Something went wrong. Try again later

buzz_clik

This user has not updated recently.

7590 4259 915 947
Forum Posts Wiki Points Following Followers

Things I learned over the weekend - Monday, 20 September 2010

Yup, it happened again! Despite my best attempts, I emerged from my rostered two days off with more stuff in my brain. Check it.
 

Forgetting to do the Save & Quit thing can be a bitch.

 This is the bit I'm going to have to do all over again. Now I've had a restful weekend, I don't feel so bad about it. At the time, though? Grrrrr.
 This is the bit I'm going to have to do all over again. Now I've had a restful weekend, I don't feel so bad about it. At the time, though? Grrrrr.
I'd been playing Halo: Reach for a bit before having guests over for dinner and a movie on Friday night. They eventually rocked up, and when they did I ejected the disc to put some music on. Unfortunately, I forgot to hit Save & Quit before popping the game out. I figure it must surely be okay because I'd just finished a level – bastard tough even on Heroic – and even garnered an Achievement for doing so.

Hey, guess what happened when I went to play it after our visitors had left? You got it. I was several checkpoints back, which quickly sapped my will to stay up and plough through that whole stretch again. I want it known that normally I am a big stickler for the Save & Quit routine, and will even normally faff about in other parts of the game's menus before finally switching off. I'm just miffed that this one time I didn't, Reach's shit save/checkpoint system really seemed to enjoy sticking it to me as punishment.
 

Podcasts make everything okay.

Outside of the movie night on Friday, most of my weekend was taken up with mowing lawns for my girlfriend's parents. They've semi-recently purchased a beach house, the (large) lawn area was mad overgrown and they had no means to cut it. Cue fanfare and flapping cape as I stand with one foot on my trusty Flymo. I don't really mind doing chores of this nature (especially if it means we can use the beach house) but this was a doozy. I was facing 5 or so hours of pushing my hovering contraption around very uneven terrain filled with lush, unchecked grass.

Luckily, I had an iPod handy that was stocked with last week's round of podcasts. The Bombcast helped me through three of my hardworking hours, and for that I thank all involved in its production.
 

There will only be one king of the futuristic battle racer in my lifetime.

 Ugh. Wipeout Fusion's mangled team logo redesigns were not hot.
 Ugh. Wipeout Fusion's mangled team logo redesigns were not hot.
This might sound like a myopic statement, but for my money I can't see anything coming close to dethroning the Wipeout series (no, not that one). As you may or may not know, I'm a big fan of the Wipeout games, even recently going through a period of designing new team logos for the fun of it. I even really enjoyed the oft-maligned Fusion, which was possibly the weakest in graphical styling (although it had one of the strongest soundtracks). I find the games such an enveloping pitch-perfect blend of graphic design, great tunes, fast action and giddy violence that anything else will seem like a pallid clone at best. My only lament is that I don't own a PSP with which to play Pure and Pulse.

The reason I'm telling you all of this is because I paid five whole Australian bucks for Fatal Inertia. I've only played a few hours of it, and it seems to be emphatically innocuous. It's certainly not bad, and there are things I quite like about it, but it's just so bland and generic in a lot of its presentation and ideas that I'm not really sucked into the world that KOEI have constructed. I'm not willing to write it off completely after so little time with it, and I'll probably finish it, but I get the feeling I've already seen most of the thrills and spills that the game has to offer.   
 

Having the theme to 'Allo 'Allo stuck in your head sucks.

I woke up on Sunday morning with the opening tune to 'Allo 'Allo mysteriously lodged in my brain. I've no idea why because I'm no big fan of the series, only infrequently watching it as a child. As I awoke and pottered around, I had the annoying accordion ditty floating around my head for half an hour or more. Needless to say, it was a little infuriating. Stupid brain.
19 Comments

Things I learned over the weekend - Monday, 13 September 2010

I seem to get to the end of every weekend and think I'm a little bit wiser than I was two days earlier. Yes, this even includes the weekends where I drink everything in sight and end up asleep in a shower for 3 hours before my previously-sleeping girlfriend realises what's happening, gets out of bed and has to mop the ceiling because I forgot to turn the bathroom fan on before I collapsed. With this in mind, I intend to start of a series of blogs that impart my cache of newfound knowledge, if only to keep my blog ticking over between the times where I vomit up pages of opinion on some game that nobody cares about. So without much more ado, I present the inaugural "Things I learned over the weekend" blog for Monday, 13 September 2010.
 

