a sequel or an expansion. Of course, that isn’t really what I want or what Fullbright does. Here is a studio and a game conscious charting its own path. Even when it loses its footing, it never loses its way.
Available on Xbox One, PC, Mac, and Linux.
I’ve whined for years about action games that star the same bald dude fighting the same one-dimensional villains, using the same rocket launcher and machine guns. Indie games have been a counterpoint for more than a decade, but big-budget games have been slower to stray from the pack. Gravity Rush 2 is one of a few recent AAA games to break the cycle. All its most powerful characters are women. Its antagonists are embodiments of income disparity and personal grief. And the main character never fires a gun. It has some tacky fan service, and missions can be repetitive, but these are small flaws in a weird video game that’s truly unlike anything else on the market.
Our review digs into the game’s creative use of an open-world environment:
Walls, rooftops, and the underbellies of the constructions are speckled with a pink gem currency that upgrades Kat’s powers and provides the minimum excuse to investigate the nooks and crannies of every building. This would be tedious if not for the game’s ecstatic sense of momentum. Besides falling, Kat has the power to slide across surfaces in any direction — it feels sort of like grinding in Tony Hawk Pro Skater or Jet Set Radio. Slipping up a 50-story clock tower, then free falling over the other side never loses its thrill.
Available on PS4.
I don’t know how I missed the Yakuza series. I raised myself as a diehard Sega fanboy, only shedding my allegiance during the fall of the Sega Dreamcast. As a spiritual follow-up to that console’s ambitious, unfinished Shenmu series, Yakuza floated at the top of my to-do list. But then there was high school, college, my first job, my second job, marriage, and all the other games that I, for one reason or another, prioritized above the adventures of a man with nice suits and impressive back tattoos. Yakuza 0 has been a treat, a throwback to what I remember of Sega games in the late 1990s and early 2000s. It’s a melodramatic soap opera with violence that has the sensory pleasure of popping bubble wrap or cracking open a can of beer.
Our review by Andrew Webster describes the game’s old-school structure:
Yakuza 0 does a lot of things that modern games shy away from. It features cutscenes that can span many minutes, and lots of text-heavy dialogue you’ll need to pore over. There’s plenty of repetition, with occasionally excessive amounts of battles and missions that boil down to boring fetch quests. A lot of the time you’re simply running from one place to the next. It even has long and frequent load times that harken back to another era. It can take some getting used to, but eventually Yakuza 0 settles into a pleasing rhythm. Beat up some bad guys, watch some cutscenes, and then relax with a visit to the batting cages. Instead of making the game feel dated, these aspects give it a distinct sense of charm. It’s not perfect, but it’s unlike anything else being made today.
Available on PS4.
I love the very idea of Hatsune Miku and open-source rock stars. I hope we see more “virtual” musicians, a model that could democratize pop singles without sacrificing a teenager to the music industry in the process.
Hatsune Miku Project Diva Future Tone is the culmination of a solid rhythm-game series that collects music created by Miku producers and fans. If Yakuza 0 is the entry point into the Yakuza series, then I recommend Future Tone for anyone curious about the Miku phenomenon.
Along with Final Fantasy XV and The Last Guardian in December, this winter has been crowded with great video games from Japanese developers. Maybe I should have listened to Kotaku’s Jason Schreier, who’s been tracking the abundance of RPGs and interactive-fiction releases over the past few years.
That said, all four games have an irritating deference for fan service: Cidney’s costume in Final Fantasy XV, the lecherous snapshot mission in Gravity Rush 2, female “pain sponges” in Yakuza 0, and skimpy bikini costumes meant for Future Tone’s cast of underage girls. January’s best games are fantastic in their own ways, but I can’t think of another month in which I was so reluctant to play games while we had guests in the house.
Available on PS4.
It’s fitting that January should end with one more game from a Japanese developer, this time Capcom saving the Resident Evil series from a convoluted mythos and years of regressive action-game design. Resident Evil 7 trades the third-person perspective of previous entries for a first-person viewpoint. What could have been an over-the-top zombie shooter is a legitimately frightening horror game. The dark corridors of a Southern plantation borrow heavily from TV shows like True Detective and American Horror Story. But the game is most indebted to indie horror games like Amnesia and Outlast, which kept the horror flame lit while Capcom floundered with Resident Evil 5, Resident Evil 6, and a handful of remakes and spinoffs.
In our review, Andrew Webster praises the nauseating detail of the scenery:
The Baker home, in particular, is a gorgeously grotesque place, where simply wandering around and looking at things — cages whose use is best left to the imagination, or disturbingly bloodstained bathrooms — can foster a powerful sense of dread.
Available on PC, PS4, and Xbox One.
For a decade, the developer Guerrilla Games and its hundreds of employees spent tremendous time, money, and energy on Killzone, a franchise damned by a generic title and bland premise. A space army fights space Nazi-stand-ins through a handful of games that served largely as graphical showpieces for Sony’s PlayStation consoles. The games weren’t bad, but they were forgettable, largely running towards the goal posts established by the genre king of the last generation, Call of Duty.
Horizon is the first game from the studio since Killzone. Phil Kollar at Polygon wrote in his review, “Horizon Zero Dawn is a refreshing change of pace for Guerrilla Games. While playing it, I couldn’t shake the feeling that this game was made by people excited to be working on it, and that excitement was contagious.” And that’s true. But what surprises me most about Horizon is how much it builds of the technical skill acquired through the Killlzone series.
