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Day-to-Day

Until Dawn.

November 24, 2015

As a fan of the horror genre, Until Dawn caught my eye months before it was actually released. One thing most horror games have in common though is the fact that they aren’t actually scary – I speak from a PC gamer perspective, where you can find plenty of shooters and survival horrors that are based on jump scares and methodically dealing with your opponents. The last – and also the first – horror game that really scared me – and also hooked me on the genre – was Silent Hill 2, which is still my go-to title about “how scary games should be done”, and I played that in 2005.

Since then I tried almost every major title that came out, never finding one that actually made me worry for the sake of my character. When I first read about Until Dawn, the key piece of information that caught my eye was the developer, Supermassive Games, the studio that just a few months back had released The Order: 1886, a huge let down in terms of linear gameplay and no consequences or options for the player to affect the outcome of the story, but an unmatched visual quality. The Order and Until Dawn had this in common, they both looked great, so I decided to go through and buy the game.

After just a few minutes in I was already immersed and really enjoying the experience. To some extent, it felt a little like Heavy Rain, with all the choices, but less like Heavy Rain in the sense that you don’t have to execute EVERY SINGLE action the character is doing. There are a lot of cutscenes, but the lighting, camera placement and performances work so well together that you just lay back and watch, but never fully relaxed since at any point a fast timed decision might jump at you. About the characters, there’s little left to imagination and filling in gaps for low-poly geometry. The characters were modeled based on the likeness of the actors that play them – plus a ton of motion capture – which works like watching a very stylized mix of live action and animation movie.

I know I keep saying “movie” and “watching” while at the same time I bashed The Order for lack of interactivity so let’s make this part clear. Until Dawn is filled with choices. Path choices, conversations, hard decisions and “hold your breath and don’t move a muscle” moments, which affect directly the outcome of the game in the long run and, most of the times, also what is just about to happen. There are jump scares, of course, but more than that, this game kept me on the edge of my seat even when I knew nothing would happen right away.

The plot revolves around eight friends that end up trapped in a huge mansion at the top of a mountain during a snow storm. They were there the year before and that developed into tragic events – it’s the playable prologue of the game, to set the mood and introduce the characters. You get to control them all individually as the night progresses, sometimes in simultaneous events since they scatter around the mountain in different tasks or end up separated by unexpected events. The beginning feels strongly like a teen slasher movie of the cheapest kind but fully self-aware of that, which is what makes it great and fun, since you kind of know the stereotypes, how they should behave and what will happen soon enough, so the game reels you in with this little sense of security about the genre just to hit you back with something else when less expect. I stopped playing a few times just because I was too afraid I would kill the characters by making stupid choices. That had never happened before in a game for me.

You know when you’re watching a slasher flick and people make THE STUPIDEST decisions? Well, playing this game, I made several stupid decisions on my own, and I started to empathize with the characters and understand those moments. Sure, you want them to survive, but at the same time, I tried doing everything I could to make them help each other and that didn’t turn out so great many many times. When I got to the final scene, I could try to save some more people, but I was so worried that I would get everyone killed in the process that I ended up just blasting ahead and saving less characters the first chance I got.

Until Dawn made me realize that even though I knew what I was doing was stupid ahead of time I still didn’t change my plan and opted for a safer route. At some point I was chasing a kidnapper that took one of my characters in the woods and I had several choices of safer paths, but I kept going for the fastest/riskier ones because I NEEDED to try as hard as I could to catch up with that monster and rescue my girlfriend, even though the chances of getting hurt in the process increased dramatically. Another thing that amazed me was that you got choices and, once in a while, it’s best to not do anything and let them time out, because that is also a choice. This ended up getting me an ally at a critical point and it really made me feel a little safer while exploring some haunted ruins.

The game has clearly two main parts that blend well together and it doesn’t feel like “part one is over, now let’s move on to this other totally unrelated plot”. Part two sets roots during the first part, and it definitely does kick up a notch in terms of scary and worrisome bits. Being unable to load from previous saves also puts a lot more stress in how much you’re messing up those characters, since one bad decision can cripple you for something that will jump at you later on, and, wow, that happened a few times and I literally screamed at the game because I understood those were consequences of my own actions. I was also surprised by some unexpected events along the game, and that is not something that usually happens, since most horror movies are quite predictable, so lots of points for that!

By the time I got to the end and the credits started rolling, the first thought that came to mind was “I really gotta play this over again and change some of my decisions to see if I can make it through keeping everyone alive”. For some cases I know exactly when I messed up and got someone killed. Other parts aren’t as clear and I’m not sure how the larger numbers will affect the later events in the story, so I might be saving someone from death at that point in order to get them dead just a little later. The main point is: you definitely feel like you can change the outcome of the story and some of the middle too. You can imagine what would’ve happened if you took a different path.