Cyborg Justice isn't as bad a game as Video_Game_King would have you believe...

...but it's certainly not as entertaining as I remember it either. I finished it pretty quickly last night on Easy when I got home, and I achieved that through using a couple of devastating moves. Pulling off the moves in this game is a lot more like playing a one-on-one fighter than a regular brawler, so there's pretty interesting depth there. But a lot of the other perceived depth in Cyborg Justice ultimately turns out to be perfunctory window-dressing. Also, the bosses can be cheap as hell, performing a manoeuvre that removes any and all remaining lives you may have, causing you to start the whole level again.

Invisible lions can really fuck you up if you're not expecting them.

I've already mentioned elsewhere that I've finally understood how to play Oblivion (thanks to Fallout 3) and so the wee hours of my mornings have been spent holding sleep at arm's length, as I explore "just one more dungeon." Last night, as I went to complete a quest to help an invisible man not be so invisible anymore, I was attacked by what sounded like an invisible lion. Unlike the invisible wolf I'd just seen off a couple of minutes prior, the invisible lion was a mean mofo and my health went south faster than my reactions could counter. You know when you're suddenly killed in the face by the surly offspring of the Predator and Scar, it's time to call it a night. Well, morning. Whatever.

My girlfriend is never not funny when she talks in her sleep.

Nothing more to add here without really boring people, outside of the fact that some of the stuff she comes up while sleep-babbling is so bizarre and imaginative that I can't even comprehend. Honestly, who thinks of Robert de Castella when they're dreaming? The girl's mad, I tell you.
27 Comments

Do humans dream of digital wastelands?

Kipple... so much kipple.
Kipple... so much kipple.

It's not often (read: it never happens) that a video game makes me want to read a book, but that's exactly what's happened with Fallout 3. Although I'm late to the apocalypse, I've totally fallen head over heels in love with the game. 114 hours, 145 saves, 3 DLC diversions and 9 bobbleheads later and I still can't wait to leave work of an evening, eager to get some wasteland wandering in before my lass gets home. With all those stats in mind, with all the trekking through the radioactive badlands, I'm surprised that it took my brain so long to make the connection between Fallout 3 and Do Androids Dream of Electric Sheep?

As I'm sure many other people have, I became aware of Philip K Dick's writing through the movie Blade Runner. For those not in the know, Blade Runner was based (with varying faithfulness) on Dick's Do Androids Dream of Electric Sheep? Like the movie, the novel tells the story of Rick Deckard hunting some crafty androids who are almost indistinguishable from real humans. Where Ridley Scott's cinematic masterpiece diverged, however, is in the backdrop upon which the events take place. Blade Runner is set in an overcrowded megalopolis, chock full of neon signs, flying cars and billions of agendas; Dick's original story unfolds within the crumbling post-apocalyptic remains of a mostly abandoned Earth.

In a giant, empty, decaying building which had once housed thousands, a single TV set hawked its wares to an uninhabited room.

This ownerless ruin had, before World War Terminus, been tended and maintained. Here had been the suburbs of San Francisco, a short ride by monorail rapid transit; the entire peninsula had chattered like a bird tree with life and opinions and complaints, and now the watchful owners had either died or migrated to a colony world. Mostly the former; it had been a costly war despite the valiant predictions of the Pentagon and its smug scientific vassel, the Rand Corporation - which had, in fact, existed not far from this spot. Like the apartment owners, the corporation had departed, evidently for good. No one missed it.

The sole occupant of the dilapidated apartment complex is J.R. Isidore, delivery truck driver for a company that repairs artificial animals. Isidore is stuck on Earth, in this wrecked building, with nothing but his thoughts for company:

Silence. It flashed from the woodwork and the walls; it smote him with an awful, total power, as if generated by a vast mill. It rose from the floor, up out of the tattered gray wall-to-wall carpeting. It unleashed itself from the broken and semi-broken appliances in the kitchen, the dead machines which hadn’t worked in all the time Isidore had lived here. From the useless pole lamp in the living room it oozed out, meshing with the empty and wordless descent of itself from the fly-specked ceiling. It managed in fact to emerge from every object within his range of vision, as if it – the silence – meant to supplant all things tangible.