Guerrilla Games learned to design beautiful scenery, write competent human drama, and design a really tangible and responsive form of combat through Killzone. And then, crucially, they didn’t throw the baby out with the bathwater. Rather, Horizon feels like a studio unburdened from a flagging genre, a meaningless sci-fi setting, and one of video games’ drabbest color palettes. The result is a creative riff on the evermore popular open world roleplaying genre, set in a fascinating “post post apocalyptic world,” drenched in color, and sprinkled with lovable characters. Horizon is absolutely fantastic, and I can’t imagine it happening without the games that came before it.
Available on PS4.
A game like Hidden Folks justifies this diary experiment. The app doesn’t have hundreds of side-quests, a fully explorable open world, or expensive 3D models. It doesn’t even have color. A black-and-white riff on the hidden objects genre, Hidden Folks is modest and charming. It’s also steeped in a potent nostalgia, albeit in a manner unlike its contemporaries. You won’t find beloved characters or pixel graphics. The nostalgia on offer is akin to that of coloring books, which have had their own resurgence in popularity. Opening the app is transportive, returning you to the time you sifted through a copy of Where’s Waldo, waiting for your Mom at the salon. Or when you combed every page of Highlights at the doctor’s office. Creator Adriaan de Jongh previously designed Bounden, a game that used a smartphone to turn strangers into dance partners. It was a game that asked you to look outward, to connect. Hidden Folks is Bounden’s inverse. A game that has you quietly searching through a tiny collective image from our childhoods. It points you inwards. Yes, it’s cute and silly and simple, but Hidden Folks is something else, too: meditative.
Available on iOS and Steam.
One of my favorite conversations to have with friends about Breath of the Wild is to hear what they don’t like about the game. I know, it’s a cynical place to start, but the conversation naturally ramps to the same positive conclusion: “I hate this specific thing, but I can’t imagine the game without it.” The weapons degrade, but I love the danger of each battle. Thunderstorms turn Link into a lightning rod, but I love to use the weather against my enemies. The world is too big, but I love to get lost.
The love / hate tension speaks to Breath of the Wild’s audacity of design. Its directors have copped to trimming what didn’t work from Zelda, and yes, they deserve commendation for that. (Nintendo, more than most, is protective of its brands and its tradition.) But what I cherish about Breath of the Wild is how aggressively its creators have balked at assumptions about open worlds and a genre as a whole, assumptions that have been calcified over a decade of corporate risk management.
It seems silly to say a Zelda game is risky, but wow, this Zelda took risks that could have been, at almost every step, catastrophes easily mitigated with safer, proven design. When someone tells me they don’t like something in Zelda, often they mean I haven’t liked the execution of this idea in other games. But here, under the right guidance, and stripped to their essentials, rough ideas become polished, and big, risky, sometimes infuriating design is inseparable from an all but perfect adventure.
Available on Nintendo Switch and Wii U.
I met Zach Gage in 2009, when he made an art installation / game that randomly and permanently deleted files from its computer’s hard drive. Gage hasn’t stopped making capital-A art, but his oeuvre has expanded beyond museums and into debatably the most mainstream venue of our time: the App Store. In recent years, he’s released Sage Solitaire, Really Bad Chess, and Spelltower. You have almost certainly heard of one of them, if not played all of them.
What makes Gage’s life as a mobile game designer so fascinating is that it isn’t actually separate from his life as an artist. Gage takes the most familiar and played-out genres (a remake of Space Invaders, an update to Solitaire, a Milton Bradley board game, word puzzles) and contorts them into commentaries of themselves. As such, a Zach Gage game is like a book and a book club, and Gage is like a creator and a critic.
Gage wears plenty of other hats, too. For his latest game, Typeshift, a collaboration with Merriam-Webster Dictionary, Gage has created a contraption that would make a shrewd CMO envious. A puzzle game, Typeshift teaches players by asking them to find words. Words are aligned by shifting letter tiles up and down, each push accompanied by the perfect ASMR click. It’s addictive and edifying, like popping a special kind of bubble wrap that expands your vocabulary. But here’s the business hook: once a board’s completed, a menu provides links to the definition of each discovered word on Merriam-Webster’s site. Merriam-Webster gets a web visit every time a player experiences the slightest hint of curiosity. In two days, I’ve probably visited the site for 50+ definitions. The dictionary gets traffic. The player gets smarter. And Gage, he expands the reach of his art.
Available on iOS.
I’ve played a little under 50 hours of Persona 5, easily more time than I’ve spent with any single game in the past year. I’m only halfway through. When I tell this to friends unfamiliar with games, they look almost nauseous. Don’t you know what can be accomplished in 50 hours? The go to is, almost without fail, Moby Dick. You could read Moby Dick! Twice!
Games can benefit from length for a number of reasons. Minecraft and other “make your own fun” laboratories become richer as their tools become more familiar. Well-designed e-sports — just like traditional sports — demand practice for the pursuit of perfection. Casual clickers like The Simpsons mobile game and the obscure Candy Box play themselves when the player steps away, creating a parallel and exaggerated sense of progress running alongside daily life.
