Tag Archives: space

Review: DOOM

doom-cover
via Pinoy Tech Blog

DOOM (2016)

PC / Rated M

First-Person Shooter

Publisher: Bethesda, Zenimax Media

Developer: id Software, Certain Affinity, Escalation Studios


DOOM doesn’t waste any time before throwing you right into the action.  There’s a demonic invasion…and it’s your job to kill every single demon that falls in your path.  DOOM is a constant thrill ride from start to finish, turning the notch of intensity up with every level you play.  I’ve only played the game’s campaign, but that was all I needed out of this experience.  I just needed an excuse to kill a lot of demons…and DOOM delivered in every way.

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id Software has created a game with a hell of a lot of style.  (Pun certainly intended…yay for bad jokes!)  The game’s initial moments, which have you donning the iconic suit of the Doom Slayer, immediately set the mood and tone for the rest of the game.  As you make your way to an elevator, the main theme starts to play and we get the game’s title sequence.  Perhaps the best part of it all is the final beat of the song, which perfectly syncs up with your character cocking his gun, ready for the hell-bent mission awaiting him.  It’s the perfect introduction for the game, immediately putting you in the right mood.  It’s always important for a game to nail its initial moments, and DOOM’s first impression is outstanding and wild.

Understandably, the story tends to take the back seat for most of the game.  DOOM takes place on Mars where a UAC facility is being invaded by the evil and demonic forces of Hell.  You play a man who wakes up on an alter in the bowels of the UAC facility.  Upon freeing yourself from your chains, you quickly find your Praetor Suit, the suit that turns you into the Doom Slayer.  You then begin to realize that the facility’s demonic invasion has been enabled by Dr. Olivia Pierce, the game’s main antagonist.  With help from Dr. Samuel Hayden and the facilities’ VEGA system, your mission is to prepare yourself to stop Hell’s forces and end the demonic onslaught for good.  There’s nothing complex about the plot which mainly serves as an excuse for you to make your way through the Martian facility and eventually the pits of Hell.  It’s hard to knock the game because of its story since the game clearly knows what it is all about and why people are playing it.  You’re here to kill demons and DOOM clearly recognizes that, which is a good thing.

doom-2
via ONRPG

Besides the campaign’s objectives and waypoints, the other force that drives you through the game is the metal soundtrack that accompanies your every action.  Unlike most games where the soundtrack is mostly passive, DOOM’s soundtrack is an active soundtrack, one that really motivates you to kill the demons that step in your path.  The soundtrack, written and composed by Mick Gordon, is full of gritty and electronic metal.  It pairs with the game perfectly and does a great job at painting the game’s atmosphere.  There were many times where I was bobbing my head to the beat of the music while murdering hordes of demons onscreen.  It just felt right.  It made for some kick-ass moments.  It’s an example of a well-realized soundtrack that really jives with the game it’s accompanying.

When it comes to the actual act of demon slaying, this aspect of the game felt great as well.  The combat is extremely smooth and fast, which worked perfectly for this game’s style and feel.  The game runs nicely as well, which also enhanced the gameplay.  There’s a variety of guns that you unlock as you make your way through the game.  These guns all felt right and the upgrades that you acquire through skill points that you collect also make for more varied gunplay.  The shotgun and the heavy machine gun are your best friends, but weapons like the Gauss Cannon and the rocket launcher are a good way to go when battling tougher and beefier enemies.  I never felt like I was using the same weapon for too long.  I was constantly switching weapons to give myself the advantage when battling certain enemies, which is great from a game design standpoint.  There are also glory kills, which allow you to “finish off” enemies when they are low on health.  The advantage of performing a glory kill is that the enemy drops health when performed.  These kills were a novelty in the beginning, but they begin to grow old as you advance in the game.  The variety of these kills tapers off quickly and they become quite repetitive.  I never stopped performing these kills because of their benefits, but it’s a shame id Software didn’t do anything to change up the formula.

doom-3
via WCCF Tech

There’s no shortage of demons for you to kill in the game.  The game relentlessly throws demons your way left and right, which makes for a thrilling experience.  It’s non-stop action from start to finish with little bits of respite sprinkled throughout.  The enemy variety is great, starting you off with a couple of measly demons.  As you progress your way through the game, more enemy types are thrown into the mix, each with different strategies and move sets.  By the time the final level comes around, all the enemy types are joining forces to get a piece of you, making for some hectic late game firefights.  In addition, there are only a couple of boss fights in the game (three to be exact) which were a little underwhelming.  The three boss fights, including the final boss, were epic and grand in scale, and a lot of fun, but I would have liked to see a little more.  There were a good deal of open rooms with waves of demons coming your way.  It would have been nice if some of these rooms were actually boss fights, especially earlier on in the game.  This is only a minor complaint with the game however, as the action is still very relentless and a ton of fun.