It's not long before Pris, one of the females from the group of rogue androids that Deckard is chasing, takes up residence in Isidore's building:

'Listen,' he said earnestly. 'If we go all over the building looking we can probably find you things that aren't so tattered. A lamp from one apartment, a table from another.'

'I'll do it,' the girl said. 'Myself, thanks.'

'You'd go into those apartments alone?' He could not believe it.

'Why not?' Again she shuddered nervously, grimacing in awareness of saying something wrong.

Isidore said, 'I've tried it. Once. After that I just come home and go in my own place and I don't think about the rest. The apartments in which no one lives – hundreds of them and all full of the possessions people had, like family photographs and clothes. Those that died couldn't take anything and those who emigrated didn't want to. This building, except for my apartment, is completely kipple-ized'

'"Kipple-ized"?' She did not comprehend.

'Kipple is useless objects, like junk mail or match folders after you use the last match or gum wrappers of yesterday's homeopape. When nobody's around, kipple reproduces itself. For instance, if you go to bed leaving any kipple around your apartment, when you wake up the next morning there's twice as much of it. It always gets more and more.'

'I see.' The girl regarded him uncertainly, not knowing whether to believe him. Not sure if he meant it seriously.

'There's the First Law of Kipple,' he said. '"Kipple drives out nonkipple." Like Gresham's law about bad money. And in these apartments there's been nobody there to fight the kipple.'

'So it has taken over completely,' the girl finished. She nodded. 'Now I understand.'

'Your place, here,' he said, 'this apartment you've picked – it's too kipple-ized to live in. We can roll the kipple-factor back; we can do like I said, raid the other apartments. But –' He broke off.

'But what?'

Isidore said, 'We can't win.'

'Why not?' The girl stepped out into the hall, closing the door behind her; arms folded self-consciously before her small high breasts she faced him, eager to understand. Or so it appeared to him, anyhow. She was at least listening.

'No one can win against kipple,' he said,'except temporarily and maybe in one spot, like in my apartment I've sort of created a stasis between the pressure of kipple and nonkipple, for the time being. But eventually I'll die or go away, and then the kipple will again take over. It's a universal principle operating throughout the universe; the entire universe is moving toward a final state of total, absolute kippleization.'

(Side note: Kipple is one of my favourite Dick terms, and I still use it during internal conversations with myself. I don't think I'd ever dare drop it into casual conversation, though.)

J.R. Isidore is also what is known as a special – a chickenhead in common vernacular – meaning he couldn't pass the minimum mental faculties test. Chickenheads are a marginalised group of people in what's left of Earth society, seen as lesser citizens. Looking at the world of Fallout, I'm reminded of the ghouls, another group of humans who are considered by many to be beneath regular people. Obviously there are some ghouls who are quite intelligent, but there are those who have diminished thought capability due to the post-war fallout. Although it's not completely analogous, I can't help but draw the comparison.

I used to read books all the time. Now, in a world full of podcasts and handheld gaming, I find that the pastime I used to love so much has pretty much disappeared from my daily life. It's a shame, and every now and then I'll see my girlfriend with a book and kick myself for letting the habit slide. But the beautiful irony is that a video game – a very intelligent and well-crafted digital experience – may be what brings me back to the joy of reading. When was the last time you could say that about something you played?

34 Comments

3DeSire


 I see you looking at me like that, you saucy little thing. Grrr.
 I see you looking at me like that, you saucy little thing. Grrr.
I was going to post a blog entry about Stranglehold today, but that nonsense has been usurped by my excitement for the 3DS. I honestly cannot remember the last time I was so revved up by any console, let alone a handheld. Maybe the SNES? Although the DS Lite is one of the finest pieces of entertainment tech I've ever owned, I wasn't in a hurry to purchase one initially; this latest upgrade is just day-one-yes-please thrilling to me.