Role-playing games can, and often do, extend beyond the 100-hour mark, but the reward isn’t skill or education; I’d argue it’s leisure. The genre can be loud and big — there are battles and quests to save the world and maybe even kill God in the process — but the pleasure is most often in the details, particularly those that draw similarities to our own world. To enjoy them, it demands you relax.
I like Persona 5 because, frankly, I lack the imagination for fantasy and sci-fi, practically the default settings of RPGs. I’d much rather be dropped into a place I am familiar with, but, because I am a grown-up with obligations and finite money and time, I can’t call home. Persona 5 is set across Tokyo, and while it’s hardly the story of a normal life — you fight mental demons through a portal revealed by a mysterious smartphone app — it does a tremendous job of simply letting the player be a teenager in Japan. I find myself rushing through the game-y aspects, so I can spend more time studying after class, strolling in the park, making friends, seeing and hearing how a different culture passes a year. Or should I say how a band of artists portray the world around them.
With most games, I eventually find myself becoming self-conscious about the time with them. There are other things I could do; I could finally read Moby Dick. But I haven’t had that with Persona. It’s like a vacation, and I leisurely sink into it, obeying the prompt that appears on every load screen: “Take your time.”
Available on PS3 and PS4.
To describe psychedelic experiences, researchers rely on the phrase “set and setting.” Set refers to the mindset and preparation of the subject, setting, to their literal and social environment at the time of the test. It’s widely believed that both set and setting are crucial to laying the framework for a positive and meaningful psychedelic experience. The psychedelic drug is, in the words of Timothy Leary, simply the “key,” unlocking the consciousness to freely analyze the mind and the world around it.
Maybe I’m taking you on a long walk for a small glass of criticism, but I think set and setting are applicable to art, which, depending on where you are mentally and physically, can unlock different experiences and emotions. I know, Mario Kart isn’t magic mushrooms or the Mona Lisa, but it is probably the closest thing that video games have to a universally beloved experience.
Mario Kart 8 was a lovingly crafted game hamstrung by a crummy console that lived in your living room. Mario Kart 8 Deluxe is that exact same game (with a handful of tweaks), but now it can be easily enjoyed wherever you’ll enjoy it most. The game is fine at home alone. But when stuck at an airport with a five-hour delay, passing the time on Rainbow Road is almost transcendent.
Available on Nintendo Switch.
A confession: I don’t entirely get French New Wave cinema, even though I faked it through college. Nonetheless, I appreciate one corner of the movement: a handful of critics became filmmakers to criticize capital-F Film with their own movies. They did so with respect for the form, but also with eagerness to deconstruct it, to save it from its worst tendencies. And they often did so with a sense of humor that saved the experiment from becoming utterly insufferable. I think about these directors when I play Nier: Automata.
At first, Automata seems straightforward enough. You are a cyborg sent to fight robots on Earth in a proxy war between aliens beneath the surface and humans who now live on the Moon. Okay, that isn’t so simple, but it’s easy enough to synopsize, unlike the story that cuts a path through the greatest hits of existential philosophy. When you aren’t stabbing and shooting robots, you’re chatting with them about pain and art and vice and sex and being, well, human.
Automata is, in no small part, the product of creator Yoko Taro’s mind. I don’t know Taro’s full resume, but I don’t believe he ever served as a professional critic. That’s fine. His game has more to say about games — how they imitate one another, how they evolve, how they treat life, how they continue to exist even after they’re finished — than most books on the medium.
Automata is a sequel to Nier and a spinoff of Drakengard, two games you’d be forgiven for having never heard of. Like its predecessor, it’s weird and a little messy and surprisingly empathic, a rarity, as Aevee Bee noted at The Guardian, for a video game in which you kill hundreds of characters. Unlike its predecessor, it’s something of a hit, selling over a million copies worldwide. You don’t need to play either game to enjoy Automata, but to really see it for what it is, you’ll want to play Automata itself many times through. The repetition is criticism of games at large, for sure, but Taro also uses each new playthrough to look further and further inward. Automata is the rarest of games: sharp criticism of itself.
Available on PS4 and PC.
Am I breaking the rules when I confess that I decided to add Battlegrounds to this list before I actually played the game? I came to it, like so many fans, as a spectator. I’ve since begun playing, and while I enjoy being obliterated by strangers, I am certain my interest will last far longer as a viewer than a player.
What makes it astonishing as an e-sport — or any sport — is the accessibility of its rules. Enjoyment isn’t predicated on understanding arcane strategy, impenetrable mythos, weapon and perk sets, or the word “meta.” Rather like traditional sports, Battlegrounds is radically simple: stay in the shrinking field of play, collect materials to survive, defeat enemies, and be the last person standing.
Battlegrounds uses a cliched premise because its familiarity is foundational — similar to the way a sport uses a ball and a goal. A mob of players fighting to the death on a 25-square-mile island is as structurally compelling as it is laughably familiar. Yes, film fans, it’s basically Battle Royale or Hunger Games. Yes, game nerds, it looks an awful lot like Arma and Day Z. Battlegrounds isn’t an original idea, I’ll grant you that. But it is a familiar idea crafted exceptionally.
At Waypoint Bruno Dias writes that each Battlegrounds live stream is imbued with the pace and tension of a horror film. That’s an astute point, but I’ll go a step further and say that it’s Battlegrounds steadied pace that will, looking into the long term, allow it to become one of the most watchable e-sports of this decade. Whether you like games or not, the visual language of Battlegrounds is familiar from decades of action movies. And because its action is slow, a video editor can — like the magicians at NFL Films do for pro football — splice together the teamwork of a four-person squad into an thrilling match for an audience of people who’ve never played the game.
