Film Friday: “We Can Never Forgive Him For Batman And Robin” / Torontoist
You really should check out the trailer. It’s amazing.

You really should check out the trailer. It’s amazing.
“Ghost riding the whip” of course the inspiration of the title of yesterday’s Film Friday. I’m rather pleased I managed to shoehorn a reference to it into this review; proving just how “down with the kids” I am (I doubt Roger Ebert regularly references hyphy culture, or anything.)
I say ‘flaming skull’ in this article twice more!
It’s this kind of thought that weighs heavily on my mind when I decide to review a new Japanese RPG; not because they’re awful, but it’s very rare that a film critic will have to review a film that’s longer than a couple of hours, but your average video game numbers in the tens of hours, and the last RPG to come from Rogue Galaxy developer Level 5, Dragon’s Quest VIII, required hundreds of hours to see everything the game had to offer.
It’s therefore an unfortunate probability that I’m going to have to ‘walk out’ on the game after a number of hours, without having seen it to the end. The question is, of course, is if I want to run back to it the minute the review is finished.”
The conundrum of how long you have to spend with a game before you can consider yourself to have seen enough of it to review it is one that I imagine most game reviewers struggle with. Are you only fit to review a game if you’ve seen every part of it, or can you stop early if it’s terrible or broken? What if you like it, but you’re play it so much in such a small amount of time you get bored of it?
Who knows? All I know is that it just seems to be a “don’t ask, don’t tell” kind of situation; few reviewers reveal how long they spent with a game, and to play a hundred hour game to completion for one review would be slave labour, even if you’re having fun, unless you’re paid ridiculous wages (unlikely.)
I decided, after a number of hours (in double digits) with Rogue Galaxy that I liked it quite a bit, because by then I’d learned that the story was terrible, the world was cheerful but cliché, battles were clumsy fun, and I wanted to continue playing it. Seemed fair enough to me!
In other news: Radiohead’s Jonny thinks Dokutusu Monogatari is “a work of art.”
I should really give thanks to Jim Rossignol for revealing the remarkable insanity of Alejandro Jodorowsky (referred to in this Film Friday) to me in his blog post “Space Messiah, Rabbit Killer.” Or perhaps I should retain my thanks until after I’ve seen The Holy Mountain this weekend?
Much like my previous interview with Autodesk’s Michel Kripalani, this is a rather hard article to say something about, as it’s very specific to one company, and a company that works in the “back-end” of game development making tools.
Well, I can say this, actually. One of the demonstrations I saw was of a colourist working with Autodesk’s new, um, system for working with the colour levels in movies, etc. My mind was blown by his ability, in real time, to change a bright summery street scene in Washington into a dull autumn street scene… On the Moon. And that wasn’t just a still! He was actually working with the scene while it played. So, yeah. Autodesk’s tech is amazing (even though I was lying about the Moon.)