I feel like a giddy teenager in love. Every time I even think about holding the damn thing for the first time I can't help but have a mad huge grin on my face. I've been blathering on about it to my girlfriend, explaining how b-a-n-a-n-a-s rad the thing sounds. Luckily, she's also into the video gamings, so it wasn't that hard a sell. The idea of taking 3D photos certainly got her attention, that's for sure.

It's not even like I'm into this recent 3D re-re-resurgence that's the flavour of the year. I enjoyed Avatar at the IMAX enough, and had a great immersive experience with it, but it's not been enough to make me trade up to a 3D telly. And outside of the idea of playing my beloved Wipeout in the thirdest of dimensions, nothing else game-related has convinced me it's the way to go. But Nintendo's take on it has just captured my heart and imagination (and dollars when the time comes).

I don't know if it's having a tiny portable 3D world in my hand that appeals, or the fact that you don't need to fuss with glasses. Hell, even the redesign and added features look slick, regardless of the magic going on in that top screen. All I know is this is the kind of 3D experience that personally feels right to me, and I hope that the 3DS gets the support and software that it deserves. The inevitable new Mario title? You know that's gonna be interesting at worst. Picross 3D 3D? Sign me up. And don't even get me started on thinking about what a company like Treasure could do with this thing.

Listening to the GB boys talk about their E3 experience with the little wonder only poured petrol on the flames. The madness that they described sounds ideal. It seems as though the people at the bleeding edge of designing for the machine are in a weird place, somewhere between complete freedom and head-scratching uncertainty, but in a good "the world is our oyster-shelled oyster" kind of way. While I've been thinking 3D was a passing fad, now it all seems like an uncharted but beautiful wilderness, waiting to be explored (and exploited) for our gain.

This could be the start of something great. Bravo, Nintendo. Bra-freakin'-vo.
18 Comments

Fly Me to the Tune

 

  
The end of Bayonetta is a lovely thing. No, I'm not talking about the fact that it keeps faking you out (although that's still neat) nor the protracted dance finale (also rates well on the neatometer). The bit I'm referring to is when the end credits roll. After all that bananas violence, having Brenda Lee coo her version of "Fly Me to the Moon" over stylised shots of Bayonetta's pole-twirling gave me a very Tarantino-esque moment.

There's definitely an art to choosing the perfect song to spice up your credits. Like choosing the next song in a mixtape, finding the right tune to capitalise on the ending to your project is a pretty vital thing to get right. You need to find something that embodies the tone of everything that came before, something that acts as the perfect punctuation mark to what you had to say. Also, it gives the audience a reason to hang around and schlep through a wall of text that they really don't have to hang around for. Obviously it's great when a song is specifically written for a game (yay, Portal) but when you find a pre-existing piece of music that slots into your project, that's a different kind of magic.

Mass Effect has one of the most fitting and memorable pieces of credits music I've heard in ages in Faunts' M4, Pt II. A sprawling and spacious song, its blending of bristling menace and ethereal melancholy brilliantly captures what Mass Effect was about. Amazing, considering it wasn't actually written for the game. Finishing Mass Effect and having the final credits wash over me goes down as one of my favourite gaming moments; the darkness of the room was dispelled by the pale glow of the scrolling text, the song was churning along and the feeling of complete satisfaction I had was indescribable. Whoever it was at BioWare responsible for plucking that song from obscurity deserves a pat on the back from everyone who ever finished that game.

Of course, it's not just video games that can have righteous final tune selection. Feeder's " Shatter", which plays over the end credits to Night Watch, is a perfect way to see out an adrenalised fantasy action flick. It also helps that it's a great pop rock song to boot. I was certainly a fan of the Welsh rockers before viewing Night Watch, but had never heard that song before, so its inclusion came as an added bonus to me. " The Hearts Filthy Lesson" by David Bowie was another great choice, as it snaked its way through the distressed crawl at the end of Seven.
 