Whether or not Battlegrounds is the best game I played in 2017 is irrelevant; it’s the best video game I’ve watched — ever.
Available on PC.
Around the release of What Remains of Edith Finch, video game academic, essayist, and lovable provocateur Ian Bogost inspired a kerfuffle with the controversially titled The Atlantic essay “Video Games Are Better Without Stories.”
“If there is a future of games, let alone a future in which they discover their potential as a defining medium of an era,” Bogost concluded, “it will be one in which games abandon the dream of becoming narrative media and pursue the one they are already so good at: taking the tidy, ordinary world apart and putting it back together again in surprising, ghastly new ways.”
Finch is an argument that games can be both. Shaped like a musky short story collection, the game sends the player deep into the Seussian house of the Finch clan, and its family tree, of which each branch has a tragic end. By spelunking the rooms of lost relatives, the player is launched, through time, to relive a series of final moments. The vignettes borrow style from the kings of horror shorts — Edgar Allen Poe, Ray Bradbury, Stephen King — along with other short fiction masters, like Tobias Wolff and Lorrie Moore.
Finch’s storytelling never approaches the literary highs of its inspirations (a very high bar, to be fair) but it does offer something the writing alone can not. Space. A livable, breathable, touchable space.
Where great literature breaks apart the world, then leaves the reader’s mind to fill in the blanks, Finch offers a meticulously designed space to investigate and explore and experience. Perhaps that sounds lacking in imagination; I assure you, it is not. These pulpy stories feel lived in and immediate, because Finch’s designers have turned them into little fidget objects, and placed them into your hand.
In one of the game’s final stories, you must navigate a dreamworld of puzzles with one side of the controller, while chopping fish heads in a factory with the other. Rapidly, the dream takes over the screen, but the real-world obligation never goes away, nor does it become any less dangerous. The sequence is not subtle: it’s an ode to and warning of the sheer power of games to transport us into new, impossible spaces.
Available on PS4, Xbox One, and PC.
When I first heard about Splatoon, I assumed it was a joke. This was at E3 2013, a year before the game would be officially announced. I’d arrived early for an appointment at EA’s booth, a two-story monstrosity that looked like a jail and sounded like the inside of a subwoofer. In one of the complex’s nooks, the publisher was hosting 30-minute demos of the freshly revealed Titanfall, but my session was delayed because of a visit from a last-minute VIP guest: Shigeru Miyamoto.
Outside the small demo room, a handful Titanfall’s developers and I waited and speculated on what the creator of Mario, Zelda, Donkey Kong, and so many other beloved, colorful franchises would think of this violent, gritty first-person shooter. Then one of the devs, in a furtive whisper, shared a rumor that he’d overheard in the cafeteria: Nintendo, the king of family-friendly video games, was secretly making its own shooter. Everybody laughed.
Of course we laughed. None of us could have imagined Splatoon. Nintendo had, since its evolution into a video game publisher, skewed toward accessibility, putting its creative ethos at odds with the twitchy controls of the genre, and the inherent grotesqueness of the headshot. Nintendo’s solution with Splatoon was (and still is) inspired. While its players can still attack one another, turning them into piles of colorful ink, the goal is to shoot the environment, covering the walls, floors, elevators, vehicles, and anything other than the actual players with more paint than the opposing team.
It takes hundreds of hours to become a master of the headshot. But hitting everything else on the screen? There is no learning curve.
Splatoon, for all its innovative ideas, was akin to a rough draft. Splatoon 2 is the final draft, more visually polished and technically reliable than its predecessor and, quite simply, offering far more to do. But as my colleague Andrew Webster wrote, the power of Splatoon 2 is inextricable from its hardware. On the Wii U, the game was limited by a small audience. On the Switch, the game will not only find its player base, but it has the potential to accomplish something its genre contemporaries haven’t: becoming the first portable competitive shooter.
In three years, Splatoon has placed itself at the heart of Nintendo’s catalog with two games, a guest appearance in Mario Kart 8, a handful of amiibo, a web comic, and an upcoming anime. The series creators have so adroitly slotted the shooter into Nintendo’s collection of lovable series, that it’s now hard to remember a time when Nintendo developing a shooter sounded like heresy. But I will never forget the humongous grin on Miyamoto’s face when he stepped out of the Titanfall demo. “Look at him” said the developer who told us about the rumor. “He knows something.”
Available on Nintendo Switch.
Welcome to Cheat Sheet, our brief breakdown-style reviews of festival films, VR previews, and other special-event releases. A version of this review originally ran on January 20, 2017, in conjunction with the film’s premiere at Sundance.
Al Gore didn’t invent the internet, but going solely off his latest film, viewers might assume he singlehandedly launched the modern fight against climate change. An Inconvenient Sequel, directed by Bonni Cohen and Jon Shenk, and starting a limited American theatrical run on July 28th, is a follow-up to the 2006 documentary An Inconvenient Truth. The original film mobilized a generation of climate activists, won an Oscar, and sent the former vice president on a decade-long-and-counting PowerPoint tour. The newer, brisker, and unexpectedly more optimistic follow-up doc seeks, in large part, to calcify Gore’s legacy, resulting in a split-minded film that’s more fascinated with the former politician’s daily life than the melting polar ice sheets.