I only played the campaign, so I can’t speak on the multiplayer modes or the Snapmap functionality, but the campaign alone is enough for me to recommend this game to anyone who hasn’t already taken the dive.  DOOM’s campaign is extremely polished and it has a ton of style which is established right from the get-go. The combat is great and only made better with the superb soundtrack that drives you through the experience.  At the end of the day, I came to DOOM because I wanted to kill endless scores of demons, and I can’t think of any other game that nails this experience better than DOOM.  Get ready to kill a lot of demons…Doom Slayer.

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Review: No Man’s Sky

no-mans-sky-cover
via Moby Games

No Man’s Sky (2016)

PS4 / Rated T

Action / Adventure

Publisher: Hello Games

Developer: Hello Games


What do you get when you mix together a fresh new idea, an unconventional publisher-developer relationship, a massive development cycle, and hype levels the size of space itself?  You get No Man’s Sky, a game that I really wanted to like.  Sean Murray and the team at Hello Games promised to make an expansive game rooted in boundless exploration and science-fiction nostalgia.  They teamed up with Sony to bring a console exclusive that would be revolutionary to gaming.  Unfortunately, the game was treated like a AAA game with the size of an indie studio.  When you pair that with a plethora of broken promises and an unclear scope, you get a game that lets a ton of people (like myself) down.

no-mans-sky-1
via Gear Nuke

Again, I really wanted to like No Man’s Sky.  The game brought and touched upon a ton of different concepts and ideas that would have made for a fantastic game if handled with a little more care.  The prospect of getting in a space cruiser and flying through the endless expanse of space, exploring different planets and their wildlife on the way, is an idea that should get any sci-fi nerd bouncing with excitement.  On top of that, a fluctuating space economy and the ability to interact with different alien species paint should have made No Man’s Sky the space exploration game we all were waiting for.  So where did it all go wrong?  Why did the game fall short of its expectations?

One reason is reality of the game’s planets versus what we were promised over the course of the game’s prolonged development and PR cycle.  If you watched any of the game’s demos, you probably saw a lush and vibrant ecosystem, filled to the brim with a wide range of mystical creatures roaming about.  It’s a setting that looked ripped from a painting.  It was beautiful, and it got a lot of gamers excited to explore the game’s randomly generated planets for themselves.  We all bought a ticket for the hype train.  We all bought in to the Sean Murray’s tremendous vision, one that might have been a little too far-fetched.

no-mans-sky-2
via Segment Next

At the end of the day, No Man’s Sky is just a game.  A game with limitations, just like any other game.  What Hello Games was promising fans was a game that would exceed technological innovation.  Instead, what we got were computer-generated planets that looked barren and empty, usually with some sort of radiation or extreme temperatures that make exploration a major pain in the ass.  Instead of these mythical creatures we saw in pre-release footage, we got a fair amount of atrocities that looked like the by-product of an animal creation algorithm gone wrong.  Remember EA’s character creation game Spore?  The creatures that you encounter in No Man’s Sky look like Spore rejects.  The ecosystem in the actual game just doesn’t match up with what we saw leading up to the game’s release.  This made planet exploration a bummer, especially when I started to see a lot of the same animals and planets over and over again over the course of my travels.  Random generation is great, but the limitations of such a system started to become apparent after my visit to my fifth planet.