Game or otherwise, feel free to remind me of other not-made-for-it-but-you'd-swear-it-was tunes that have served as great outros.
17 Comments

The Castlevania Cycle

 
 "Here I go again on my own, going down the only road I've ever known"
I have a weirdly repetitive relationship with the 2D Castlevania games, and that’s not just because Konami have stuck to the same formula since the evergreen excellence of Symphony of the Night. Every now and then I’ll feel the desire to explore the side-on hallways of another labyrinthine castle, taking on the familiar parade of paranormal antagonists. I’ll get a hold of Castlevania game I’ve not played and, full of enthusiasm, I’ll fire it up. The Castlevania Cycle has begun and Phase One is complete.

Phase Two kicks in almost immediately after Phase One, when I remember my immaculately-coiffed hero invariably starts out as a poxy underpowered wimp. Obviously it doesn’t put me off the game entirely, but there’s definitely a sinking feeling in the centre of my chest. I realise how far I’ve got to go, exploring the massive map(s) and slowly building up my character, before I come close to feeling like I’m in control of a 50 pixel high badass.

Once I start uncovering more of the map and getting into the adventure, Phase Three makes an appearance. As is the nature of these games, the designers enjoy leaving trinkets and areas of the map visible but tantalisingly out of reach. This stirs some small amount angst in me, as I try to keep a mental checklist of the interesting places I should return to. Fortunately, I’m pretty good at learning maps quickly. However, I just know there’s going to be one thing I’ll either forget the placement of, or forget to revisit altogether. Cue compulsive completionist crisis.

Phase Four doesn’t come about until I’ve finished the game. This is where my brain accidentally records over the gloom of the opening stages, and in its place is the blissfully triumphant memory of beating the game. For me, the initial apprehension of facing this monumental task never happened, and as far as I remember the whole game was a nigh-perfect experience. Boy, I can’t wait to play another one!

In fact, all this talk has made me wanna go and…
21 Comments

To forgive, divine.

 Baldur: not that bad a guy once I got to know him.
Baldur: not that bad a guy once I got to know him.

I don’t know if it’s Stockholm syndrome, or if Denis Dyack really knew what he was talking about a couple of years ago, but Too Human is slowly winning me over. Actually, make that very slowly. I’d only ever played it as a weekly rental when it was first released back in 2008, and at the time I thought it was a strange beast that I didn’t know how to handle - there were aspects of it that I quite liked, but the game as a whole seemed to be holding me at arm’s length.

So many elements seemed to defy my gaming instincts. The combat method seemed confusing and inexact; the story seemed like a mishmash of ill-explained ideas that were probably cooler and easier to follow if you sat in on a bunch of Silicon Knights design meetings; and I think we’re all aware of the drawn out death animation that appears too often and cannot be skipped.

By the end of that first single week with Too Human, its personality seemed to border on sociopathic: it knew all the things it had to do to appear a competent and deep experience, and it was simply performing all these actions to try and fool me that it was a normal, functioning game. Ultimately, though, it all came off as a bit soulless. As I returned Too Human to the video store, I didn’t really feel ripped off by my time with the game. I merely felt a slight edge of bemusement and dissatisfaction. What the hell did I just play?

Now, let’s go all wobbly and strike up the harp music as we return to 2010, shall we? Are you with me? Neat.

A couple of weeks ago I found Too Human in a bargain bin for $8. I think we all know where this is going, right? Well, sort of. There are still a bunch of design decisions in the game that I can’t get behind, but after sinking more hours into it I’ve started to come around to the way it all functions. While the combat still feels a bit like Cyber Dynasty Warriors, I found myself dying way less this time around. I don’t know why, but things just seem to be… clicking.

I’ve only recently come to love loot in games (cheers, Mass Effect and Borderlands) and I think this new outlook has certainly added to this title’s appeal. Loot is both a boon and a nuisance in Too Human – there’s so much and so many different ways to manipulate it that the player is spoiled for choice. The problem came when I realised that a disproportionate amount of my game time was spent faffing about in the pause menu, managing all the armour, glyphs and weapons that Too Human vomits at you in thick, colour-coded torrents. Oh, and to top it off, pausing the proceedings doesn’t stop the game clock from ticking over. Ugh.

Sometimes it just looks fantastic.
Sometimes it just looks fantastic.