Superhero tragedy disguised as end-times environmental doc.
A decade after An Inconvenient Truth spotlighted the grave threat of climate change, former Vice President Al Gore returns with a new PowerPoint presentation that will recruit an army of environmentalist lieutenants, who themselves will assemble enviro-militias across the globe. Their weapon: the truth!
The life of Al Gore, a button-up-wearing superhero (supported by a crack team of smartphone-wielding millennials) who will save us from global warming even if he alone has to fistfight the sun.
As a call to recruit and energize a new generation of environmentalists, no, it’s not good. Al Gore travels across the globe, educating trainees, who we barely get to know. And what exactly Gore trains these men and women to do, beyond monologue in public spaces, is unclear.
The film doesn’t offer any surprising updates on global warming for a pseudo-woke teen with a social-media stream. Nor does it lay out actionable strategies for viewers who could be persuaded to change their habits, but don’t know how. In that way, it’s a missed opportunity for Gore and his multi-decade agenda. An Inconvenient Truth formed the choir, and it’s inexplicable that this sequel makes no effort to teach that choir to sing.
However, as a documentary about the loneliness of would-be-President Gore, An Inconvenient Sequel is awkwardly engrossing. Gore’s loss to George W. Bush in the 2000 election, in particular, is grist for the film’s few jokes. At one point, Gore invites the cameras into his home, and they capture a man alone in an empty house, musing over photographs and notes from a different life. Gore seems peerless in his battle against global warming, for better and also for worse. In his personal and professional life, he appears deeply and tragically alone — often literally stranded in the film’s composition.
An Inconvenient Sequel often plays out like a tragic superhero film. Gore is depicted as a one-man army, fighting the good fight against impossible odds. Other politicians, from Obama to John Kerry to Justin Trudeau, drift into the film, lending their support. But Gore, as the film shows it, is the one with the ideas, the gumption, and the connections to grease the wheels of change.
But what happens when Superman saves the day? One shot resonates far beyond the movie. After helping secure 2015’s historic Paris Climate Conference agreement with some last-minute behind-the-scenes horse-trading, we see Gore among the crowd of celebrating world leaders. And then we see him alone again, wandering down a fluorescent-lit hallway. He moves away from the camera like an old cowboy riding into the sunset, his legs heavy, his back achy. In the moment of international achievement, we see him by himself.
As with any good superhero, we have reason to believe Gore will return. A gloomy coda on the election of Donald Trump threatens to undermine the hero’s work and throw the world into disarray. The film takes an Marvel-esque approach to Gore’s latest adversary, smattering skeptical quotes from Trump throughout the film, culminating with an uncomfortable shot of Gore visiting Trump Tower for an un-filmed meeting.
Perhaps we’ll see Gore put the cape back on for An Inconvenient Threequel: The Rise of the Donald.
The film doesn’t have an official rating, but I would suggest PG for dad jokes, dated political humor, and PowerPoint slides that belong in a junior-high science class.
The film comes to theaters on July 28th. This is a surprise, as the personal doc structure feels more like a Netflix or HBO special than something that demands the big-screen experience.
]]>The upcoming SNES Classic Edition will be the first official video game console to emulate a number of the Super Nintendo’s most beloved games. This exhaustive breakdown by Digital Foundry of the Super Nintendo hardware explains why a handful of technically impressive games — like the original Star Fox — never appeared on Nintendo’s Virtual Console services, and the role supplemental cartridge chips played in the life cycle of the 16-bit hardware.
Hosted by John Linneman, the 25-minute video explains, in detail, how SNES developers would include specialty chips inside game cartridges to build upon the console’s capabilities, allowing for improved sound and graphics. While many of the chips have arcane names and functions, the Super FX, Linneman recalls, became something of a marketing tool. Its chip famously enabled the system to produce 3D graphics for games like Star Fox and Doom.
The supplemental chips make for more complicated emulation process, as the software must emulate both the SNES and its additional processors. But with the SNES Classic, Nintendo seems to be embracing that challenge, most notably with the inclusion of the hitherto unreleased Star Fox 2, designed for the Super FX 2.
We will be able to see the fruit of Nintendo’s labor when the SNES Classic is released on September 29th.
]]>This review of A Ghost Story was originally published on January 24th, 2017 as part of The Verge’s Sundance Film Festival coverage. The film, which hits theaters this weekend, remains one of our favorite films of the year.
The first thing you will hear about A Ghost Story, director David Lowery’s indie follow-up to last year’s Pete’s Dragon reboot, is that Rooney Mara spends five minutes comfort-eating a pie. Or maybe the unedited shot lasts 10 minutes. Or 15 or 20, depending on who in the audience you’re asking. Whatever the case, it feels interminable, like a test of the viewer’s indie film commitment, daring them to shift, clear their throat, uncomfortably laugh, or just grab their jacket and leave.
But A Ghost Story, which premiered this week at Sundance, rewards patience. The “pie scene,” which feels initially like an act of cinematic self-indulgence, becomes a crucial point of reference, like a constant in a complex equation. A Ghost Story is a film about, among other things, the passage of time. How it slows and quickens; how it contains us.
(Fair warning: light spoilers ahead.)