All in all, Until Dawn was one of the best horror games I ever played AND one of the most exciting horror films I’ve watched in a while. Achieving these two points is not usual and it definitely gives it a “must play” status. It was funny how, after it was released, the internet was going crazy about the game, calling it a sleeper hit and people demanding it to be a franchise. I would surely play whatever comes afterward, specially if they make it an anthology thing, with different characters and stories.

Day-to-Day

Um Conto de Marinheiros.

November 12, 2015

No que parecia o começo do tempo de todos os tempos, dois barquinhos se conhecem na saída do cais. O dia é bonito, ensolarado, o mar é azul e sereno. Nossos dois barquinhos se preparam para suas jornadas, cada um com a tripulação ansiosa para desbravar correntes desconhecidas e passar por aventuras que seriam contadas e lembradas até o fim dos tempos.

Alguns meses depois da partida, o mar parecia mostrar um apreço especial por aquela dupla, os dois continuavam seguindo pelo mesmo caminho. Não como se um estivesse seguindo o outro, mas sim lado a lado, impulsionados pelas mesmas lufadas de vento. Os capitães começam a achar isso uma estranha coincidência e, numa manhã quieta, um dos barcos escuta uma cantoria vinda de não muito longe. Ao sair para o convés, vêem uma grande comemoração acontecendo na embarcação vizinha e são logo convidados a bordo. A essa altura do campeonato já sabem que não são piratas, e que estão à procura do mesmo tesouro, um tesouro que não tem exatamente forma física ou lugar, é como um sonho distante rumo ao qual ambos navegam.

Desafios surgem, monstros e tempestades, mapas são perdidos e novos são traçados, cada barco sustenta suas baixas e cura seus feridos. Léguas e léguas são percorridos e a tripulação percebe que, se lutam juntos, os problemas são divididos ao invés de duplicados. As recompensas, por sua vez, não são afetadas. Começa um longo processo de trocas. A princípio algumas cordas são jogadas de um barco para o outro por onde a tripulação pode passar, se arriscando sobre o mar que encara, veloz, lá de baixo.

Os capitães lideram seus marujos em muitas aventuras, acumulando experiência e riquezas, acumulando histórias tão inacreditáveis que até pescadores desconfiam. As cordas balançantes evoluem para nós mais firmes, pranchas e redes. Eles não querem arriscar perder ninguém no espaço entre si. Unidos tão fortemente, os dois barcos agora são uma fortaleza que percorre os mares por belos poentes e céus azuis. De quando em quando retornam ao porto, para encontrar amigos e familiares que acabaram ficando para trás na jornada.

Certa manhã, mais que inesperadamente, um brilho no horizonte chama a atenção de nossos intrépidos capitães e não é o Sol. Se as lendas forem verdadeiras, é o tesouro pelo qual eles tanto procuraram. Avaliando seus suprimentos e estado de espírito da tripulação, decidem que a chance de recompensa é maior que o risco. É uma jornada como nenhuma outra que eles fizeram até então. Serão meses, talvez anos, até que retornem ao porto, sonhando e construir sua própria vila à beira mar, em outra costa, em outro continente.

Nos preparativos, concluem que é possível que um deles vá na frente, mandando notícias e prevendo o que eles podem enfrentar. O que eles não contavam é que a jornada era árdua e apelava para aquilo que ele tinha de mais frágil, ao mesmo tempo que o mar era calmo e o Sol brilhava. O desafio não estava do lado de fora, mas sim por dentro. Nesses poucos meses que passaram sem pontes e cordas, algo começou a mudar. Era um risco daqueles tão fininhos que você nem leva em consideração, chama de poeira, esquece que existe. Mas a maré não esquece e continua a bater, incessante, dia após dia, até que o risco não é mais risco e sim uma falha, que cresce cada vez mais rápido.

A construção da vila é tão intensa e corrida que falta tempo e atenção para cuidar do problema. Vai passar, é fase. Mas não é, e não diminui nunca, só aumenta, até que você se dá conta que aquele furinho tá jogando cada vez mais água sob o convés, e que as pontes não cobrem mais a distância entre as duas embarcações porque cada uma delas acabou seguindo seu próprio caminho em meio a tantos caminhos agora possíveis. A distância é tanta que os problemas não são mais divididos, e sim combinados. A sensação é que um aumenta os problemas do outro, por mais que eles tentem combatê-los juntos. Não é intencional, claro, eles são mais espertos que isso, mas ambos os barcos estão naufragando e a melhor solução agora é que se separem, para que um não arraste o outro para o fundo.