Besides flora and fauna, you can also explore abandoned outposts, monoliths, and other structures, some populated and some empty.  Inside these buildings you can find new items, upgrades, money, and directions to other locations of interests.  The variety of these buildings, just like the animal and plant variety, starts to quickly wear thin as the buildings you explore start to become super familiar as you go on.  The monoliths, which are essentially ancient alien structures, are the most intriguing structures to explore as they offer the most variety and they also look amazing as well.

no-mans-sky-3
via Investor Place

The universe of No Man’s Sky feels empty as well.  Talks of a space economy and different alien species that you could interact with made me believe that the world we would be exploring would be a living and breathing galaxy.  Instead, members of these different alien species stay in the same spots, whether it’s in a space station or a planet’s outpost.  They talk in foreign tongues which makes it next to impossible to feel like you are actually having a conversation with an alien.  You can find tomes throughout the galaxy that help you understand these species’ languages, but this doesn’t help the fact that these NPCs that you encounter are lifeless quest givers.  The space economy does deliver in that you can find different prices for materials in different space systems, but I don’t think these prices are determined by any meta-statistics.  If I were to sell tons of iron to a space trader, the price of iron across the galaxy would not go down, which is a shame.  A space economy that actually reacted to players’ buying habits would be amazing.

Combat, whether it’s on foot or in the sky, is largely underwhelming.  While exploring planets, you have a multi-tool, which allows you to mine for materials as well as fight enemies.  You can upgrade the tool with better upgrades and abilities as you go.  When exploring planets, your only enemies are aggressive creatures and the flying sentinels that scour the planetscape, waiting for someone to cause trouble.  The creatures are easy to take down with your multi-tools’s blaster but the sentinels become a real nuisance as they traverse through the air.  The gun combat doesn’t feel great and I often found myself recklessly shooting my gun in an attempt to destroy the sentinels.  Combat does get easier with subsequent upgrades, but it never felt fun, which is a big problem.  In the air, your space ship has blasters and lasers that aid you in taking down pesky space pirates you track you down if you have any valuable cargo on board.  These fights were the most frustrating of them all.  The space pirates zoom by you and do nimble acrobatic maneuvers through the air as you try to shoot them with your sluggish aim.  Your best bet is to park yourself in place and turn your ship around in an attempt to take down the enemy ships.  This, again, was not fun at all and was the source of a good amount of deaths.  In fact, most of my deaths in this game came at the hands of space pirates.  Luckily they have no interest in your cargo as you can go retrieve your lost goods in the same place where you went down.  There are no stakes to these fights, which makes them a little easier to swallow.

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Up to this point, I have probably talked about half of what you do in No Man’s Sky.  The other half you may ask?  Well, you are going to spend a lot of time with inventory management, which is another major detriment to the game’s experience.  The thing I like about No Man’s Sky’s user interface is the inspiration it draws from Destiny’s user interface.  Unfortunately, navigating through your inventory becomes a hassle thanks to the limited space that you have right from the get-go.  Your Exosuit (your spacesuit) has an inventory as well as you ship, which usually has a larger inventory.  These inventories are pretty small in the beginning which makes resource mining a pain.  I constantly found myself having to sacrifice some materials in order to make room for rarer materials and items.  It also doesn’t help that suit and ship upgrades take up inventory spots as well, which makes upgrading your gear a tougher decision that it should be.  Your inventory space should never get in the way of upgrading your gear.  In order to expand your inventory, you either have to purchase suit upgrades at outposts or obtain bigger and more expensive ships with more space.  Again, as a player you should never have to upgrade your inventories in order to make them useable.  Moving resources and items around in order to make room for other things is a big portion of the gameplay, which is a major shame.  It starts to become a drag really quickly.  I’m not exaggerating when I say that half of your playtime will be spent in the game’s inventory menus.  You’re going to be managing your inventory a lot…which is not my idea of a good time.

Finally, I feel like I need to talk about the multiplayer aspects of the game, rather the lack of multiplayer features that the game has to offer.  You have the choice to name the systems, planets, animals, and plants that you discover in hopes that another player will stumble upon your discoveries.  Why else would name these things?  However, the reality of such a massive random generation algorithm means that millions of planets are being created.  Sean Murray has made it pretty clear that the chance of stumbling upon someone else’s discovery are pretty slim.  Over the course of my playtime, I found nothing that was discovered by someone else.  Because of this, I found myself skipping the naming process, sticking with the randomly generated names that the game gives to these different aspects of the universe.  I stopped claiming ownership of such discoveries, because in the end, they don’t really matter.  Realistically, no one is going to stumble upon your discovered planets…which is a damn shame.  This is the theme of No Man’s Sky.  It’s a damn shame.