Casey Affleck and Rooney Mara play a young couple (no character names are given) who move into an old Texas ranch home. Affleck likes the place, Mara doesn’t; they grow bitter. One night, something slams on the living room piano, and the spooked pair take comfort with one of the longest depictions of gentle smooching committed to film.
Then, Affleck dies in a car crash just outside their house.
The man returns as a ghost, draped in a heavy morgue blanket that covers his body and drags in his wake. Through hand-cut eyeholes, he watches over Mara as she grieves — with pie, house repair, a second attempt at love. But after she leaves, Affleck lingers behind, confined to his haunted house.
That’s when A Ghost Story and Affleck begin an exponentially paced cosmic quest toward self-completion.
Love, regret, grief, gentrification, civilization, the heat death of the universe — with its 87-minute runtime, A Ghost Story is both so small and so incomprehensibly big that you could argue it’s about practically anything and everything. The film is ripe for hot takes and undergraduate film dissertations; I look forward to its wide release.
Some will say it’s pretentious, obtuse, and masturbatory, and they’d be able to find plenty of evidence. But there’s so much to love here, largely because the film is something of an inkblot. Concealed and mute, Affleck the ghost acts as a cypher on which to place one’s hopes, fears, and closely held suspicions about the meaning of life. (Affleck’s history of alleged sexual harassment has made him a difficult actor to watch and identify with; removing his voice and image is one solution, I suppose.)
The film itself is practically void of dialogue, minus a few sparse words at the start, an extended sequence in Spanish, and one monologue that delivers the film’s metaphysical logic through an inebriated mouthpiece. With so little said, the camera drifting from one dramatic suggestion to the next, the viewer is left to spackle the walls of the proverbial house, filling in gaps with their own memories and ideas.
Like I said, for me A Ghost Story is about time and age. Watching Mara cry and gorge on pie for 10 minutes (or five or 20) is slow and emotionally taxing. But once Mara leaves, an entire week — and then years — and then unknowable leaps of time pass with a sigh, the hum of one moment bleeding over another.
How long does a spirit wait for peace? I won’t dig into the answer, but I will say the film suggests a solution that’s weirder and riskier than you’d think from a movie about Casey Affleck dressed as a cheap Halloween ghost.
Look, A Ghost Story won’t be everybody’s slice of pie. Under an hour and a half, it’s not asking for a serious commitment. But like Affleck’s ghost lurking around the house, watching A Ghost Story can cause one to lose their bearing on the span of a minute or an hour. It’s slow. A number of people walked out of the Sundance screening we attended. But with an afternoon viewing, a cup of coffee, and an open mind, the film has a good shot at burrowing into the brain of the viewer, where it will haunt them for much longer than its runtime.
Update: We guessed right. The MPAA rated the film R for “brief language and a disturbing image.”
I think a few characters swear, so even though this movie could be PG, it will probably land an R. Maybe that’s for the better. Energetic kids should be barred from all viewings, not only because they will spoil the film for grown-ups and super-cool teenagers, but because it’s a movie about death and an unspeakable grief and come on, kids have enough to worry about.
Update: The film opens in theaters on July 7th.
The film was produced by A24. It doesn’t currently have a release date, though it could release in late October as the rare Halloween / Oscar movie double play.
]]>Twenty years ago, Barry Sonnenfeld gave the world Men in Black, a science fiction comedy perhaps best remembered for its music video, featuring Will Smith dancing alongside a computer-animated space alien. But what I remember most fondly is a low-stakes scene with no special effects or pop songs. Tucked into the first act, the moment is brief, subtle, and to this day, I find it unrivaled in terms of charm and efficiency.
Some setup: Men in Black begins with NYPD officer James Darrell Edwards III (Will Smith) keeping pace with a mysteriously speedy perp. The feat is noticed by a mysterious group of men in black (suits), and Edwards is given an opportunity to join their ranks, alongside some of the nation’s best military.
But first, he needs to pass an audition. The sequence, particularly the 2.5-minute quiz sequence, tells us everything we need to know about Edwards as a character, while also endearing us to him.
Edwards enters the meeting late, walking into a large interrogation room sporting boots, jeans, and a truly 1990s red jacket. When a smug fellow applicant tries to impress the recruiter (Zed, played by Rip Torn), Edwards mocks the recruit for hyping a job he — and everybody else in the room — knows nothing about.
Edwards is the perfect candidate for an unimaginable job
Then comes the written exam. All of the applicants, sitting in egg shell chairs, are asked to fill out a paper form. Their pencils break and stab through the paper sheets, and the men contort themselves to create hard surfaces with their folded legs. Edwards does something different: he stands, walks over to the large steel table in the center of the room, and drags it to his chair with a ear-splitting screech.
Yes, Edwards is the classic movie cop that does things his own way. But what’s special — and what we see for ourselves — is his way makes the most sense. He’s not intimidated or hobbled by meaningless conventions.
Men in Black’s script is lean but strong, particularly when it comes to characterization. This trial continues with Edwards on a firing range. Other candidates shoot alien targets, Edwards fires a single bullet in the head of a little girl. His explanation:
“Eight-year-old white girl. Middle of the ghetto. Bunch of monsters. This time of night. With quantum physics books. She’s about to start some shit. She’s about eight years old, those books are way too advanced for her. If you ask me, I’d say she’s up to something.”