What I have been enjoying are the environments found in each level. I remember at the time that their flavour was written off as being cribbed from Halo, but I feel that Too Human’s offerings definitely have their own identity. The textures are crisp, the lighting is nice, the normal mapping is used in some pretty cool ways and the level of grime applied in some of the more menacing areas is implemented in a nicely grotty manner. The only time the look of the levels falters is, perhaps ironically for the game's title, in some of the game’s more organic areas. These can look a bit like something from Silicon Knights’ GameCube days, but you barely spend enough time in them for it to be a real issue.

The other thing I find impressive about the environments is the way they manage to capture a sense of vertical scale. Despite the fact that my television’s landscape format should be at odds with the grandiose high-ceiling architecture, I still periodically find myself taking a few seconds to appreciate how tall and cavernous some of the chambers can appear.

I don’t think I’m dishing out any sort of exclusive scoop when I say that Too Human is a flawed effort. But I’ve not finished my first playthrough, and I find that I’m already wondering what I’m going to do the second time around. I think that means that, for me at least, the game isn’t the bewildering failure that a lot of people wanted it to be. If I’m being honest, I was probably one of those people, at least in part. I mean, nobody wants bad games to be made, but it’s human nature to get a bit of a buzz from someone else falling on their face. Well, it is in my circles, anyway.

I guess this all amounts to a pretty backhanded compliment to Silicon Knights and the storm in a software teacup that they created. In 2008, the podcasts that Denis Dyack appeared on as part of his verbose media blitz were all filled with promises that the game was a slow burn, becoming more rewarding the longer you played and replayed (those same podcasts were also filled with the word “reciprocity”, but I digress). Guess what? He wasn’t all wrong. Mind you, with the amount of words per second he was spitting out, the laws of probability would suggest that was bound to happen at some point.

As an interesting postscript to all this, I revisited Jeff’s video review of Too Human. I draw your attention to this not for the content but the way it’s delivered. Jeff seems to be going off the head way more, the music levels are a bit off and it doesn’t seem as tightly edited as the site’s current content. While the video is still well made (it’s certainly a million times better than any video I’ll ever make) you can really tell how much Giant Bomb has grown and groomed itself into a slicker, more polished outfit. And, dear user, you can’t want much more than that kind of progress.

13 Comments

Mortal Koolness

 A few weeks back I went to Bali to help celebrate a mate's 40th birthday. On the night of the party, there was the usual amount of drinking, eating, chatting and laughing. It was the typical fun party action and all (messy) business as usual until the dancing girls showed up. They wandered around to the beat of frenzied local percussion as they waved some flaming batons through the night air.

The lovely lasses left to be replaced with a guy in a glittering jacket, who started twirling the fire with more impressive speed and enthusiasm. After his short demonstration the girls came back, resuming  their absentminded noodlings with the fiery sticks. Normally I'd probably have devoted more attention to them -- scantily-clad Asian girls are hardly cause for me to wrinkle my nose in disapproval -- but tonight my gaze was captured by this guy:

No Caption Provided
Looking like some sort of S&M Scorpion clone (a feat in itself), this guy proceeded to take an angle grinder to his studded leather codpiece, resulting in a fountain of brilliant sparks. He parked himself up the back and did his thing while the girls shuffled around him and barely gave him a second look, despite the possibility of their hair igniting.

And then all too quickly he was gone. I immediately had to go get a pic of the Netherrealm's premier entertainer. Actually, I got two, and he was kind enough to grab his crotch in the second one. What a guy.
 
18 Comments

Future Cops: This Ain't No TANG


No Caption Provided
I can't remember when or how I heard about Future Cops. What I do remember is that not one corner of my mind was left unblown after I saw it. Future Cops is the best sci-fi slapstick Street Fighter II movie with Super Mario Bros interludes that you've probably never seen. Oh, and it also has a musical number. And a Dragon Ball Z character. The film even has some relatively serious actors in it, with appearances from Andy Lau (House of Flying Daggers) and Chingmy Yau (Naked Killer). The fact that Future Cops makes Naked Killer look like serious cinematic endeavour should speak volumes about the former's insanity. But I'm getting ahead of myself.