Enquanto isso a tripulação tem espaço pra lutar contra seus próprios buracos e construir um outro barco, menor, sim, mais frágil, sim, mas novo e capaz de navegar por conta própria. Aqueles grandes navios estão fadados a afundar e não dá pra trazer a bordo todas as riquezas lá acumuladas. Algumas preciosidades vão afundar, mas não deixarão de existir, e sempre estarão lá naquele mesmo ponto do oceano, reluzindo e cintilando sob o véu azul das águas para quando chegar o tempo de ir buscá-las ou visitá-las.

I see an end to where I don’t love you like I can
Cause I’ve forgotten how it feels
To love someone or thing for real
Darling when you wake, remind me what we’ve done
That can’t be shared, or saved, or even sung

Day-to-Day

Thanksgiving.

November 10, 2015

Almost an entire month late, I started to write this one right after Thanksgiving (October 12th)! For the majority of October I was relocated to a friend’s apartment. Ariana was kind enough to harbor me on her couch for a little over two weeks. If you’re thinking sleeping on a couch sucks, have a look at the kind of sunrises I got there.

Neat, isn’t it? Well, it was also a great incentive to get up early and do stuff. Like maniacally bike around Stanley Park, or to North Van, or from the airport, or anywhere that seemed stupid enough to grant me a good amount of exercise and getting used to different areas of the city. It was also a great time to read more and more books, including among them “Ready Player One”, which I couldn’t put down until it was over – and was mentioned on a previous post.

During this time, some music videos came out, shot by Matt, two of them using some of my anamorphics, and I’m still impressed with the quality of the footage he was able to get out of a 7D, shooting H.264. Well done, my friend, well done!


Plus, the music video for Hello – which entitles the aforementioned previous post – directed by Matt and Jake also came out. I really like the way this looks and sounds, plus it was great to work with these guys for extra content on their new album. Now that I’ve re-read this sentence, it seemed confusing so: I haven’t worked on the music video below! Hahaha.

But, back to the post title, this was about Thanksgiving. Last year we went to a friend of May’s place and had a decent dinner with them, even though I was already in my unwilling “no-food-down” diet, so I didn’t get to enjoy it so much. I remember it was raining like hell, and we took a bus there, to a part of town we’d never been before. This year, I was at Ariana’s and, well, she wanted to stick to traditions and organize a huge meal and gather friends. It wasn’t like I had a choice to not-be-a-part-of-it, and even if I had, wouldn’t make a difference. Nicko and Nati joined us early in the day and we went shopping for the missing ingredients, then as they started cooking I was constantly out, getting things we forgot about the first time, or looking for stuff in more distant stores. There was a whole “Apple Cider Quest” which ended up unsuccessful since there was no non-alcoholic apple cider to be found anywhere and I ended up getting the ingredients for some variation of it based on apple juice. Sweet! – in all senses.

I tend not to remember rainy days very well, but I’m pretty sure this one will last. The amount of food we made was enough for everyone to take some home and me and Ariana eat for a week, and we still had to get rid of a lot of leftovers because they were going bad. The day was also a kind of test to see how we worked as a team, since we’re all planning on moving together to a bigger (and cheaper) place – a house or large apartment – outside of downtown, but not too far – bikeable distances, please.

I guess when I started to write this post I was going to talk about the collaboration and feeling part of a team, being around friends and all that, but it’s pretty obvious by now and I desperately need other subjects to write about here! I guess I’ve dried this well, at last.

Weird limp post… I should’ve finished it back then!

Day-to-Day

Paranormal Activity: The Ghost Dimension

November 4, 2015

Ever since the first Paranormal Activity movie came out, there was an element that I really liked about it: the fact that it absorbs the viewer into a story that’s told by the camera – I wrote about this a while ago, calling it Diegetic Cinematography – plus, it was a horror movie. The problem is, doesn’t matter how much I want to like Paranormal Activity, I simply can’t. I tried with the first movie, it bored me to death, with less than five minutes of actual cool stuff going on. It should’ve been a short. I admire its budget/box office ratio, very much like Blair Witch Project.