Where most sci-fi blockbusters and superhero films rely on a call to action driven by coincidence or a personal mission — “A goon killed my parents / grandpa / spouse, and now I will patrol the streets / planet / galaxy in the name of good” — Men in Black shows Edwards isn’t a reluctant or destined hero so much as he’s just a dude who’s perfect for this very particular job.
And what’s special about this epiphany — and what special effects-heavy blockbusters of the present could borrow — is that it happens in a boring office with props a high school theater could afford. Edwards is the perfect fit for an intergalactic police force, and the audience learns that without a single CGI trick — not even a dancing alien.
]]>The least-stressful option for acquiring the Super NES Classic Edition is to preorder it. Nintendo has promised that its latest mini console will be easier to find than the notoriously limited, and now discontinued, NES Classic. But that doesn’t mean you’ll find the new console collecting dust on store shelves. Nintendo has committed to shipping the Super NES Classic from its release in September until the end of 2017. Nintendo, perhaps more than any other video game company, knows the power of scarcity. Expect resellers to grab as much inventory as possible, and flip the consoles for ludicrously inflated prices on eBay and Craigslist.
Yes, if you want a Super NES Classic at retail price, take our advice: preorder far in advance.
Even snagging a preorder won’t be easy (unless you live in the UK). Nintendo hardware preorders have gone fast for the Nintendo Switch and Nintendo 3D limited editions. The trick is to know where the preorder pages are before they go live. It’s also helpful to have somebody that can give you a heads up, that way you don’t spend the next few days (or weeks) hitting refresh on a Best Buy product page.
Toys R Us, Target, and GameStop are also likely to offer preorders, though their product pages haven’t been published yet.
We also recommend following @Wario64 on Twitter. In the last decade, a number of websites have been built around tracking releases, preorders, and deals. But @wario64’s speed — thanks to Twitter — makes his handle one of the best resources for monitoring offers that can disappear in minutes.
Note: This page will be updated as more preorder options go live. Have another favorite preorder resource? Share it with us in the comments and we’ll add it to the page.
]]>Didn’t grab the NES Classic last year? Your chances of getting an SNES Classic are going to be better. But don’t sleep on the console: the mini SNES may have the same fate as its predecessor.
In a comment to The Verge (and first reported by Kotaku), a Nintendo representative confirmed that the company will ship “significantly more” Super NES Classic Editions than the notoriously limited run of the NES Classic Edition. However, there’s a catch.
According to the statement, Nintendo will ship Super NES Classic Editions from the hardware launch on September 29th to the end of 2017. “At the this time,” the statement continues, “we have nothing to announce regarding any possible shipments beyond this year.”
While it might sound backwards for a business to discontinue a massively popular product, Nintendo isn’t issuing an empty warning. The company discontinued the NES Classic Edition in April of this year, just months after its release. “We’ve got a lot going on right now,” said Reggie Fils-Aimé, president and chief operating officer of Nintendo of America, in an interview with Time, “and we don’t have unlimited resources.”
Fils-Aimé was referring to the company’s other manufacturing focuses, including the Nintendo Switch and Nintendo 3DS family of portables, all of which are regularly sold out in stores and online.
Nintendo’s statement on the SNES Classic concludes with a nod to this manufacturing juggling act:
Our long-term efforts are focused on delivering great games for the Nintendo Switch system and continuing to build momentum for that platform, as well as serving the more than 63 million owners of Nintendo 3DS family systems. We are offering Super Nintendo Entertainment System: Super NES Classic Edition in special recognition of the fans who show tremendous interest our classic content.
The Super NES Edition may be easier to get than the NES Classic Edition, but Nintendo could make good on delivering the rarest type of video game limited edition: one that’s actually limited.
]]>Nintendo has revealed details for the SNES Classic. The standalone mini console will feature 21 games, including Super Mario World, Earthbound, Super Mario Kart, and The Legend of Zelda: A Link to the Past. But the most surprising inclusion is Star Fox 2, the unreleased sequel to the original Star Fox for SNES.
The Super NES Classic Edition will launch on September 29th for $79.99. Like its predecessor the NES Classic, it will allow players to easily play retro games on high-definition televisions, thanks to an HDMI connection.
The full list of games included on the SNES Classic follows:
The Super NES Classic is Nintendo’s follow-up to the NES Classic, which launched in fall 2016. The console was notoriously difficult to find due to limited stock, and was discontinued earlier this year.
]]>This review of The Big Sick was originally published on January 21st, 2017 as part of The Verge’s Sundance Film Festival coverage. The film hits theaters this weekend and we’re still just as smitten with the movie, a high-water mark for the romantic comedy genre and an welcome respite from the season’s blockbusters.
Kumail Nanjiani is arguably best known for his role as Dinesh Chugtai on HBO’s Silicon Valley, but I suspect regular readers of The Verge — folks fascinated with technology and the culture that unspools around it — probably know his work on Adventure Time, Bob’s Burgers, The X-Files, and The Indoor Kids. That last one isn’t a movie or television show, but a (now defunct) podcast Nanjiani hosted with his wife, the writer and producer Emily Gordon.
The Big Sick is the pair’s first foray into co-writing a screenplay, and in an unintentional way, a prequel to their podcast. It’s a romantic comedy about how Nanjiani and Gordon met, started dating, and overcame a life threatening illness. Ya know, the usual rom-com stuff.