Raul who?
Raul who?
Future Cops opens in a sombre-yet-cheesy way, complete with a triumphant fanfare of cheaply synthesised trumpets. It is 2043 and General, the leader of Hong Kong's largest criminal group, has been arrested and is awaiting trial. Wait, did I say he was the leader? I meant he's the "reader", as the frequently hilarious subtitles have dubbed him. You know you're in for a treat when the opening translation has gone awry.

Luckily, General's minions have a plan to prevent their reader... sorry, leader from being convicted. With their less-than-trusty time machine, Kent, Thai King and Toyota will travel back to the year 1993 to brainwash the judge in their beloved General's case. Makes sense, right? Obviously this is the best plan in the history of planning things. It could only have been better if they'd explained it with a hastily drawn stick figure blueprint and a pointy stick.

I'll just break here to explain the Street Fighter II link. All of those bad guy characters I mentioned are Hong Kong versions of everyone's favourite fighters in the street: General is Bison; Kent is Ken; Thai King is Sagat; and Toyota is Honda (I know, right?). You'll notice that the allegiances have been futzed with. If you can't get on board this fact, then you may as well stop reading and forget you even heard the name Future Cops. It only gets loopier from here.

Yay, Future Cops!
Yay, Future Cops!
So, with the dubious trio of villains jetting backwards in time, who's going to stop them? Why, the Future Cops, of course (although, I guess they'd simply be called the Cops in this era). Having learned of the cunning-and-not-at-all-fucking-circuitous plot to indoctrinate the judge's younger self, Broom Man ( Guile), Ti Man ( Vega) and Ah-Sing ( Dhalsim) are also sent hurtling back through the decades. Lung ( Ryu) just chills in future Hong Kong.

When they arrive, our heroes quickly meet Tai Hung, although they are unaware that he is the future judge they are looking for. A 28 year-old student and a complete loser, he's constantly bullied at school and even his sister Chun May ( Chun-Li) can beat him up. The Future Cops tag along with Tai Hung to school, where they help turn his fortunes around.

Fake Mario throws dark.
Fake Mario throws dark.
Broom Man goes undercover as a music teacher. It is during his introduction to the students that we're subjected to a syrupy and goddamn creepy musical number, where Broom Man seduces a female student through the magic of soft focus and flashforward fantasies of their life together. There's also a clay-based parody of Ghost in there too. Winner.

Ti Man enrols as a student at Tai Hung's school, while simultaneously romancing Chun May. While they're on a date, the two lovers wander into an arcade and play a game that looks suspiciously like Super Mario Bros. And when I say they play it, I mean Ti Man has a remote that zaps the two of them into the game. They leap over turtles, they capture flowers that spring from gravity-defying blocks and they grow to enormous sizes. The amazing thing is that this is neither the craziest nor the most copyright-shattering scene in the whole film.

That's Bison/General's bum on the end of that.
That's Bison/General's bum on the end of that.
Meanwhile in the future (does that even makes sense?) General has escaped from prison to come back and kill Tai Hung himself. After reuniting with his underlings in 1993, General tracks down Tai Hung's school where he proceeds to cause havoc in the most rinky-dink manner.

And so to the final battle, where:
  • Chun May and her mother both become Chun Li clones who Spinning Bird Kick all over the place
  • the mother's boyfriend transforms into a Blanka-alike with the ability to turn into an electric beach ball
  • Tai Hung becomes Goku and fireballs Honda
  • Ti Man becomes a human missile and drills right through General's body
  • the school is lucky to be standing after so much brickwork is destroyed

Dragon Ball Wheee!
Dragon Ball Wheee!
It should be noted that although Tai Hung is possibly supposed to be Akuma, he definitely looks more like the DBZ character. After this momentous tussle, it's just left to have the heroic cast pose and freeze for the credits to scroll by, and Future Cops sadly comes to a close.

You may think I've been a bit spoileriffic in this rundown of Future Cops. Believe me, even armed with this in-depth knowledge your poor widdle brain still does not have the capacity to brace itself correctly. It's so nucking futs that you can't help but marvel at the surreal lawyer-baiting genius of it all. It's a perfect storm of critically injured Engrish, bizarre homages, nonsense plot and dated special effects. Go on. You know you want to.

Yeah, indeed.
Yeah, indeed.
11 Comments