Have an idea for a story? M arts@theotherpress.ca (¥Y The return of Bon Iver And more! Flawed by Design: More like ‘God of Bore’ > ‘God of War’ sequel headed for Ragnarok Adam Tatelman Arts Editor hile I’m not a fan of the God of War games, its influence as a franchise cannot be denied. As such, seeing its new radical change in direction from an epic head- stomping arcade brawler to a narrative-driven action game in the vein of The Last of Us has set off quite a few fans. Some contend that a change of concept is the best thing for the series at the moment, while others insist that this is a betrayal of the classic games. While ‘betrayal’ may be hyperbolic, it is clear that nothing we've seen from the demo gels with the established tone or gameplay of the series. The original God of War was an over-the-top melodrama about Kratos’ sociopathic quest for revenge against Ares, the Greek war god. The gameplay expressed this sense of scale through the zoomed-out perspective of the camera, the speed and ferocity of the combat, and the epic combos master players could pull off in battle. Picture trying to do any of that from the over-the-shoulder perspective of the new God of War. None of that gameplay translated to this new build, leaving the once-acrobatic Kratos appearing mired to the ground, plodding along, with his combos replaced by basic strikes, Plot-wise, the developers have made the baffling decision to try to write a redemption story for Kratos by showing him caring for a small boy in the Scandinavian wilderness. Even back when anyone was still able to drum up a grain of sympathy for his “murdered family” motivation, Kratos was at best a selfish anti-hero, perfectly willing to brutalize innocent civilians just for getting in his way. That attitude reached its logical conclusion when he decided that his revenge against the Gods of Olympus was more important than the fate of Greece itself. The whole point of the series Image via www.gamespot.com is that revenge causes more suffering than it’s worth. The player learns that lesson because—in the fashion of the Greek tragedies—Kratos fails to. Attempting to redeem him treads on the narrative thrust of the entire franchise. To see such a despicable character guiding a naive child through the motions of a coming-of-age plot—that’s beyond coming out of left field. It’s flown in from a completely different ballpark. This sort of stylistic transition has failed in the past. Metroid: Other M was criticized for attempting to turn the exploration-heavy Metroid series into a linear, trigger-happy arcade romp, as well as replacing the series’ cryptic plot threads with obnoxious, poorly written, flatly delivered monologues. Worse yet was the treatment of Samus’ character, heretofore presented as an unflappable professional, suddenly becoming traumatized at the sight of an enemy she’d long since triumphed over in past games. Understandably, it flopped. ‘Aftermath’ has some explaining to do > ‘Aftermath’ pilot review Lauren Paulsen Multimedia Editor Peosezpocalyptic stories in television, movies, and novels are not uncommon. They generally follow the main characters’ struggle to survive after civilization falls. Usually, there is a specific reason why the apocalypse has happened, be it a zombie virus, a nuclear holocaust, or even God’s retribution. Aftermath might have the typical post-apocalyptic survival theme, but the reason for the apocalypse isn’t so clear cut. Aftermath is Syfy’s new post-apocalyptic television series about a family trying to survive the aftermath of the apocalypse, through enormous storms raining fish and snakes, earthquakes where there are no fault lines, meteor strikes, a plague that causes insanity, and the appearance of a body-possessing supernatural creature. It’s hard to really determine through just the pilot how well this series will fare. Nothing is properly explained (except that the body-possessing spirits might be skinwalkers) leaving the audience to wonder what exactly is going on. All that can really be determined is that the world is ending, possibly through an act of God, and that the story will follow this family of five. Strangely, the family seems to take things much more calmly than one would imagine. The mother (Anne Heche) used to work in the Air Force, so she’s portrayed as being a badass who scary situations can’t unnerve, but the extent to which she and her family take things in stride is somewhat unbelievable. However, outside this strange calmness, the acting isn’t bad, and both twin girls do have some believable panic attacks. The Feverhead angle sounds similar to a zombie plague, but manages to put a fresh twist to the trope. Infected people (we don’t yet know how they become infected) act irrationally and violently. There is some cannibalism, but it’s not clear whether the Feverheads or the possessed people (who are also extremely violent) are the ones eating other people’s faces. The more refreshing angle is that the Feverheads are definitely insane, but it’s interesting to see how they try to rationalize what they are doing. It is almost scarier that way. There is some humour dotted throughout, such as the fact that the mother keeps a gun behind the Bible that the scholarly father (james Tupper) has no idea they own. Most of it is quite dark, though, so you'll need a macabre sense of humour to enjoy it. The pilot is suspenseful enough to keep the viewer watching, but the complete lack of explanation might become frustrating, especially because by the end we still feel that nothing is explained. It is obviously meant to string the viewer along to watch the next episode, but this can leave them feeling unsatisfied by the end of the hour. It’s difficult to completely judge a whole series based on its pilot, and that is certainly (¥ ‘Aftermath’ has some explaining to do (¥ Harrowing haunted houses and spooky spirits With that in mind, it becomes much easier to intuit the reason for such directorial decisions. The developers want the God of War label to bring in the long-time fans, but they also want to follow the gameplay trends set by heavily scripted, set piece-dependent mega-hits like Uncharted and Skyrim. So, it isn’t about resurrecting an old franchise with a new coat of paint; it’s a shrewd business decision through-and-through. I have no quarrel with sequels as long as they are accompanied by new IPs. The story would not change in the slightest if Kratos were replaced with a different character, so why not make this game as a new title? Just slap a “from the creators of God of War” label on the box, and you've got your brand recognition covered. The longer we allow game developers to bank on our nostalgia, the less we're going to see new ideas, so remember to vote with your dollar. It’s the only way to get something new. Image via Syfy true for Aftermath. Through the lack of explanation in the first episode, the plotline could really take off in any direction. It’s hard to say at this point whether that will prove to be a boon, or a bane, for this show.