Its concept of how to tell a horror story was something I liked so much that I forced myself to watch all the other movies in the franchise, as they came out. They just got more and more predictable and boring, leaving aside the true horror of its nature, making everything more and more explicit and resorting almost exclusively to jump scares. Yesterday I watched what’s supposed to be the conclusion of the series, “The Ghost Dimension“. You don’t even need to guess what I thought of it. It was one of the worst disappointments ever – I watched it right after Crimson Peak. Individually, Crimson Peak was incredibly boring, but at least had very cool looking effects, even though lacking the whole ‘foreplay’ you expect from horror movies, where most of the time you don’t actually see the ghost – or whatever supernatural creature the movie features. In Crimson Peak you have long shots and close ups of the ghosts, which is cool for some reasons and anti-climatic for some others. The characters are also incredibly stupid and take forever to unravel the plot. Overall, a weak movie, not worth watching again. Compared to Ghost Dimension, though, Crimson Peak is an amazingly well written and shot horror movie.

It feels like in the previous movies they depleted completely all the possibilities of jump scares imaginable and the only way of trying to add any depth to such a flat story (pun intended) was to make it 3D, with jump scares that fly onto your face combined with footage processed to look like old VHS, on a supernatural camera that can “see this other realm”. Well, the image looks like crap, and I admire that, the problem is whenever the spirits appear, they show an incredible amount of detail that isn’t present anywhere else in the shot. It’s like taking a very low-quality photograph and inserting a super sharp and amazing 3D model into it. It just doesn’t match.

My rule of thumb regarding the Paranormal Activity series still applies: watch the trailer and be done with it. 95% of the good scenes are there, as well as the – lack of – story. Save yourself some time and watch a better movie.

Day-to-Day

“If bad things happen on good TV

October 25, 2015

They could make a movie out of you an me”.

This has been definitely a crazy week, full of unexpected surprises and events that will bounce back in the future. Actually, not just this week, but October in its entirety. I’ve been trying to sit down and write something for several days and everything sort of vanishes when I sit down and start typing. Since the subject of this post isn’t clearly defined yet, I’ll proceed with the more “real world” events and try to dive into their metaphysical meaning later on.

Starting with “I’ve-lived-for-two-weeks-in-a-living-room-of-someone-I-barely-knew” and that quickly escalated into “you-know-what?-the-four-of-us-should-find-a-place-to-live-together”. So we (Bruno, Nati, Ariana and I) are looking for three-bedroom apartments and houses that aren’t so far from work/college and that won’t break our finances, which usually leads to scouting craigslist and biking around nearby neighborhoods hunting for rent signs.

Speaking of biking, I’ve mentioned the new bike before, but I’m really pushing it to new levels. Wednesday I biked back from the airport, after leaving May for her trip home. Monday I was finishing the most addictive book I’ve read in months (Ready Player One), when I found out one of the fictional characters’ (Art3mis) home was here in Vancouver. The book had the full address so I just threw that in Google Maps and headed out to North (West?) Vancouver. It was one hell of a hillish ride and I wasn’t all that sure if I was gonna be able to make it back on my own legs. It didn’t rain, but I was soaking wet by the time I got home.

I also spent some time shooting a bunch of reviews and anamorphic videos for my Youtube channel using Rob’s gear (FlareFactory, TRUMP, Iscorama and other pretty toys). I really gotta put some effort into spreading the word about this content. I know I’m a little lazy regarding that, kind of waiting to be picked up by a major website… I’ll work on that later.

Last Sunday Matt sent me a message asking if I would be interested in shooting some stuff with him this Friday. What kind of person would I be to say no? Specially craving a set like I was… So this Friday I met him and his friend Corey around 11am at the studio and we spent the next twelve hours shooting a LOT of stuff with Hedley. I’m officially adicted to their latest single, Hello, which is also where the quote for this post’s title comes from. It’s nearly impossible to describe how it feels to be on a set where everyone is great.

Now seems one of those times when a bunch of things start happening at the same time and being organized is key to get as many of these as I can. After Effects is up and motion graphics is coming back to the limelight. Time to master all those expressions and try to learn some Python and Russian on the side. I’m saying this here to kind of encourage myself towards it.

Besides all that, I spent some time putting together all the documents I need for Langara and my new study permit. I think I got everything I need, now is just a matter of time until everything is sorted out. Classes start in January, so I have a very clear mark in my timeline of when my free time is gonna become sparser and sparser.

For today I woke up super early and super bored, so I went biking as usual. The big difference this time is since we’re getting into Fall Land, the sun rises around 7h30, so it was dark when I left home and I got to watch the sunrise along the seawall. Pretty neat view, I’ll tell ya. Sadly I didn’t have my camera on me this time. Maybe tomorrow?

Day-to-Day

Post-Apoc Rant.

October 16, 2015

Fallout 4 is just around the corner and I was talking to a friend about Last of Us when I stopped to think about how the post-apocalyptic genre is way overused nowadays.