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via Segment Next

I could go on for multiple paragraphs, but this review is starting to run long.  There’s a bevy of great ideas and systems that No Man’s Sky implements, but they all feel half-baked and undercooked.  Black holes, Hyper drives, puzzles, and the mysterious Atlas are aspects of the game that I haven’t talked about.  However, none of these things managed to stick out because they were either mishandled ideas or cheap by-products of another random generation.  I admire Hello Game’s commitment to fixing the game and trying to make it a better experience for players after the game has launch, but a lot of these problems could have been fixed if expectations were tempered and promises weren’t made.  The No Man’s Sky we were expecting versus the No Man’s Sky that was put on shelves are two different products that tell two different stories.  One could have been a defining addition to gaming history while the other was the product of a hype train gone off the rails.  I wanted to like No Man’s Sky so much, but in the end it’s a game that just can’t get into.  Who knows, maybe the game will be different in a year’s time with the developer’s plans to update the game, but I don’t think I will be making the return trip into No Man’s Sky.

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Review: Tales from the Borderlands Episode 5

via PS4 France
via PS4 France

Tales from the Borderlands Episode 5 (Vault of the Traveler) (2015)

PS4 / Rated M

Adventure

Publisher: 2K Games

Developer: Telltale Games, Gearbox Software


The Borderlands games never made it to my list of games I have played.  They were interesting in concept but over the years I have watched them come and go without a second thought.  This is why it’s surprising that I liked Tales from the Borderlands so much.  The story did not seem like the key piece that kept players coming back to the Borderlands games, but it turns out I’m wrong in saying that.  Telltale Games has given us a fantastic first season in Pandora and the series’ finale, Vault of the Traveler, wraps everything up in a tight package.

via Vandal
via Vandal

Tales from the Borderlands has been on its A-game ever since episode one.  The humor and writing has been superb and the acting has been phenomenal as well.  This game featured one of the most charming and most hilarious stories I have played in a while.  In fact, it was probably my favorite series that Telltale has put out.  Tales might not have had the seriousness and emotion of some of the studio’s other choice-driven games, but it established its own footing as a much different breed of animal.

The series’ final episode wraps everything up pretty nicely.  The story of Rhys and Fiona is brought to an end and the conclusion is pretty satisfying.  Loose ends are tied up and everything plays out the way you would expect it to.  There was no major plot twists or groundbreaking moments, but it didn’t really need any of that.  Rhys, Fiona, and friends eventually make it to the vault and everything is happily ever after, just as you would expect.  There is a moment involving one character hovering on the brink of death, only to be brought back to life in the most random way.  It was the only part of the episode that rubbed me the wrong way.  The story would have had a bigger impact if they stuck with their decision to kill off the character, but instead they decided to settle with the easy route.  Its fine the way they have it, but I would have liked the story more if they decided to go with their original decision.

via Vandal
via Vandal

Another thing that the episode did well was the numerous callbacks to previous seasons.  Some of your favorite characters from previous episodes, as well as some of the ones you probably forgot about, all happen to make their way into the finale in a variety of different ways.  Part of the episode involves the building of a team for the final fight with the Vault of the Traveler.  Depending on the choices you made in previous episodes, some characters from previous episodes might not be able to join your team.  It was satisfying to see the full picture of your choices and how they affected the different people you have met during your adventure in a larger scale.

The episode’s climatic moments were some of the greatest parts of the series.  The final fight was tantalizing, providing non-stop action that would fit right at home in a Transformers movie.  Although it was just a series of involved quick time events, it was still fun to power through the fight.  The final fight felt pretty good and it really seemed like the entire series was building up to these final moments.  Nothing was better than finally taking out the final enemy with the teamwork from the team that you assembled.  It made for some great moments.

via IGN
via IGN

Tales from the Borderlands might make me consider playing some of the more core Borderlands games.  Telltale proved that the series has a good number of stories to tell, interesting stories full of crazy humorous stories.  Based off word of mouth and critical reception, I would not be surprised if we were to get another adventure in the universe of Pandora, which makes me super excited.  The story of Rhys and Fiona came to a fantastic close in season one, but I would love to see another story open up with a whole new cast off zany characters.

tales from borderlands e5 score

Also available on Xbox One, Xbox 360, PC, Mac, iPhone, iPad, and Android

Review: The Swapper

via Giant Bomb
via Giant Bomb

The Swapper (2013)