(Full disclosure: Years ago, my wife worked with Nanjiani and The Big Sick director Michael Showalter on the Comedy Central show Michael and Michael Have Issues.)
Romantic-dram-com.
For people who became familiar with the life story of Nanjiani and Gordon through their podcast, this will sound familiar. Kumail, played by himself, is an aspiring stand-up comedian, polishing a set in a Chicago nightclub. Emily, played by Zoe Kazan, is a grad school student who attends one of his shows. They hook up, hang out, date — and split. Nanjiani’s fear of disownment from his traditional Pakistani family is an insurmountable roadblock.
Then, without warning, Emily becomes ill from a mysterious infection, and is put into a medically induced coma that affords the doctors time to search for a cause and a cure.
Parents. There’s a beautiful, somewhat traditional love story tucked into The Big Sick, but it’s bookended by a warm, but frank confrontation with how we seek the love and approval of our parents and our in-laws.
Nanjiani’s performance effortlessly carries the film’s staggering emotional weight. The character is a struggling comic on the cusp of breaking out, an immigrant questioning the faith and customs of family, a romantic torn between his expectations and his heart, and one half of the film’s two love stories.
Yes, two. We first watch Kumail and Emily in an extended meet cute, but once the young woman enters the coma, we get a second and different sort of love story between Kumail and Emily’s parents, the calls-‘em-like-she-sees-‘em Beth and the anxious Terry. Played with folksiness by Holly Hunter and Ray Romano, the doting parents are lived-in, where they easily could have become cloying. And so, The Big Sick presents a story that I believe plays out often in the real world, but rarely in art: a potential spouse discovers a deeper and richer affection for their partner by getting to know the people that raised her. Beth, Terry, and their marriage are imperfect, but the two care deeply about their daughter. Watching Kumail gradually spot that tenderness and ultimately share it is beautiful.
Absolutely. Nanjiani and Gordon have discussed romantic comedies on their podcast and elsewhere, and their expertise shows in the ways they improve upon the genre. I mentioned Emily’s mother already, but I also should highlight the other women in the film, who are afforded time and dialogue to express their own personalities and wants. I’m talking about Emily, but also the many Pakistani women that Kumail’s parents hope he will accept for an arranged marriage. The film takes a late, brief, and unexpected detour to give one of these women a chance to share her side and her exhaustion with the process.
And when Kumail relies on the male niceties and eccentricities of rom-coms, women shut him down as his intellectual and comic equal — if not superior. On their second date, Kumail performs his ritual of showing his new girlfriend a classic horror B-movie, and Emily sarcastically quips how she loves when new boyfriends judge her taste.
Update: We were right. The MPAA gave the film an R-rating for “language including some sexual references.”
The film doesn’t have an official rating, but I’d say it should be PG-13, because an R rating will prevent teenagers from seeing a genuine and complex depiction of love. Of course it will be rated R because the word “fuck” is said more than once.
Update: The film opens in theaters in limited release on June 23rd and wide release on July 14th.
The film doesn’t have a release date, and I wouldn’t be surprised if this gets held for Oscar season. It’s not traditional Awards fare, but both Hunter and Romano give performances good enough to warrant supporting actor and actress buzz. I expect whoever acquires the film this week will offer a nice paycheck, and maybe some marketing promises to get the film in front a big audience — one it deserves.
]]>Last E3, Cory Barlog revealed a wildly ambitious plan for his update on God of War: the game would take place in a single, uninterrupted shot. This year, the director shared that, in the early days of production, some members of the development team were hesitant to take on the ambitious plan. So, to show the power of the film technique when done well, he screened the hospital scene from John Woo’s action movie masterpiece, Hard Boiled.
“There’s that great one shot [in Hard Boiled],” Barlog said, “where Tequila and, I can never remember the other guy’s name, are shooting there way into the hospital. They end up having a conversation as they’re moving through. They go by an elevator and then the other guy accidentally shoots a cop.
“Then, they get pulled into the elevator. The elevator [door] closes. As they’re riding up to the next floor, in this consistent single shot, this guy is going through a full range of emotions, having just killed a cop. ‘I’ve just made a giant mistake.’ They’re in the heat of this gun play, and they’re going through a lot. And you see in the background, the elevator numbers going up.”
For Barlog, the technique takes something otherwise extraordinary (an action movie gun fight) and make its intimate, locking the viewer in with the characters, not cutting past the moments in which they must reckon with their actions.
Called a “one shot” in the film industry, the technique abandons the cuts used in an editing room to splice a series of shots together. Instead, the film is captured in a single camera movement, shifting from one angle to the next as the story progresses in real-time. The method is known for creating a sense of intimacy and voyeurism.
One-shots are also notoriously difficult to capture, as everything must be performed perfectly in a single take.
Barlog saw the traditional film one-shot as more of a starting point. “I love film and television,” says Barlog, “but we have things they don’t have. We have interactivity. We have the ability to actually make these things work.” Unlike the film director, a game director can control everything in a one-shot, switching virtual lenses on the fly. And a one-shot in a video game doesn’t rely on actors, stuntman, and special effects teams getting everything right in a single-take.
Barlog hopes the final result, a game the plays in one seamless sequence, will be its own thing. As the director says, “I want games to have their own identity.”
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