Yeah, it seems we do have a thing for going into “simpler” times, when survival is the most important element. In the past ten years we had an absurd amount of movies (The Road, The Book of Eli, Mad Max, 28 Days Later, Oblivion, Terminator Salvation – not to delve into the zombie flood), TV shows (Walking Dead, Fear the Walking Dead, The Last Man on Earth, Revolution, The 100), games (The Last of Us, Fallout – 3, New Vegas and 4 -, Wasteland 2, Crysis 2, Metro 2033, Rage, S.T.A.L.K.E.R., Tom Clancy’s The Division, Left 4 Dead and all the zombie games – it’s a genre on its own), books and comics (I’ll not list these because it’s getting boring already). As a 26 year-old dude, most of my teenage years and early 20s were immersed in this reality, which means I do like the genre and that’s one of the main reasons I’m writing. If I randomly come across something post-apoc online, I’ll most certainly take some time to see if it brings anything new into the genre or if it’s just repeating what is already out there.

Now that it’s clear I love the setting comes the time to point out some of the main problems. When we get back to the basics – I mean survival – things become pretty intense, because it’s always life or death, but also they can become very shallow by simplifying character development down to the point where every decision is based on the “will I live longer?” question. Since most post-apocalyptic universes are based on the here-and-now it’s easy to fall on the trap of no medium or long term plans. Relationships are only relevant as they are fundamental to survival, which ends up depriving us of deeper characters and bonds while resulting in a large number of badasses.

Even larger is the number of “quests to save the world”, to restore how things were, to cure an infection/virus/plague, fix society. In Fallout 2 you leave your village looking for a G.E.C.K (Garden of Eden Creation Kit) which, of course, is not something that exists, as you discover while the game advances, Terminator has Skynet as the villain, Revolution’s world can get power back at any moment, . One of the most interesting things I got from watching The Walking Dead is to see how the group goes from having lots of hope in finding a cure to accepting this new world as something that will last. Last of Us does the reverse way, from no hope at all to an almost certainty of a cure and having this kind of transition is great for character development and character development is most definitely what makes a few of the titles listed above stand out from the rest. That or massive interactivity towards the world like the Fallout series.

I’m loosing track of what I’m saying here so, I just wish we stopped setting anything in post-apocalyptic worlds just because it’s cool.

This post started with some great potential and then I killed it, just to see how does a post-apocalyptic post looks. Now that I bashed the genre check my graduation work, a post-apoc webseries pilot mixing up most of the good titles above and a little bit of Brazilian politics.

Day-to-Day

Eva.

October 10, 2015

It was about time I switched to a better bike. I think I wrote a few lines here and there about how much the old one was slowing me down. It wasn’t anything specific, it was the whole thing. Too heavy, too small and – this was a good part – too cheap. I fell a number of times from it, or absolutely lost control without falling – while hugging a fence or a sign and last Sunday was just like that, except the crankset bit nicely into my leg – now I have what looks like a large cat scratch on my right calf – and I snapped the front brakes. This was just coming out of the garage. I went back up, cleaned the cuts and came back down for the most thrilling seawall ride of my life: no brakes!

Monday morning, first thing I did was go out and get the brakes fixed while looking for a new bike. The ride itself towards the bike shop was a rollercoaster filled with moments when I thought just the rear brakes wouldn’t be enough to stop me if I needed, so I rode all the way there at half speed and pressing the remaining brakes all the way – not saying it helped much. I got there in one piece and the guy said he had one last Fuji Track Classic left, with end-of-summer discount. He fixed my brakes in three minutes and told me to come back in an hour, to test the new bike.

With an hour to kill, I went towards Jericho Beach. It was an incredibly sunny day and after exploring some trails here and there I just laid back and roasted a little under the Sun. Felt great.

Back to the shop, the new bike was like a dream. Less than half the weight of the old one, singlespeed, working brakes, beautiful, really. Now I had the issue of having two bikes to bring home. Of course I took the new one back first. I still had VIFF screenings that evening so the plan was to catch a bus from home, get to the old bike, take it to the theatre with me and then home.

The only problem is I thought I was going to a movie theatre one kilometer away and with less than half an hour to the doors’ opening I realized the theatre was actually TEN kilometers away. Now THAT was a proper send-off for the old bike. I swear I never thought I could go so fast with it. Google said I would take 25 minutes on the ride, I did it in fifteen. Lucky for me there weren’t a whole lot of uphills. By the time I locked the bike onto a rack I was soaking wet – and no, it wasn’t from rain. I was still radiating heat for good twenty minutes after that.

As the cherry on top of such day, the movie was amazing (La Isla Minima, or Marshland, mentioned in the previous post).

Oh, the title is the name of the new bike, this beauty here.