PS4 / E10+

Puzzle / Platformer

Publisher: Curve Digital

Developer: Facepalm Games, Curve Digital


Puzzle games can be extremely satisfying experiences if executed correctly.  Puzzles need to be deep and innovative, using familiar mechanics while managing to keep things fresh as time goes along.  This is precisely why The Swapper was such a satisfying experience.  Not only did it deliver on the puzzles, but it managed to tell a simple yet compelling story with the eerie and dark backdrop of space.  It was a weird experience, but I liked it.

the swapper 1

The game doesn’t waste time in throwing you right into the world.  You play as a female space scavenger who finds herself stranded in an abandoned and mysterious space research facility, which you learn is named Theseus.  The facility, among others, was set up to mine for resources.  Earth has already used up a majority of its resources, forcing the construction and deployment of these facilities to essentially save Earth from a resource crisis.  Theseus and its crew landed on Chori V and discovered some weird, but abundant mineral deposits in the ground.  However, things go awry as these resources start to have adverse effects on the crew and their functions.

As the lone explorer of the space station, the player is left to their own devices to discover the story of what happened to Theseus and its crew.  While wondering around the station’s corridors, you brush up against a mysterious device known as The Swapper.  The device allows for the creation of clones which you can swap in and out of at will.  You’re not meant to immediately get what is going on with the device, but as you progress through the game, you start to learn more about it and its effects.  I like the sense of progression that the game employs.  You are given little in the beginning, but as you make your way through the research facility, you discover more and more, until you finally realize what actually happened to the doomed facility.

via PS4 Home
via PS4 Home

The Swapper, despite its deep, chilling story is a puzzle game by nature.  The device that players picks up yields some great innovative and thoughtful puzzles that feel satisfying every time you solve them.  The obstacles that you have to overcome are pretty easy in the beginning.  The mechanics are simple, you can create clones and then switch to them to gain access to other areas.  Red lights prevent you from swapping to your created clones while blue lights prevent the creation of clones.  Purple lights prevent both actions.  In terms of mechanics, that’s pretty much all there is to it.  Some puzzles require quick timing and precision but don’t let that scare you.  Most of the puzzles are pretty easy to figure out, but are challenging enough to make feel great when completing them.  There are a couple of puzzles that I found to be quite frustrating and annoying, but these problems are few and far between to be too meddling.

You will know when you complete a puzzle because at the end you receive different types of orbs.  Some contain a single orb while others contain multiple orbs.  They all are added to your grand total which allow you to access blocked areas.  The game’s final terminal is only accessible after finding 124 orbs, which means you will have to explore the entirety of the facility to gain the necessary orbs necessary for accessing the final moments.  This was a cool way to handle progression and it made the game feel like Metroid in a way.  You’ll run across areas that you aren’t able to access right away but after some exploration and puzzle solving, you will be able to access these areas in due time.

via Egg Plante
via Egg Plante

Perhaps the neatest thing about The Swapper is its brilliant atmosphere that surrounds the whole experience.  There’s a feeling of loneliness that envelopes you as you make your way through the space station’s abandoned corridors.  There is a silence that lingers in the air, besides the sound of your footsteps.  It’s a chilling adventure.  The game also looks amazing as well.  If the art style looks handmade to you, that’s because it is.  The artists at Curve Studios originally made the game’s assets with clay.  They then digitized their creations to bring the game’s world to life on screen.  The game deserves major props for its art direction.

The Swapper ends with a choice that you have to make based off the information that you have gleaned as you cloned and swapped your way through the station.  This was a thoughtful and deep game, which I was not expecting given the game’s initial moments.  The puzzles and obstacles that you encounter never get old despite the lack of new mechanics.  Instead, they evolve and innovate with these simple mechanics to give you fresh and new experiences right up to the game’s ending.  I encourage you to take the trip through the space station to discover the true story of Theseus and The Swapper.

the swapper score

Also available on PC, PS3, Vita, and Xbox One

The Astronaut Wives Club Takes Launch

via IB Times
via IB Times

It’s the Cold War and the intensifying race to get into space is heating up exponentially.  The two mega rivals, the United States and the Soviet Union, are neck and neck trying to get the first man into space.  As we already know, the Soviets end up getting the first man into space, but the US was close by.  Alan Shepard was the first man to safely make it into space, while John Glenn was the first astronaut to orbit around the Earth.  This was all part of the Mercury Project, the US’s effort to get the first astronauts into space.  The Astronaut Wives Club uses this piece of history, as well as the novel with the same title, as fuel for its lesser known story about the first astronaut’s wives.

The premise is definitely interesting.  The astronauts are often regarded as the famous heroes from back in that day, while their wives were backstage to all their fame.  The show aims to tell the story of NASA and how they sent some journalists to document the story of the astronaut’s wives for a front page magazine article.  The women are reluctant at first because of the invasion of privacy, but they end up deciding it was for the greater good.  Their story had to be told.

via Deadline
via Deadline

Things start getting hard to follow early on in the show’s pilot when the main characters are all being introduced.  We’re introduced to the seven wives; Louise Shepard (Dominique McElligot), Rene Carpenter (Yvonne Strahovski), Betty Grissom (JoAnna Garcia Swisher), Marge Slayton (Erin Cummings), Annie Glenn (Azure Parsons), Jo Schirra (Zoe Boyle), and Trudy Cooper (Odette Annable).  With the pilot’s rapid pace, it’s hard to fully get acquainted with each character, who all seem to have their own backstory or secret that will inevitably be revealed as the show treks on.  By the end of the first episode, I was still questioning who each character was and what their connection was to the other characters.  I’m confident that this confusion will go away as we spend more time with the wives, but their introductions could have been handled in a better way.

Dominique McElligot takes center stage as the wife to Alan Shepard, the first man in space.  She was the focus of the first episode, and she did a pretty good job of portraying the nervous but confident Louise Shepard.  Right from the start it, Louise does not seem to get along with the rest of the wives.  We get some back and forth between the characters as they all bicker about which one of their husbands will be the first to space.  Louise’s husband is the winner by the end of the show, which causes a little bit of bad blood between the wives.  One thing I noticed was how soapy the first episode started to become.  The show is meant to be a period drama, but it often sunk into soap opera territory with the way characters interacted with each other.  Hopefully this changes soon.

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What makes the show fun to watch is the themes that it dives into right from the start.  We begin to see what it is like to be a wife of an astronaut.  Their lives change forever as the spotlight of fame is cast upon them, whether they like it or not.  Dealing with this fame and the hardships that it will bring on is one of the show’s themes.  We also get a look at the Cold War and the grip that it has on the general public of the United States.  Lastly, we also get the themes of hope and support, as we expect the wives to grow closer to each other and develop a bond, a bond that will deem itself necessary as their lives get flipped upside down.

Creator Stephanie Savage has also done a pretty spectacular job at setting the scene of Cold War America.  What makes period pieces like The Astronaut Wives Club fun to watch is the deep dive into the period’s time and place.  Everything from the TV shows to the magazines to the wives’ wardrobe are completely true to the time.  Even the little details like the food that the wives put down at a summer cookout is reminiscent of fifties America.  Although the show’s music choices favored the hits of today, the setting is completely realized and true to the time.

astronaut wives club 3
via IMDB

Things will only get more intense and heated as The Astronaut Wives Club goes on.  The fame will take a toll on the women and the ever looming threat of their husbands’ death will linger in the air.  Space travel is no easy thing as it turns out, meaning the possibly of death is almost guaranteed by the time the finale rolls along.  Watching how the wives will have to stick together and deal with what comes to them will be a lot of fun to watch.

Review: Gravity

gravity posterGravity (2013)

PG13 / 91 min

Sci-Fi / Thriller

Starring: Sandra Bullock, George Clooney, Ed Harris

Director: Alfonso Cuaron


“At 600 km above the planet Earth the temperature fluctuates between 250 and -148 degrees Fahrenheit.  There is nothing to carry sound.  No air pressure.  No oxygen.  Life is impossible in space.”

Those are the words that appear on screen at the beginning of Gravity, a space thriller from director Alfonso Cuaron.  The movie, when it came out last year, was nominated for numerous awards won many of them.  It was met with massive critical praise, making it one of the top movies at the Oscars.  Naturally, I went into the movie with high expectations.  To no surprise, I was pleased with what I saw.

GRAVITY

The movie stars the talented Sandra Bullock and George Clooney as Dr. Ryan Stone and Matt Kowalski respectively.  Ryan Stone is a special mission engineer for NASA, and Matt Kowalski is a seasoned astronaut.  The’re on a routine space walk in the darkness and silence of space, nothing out of the ordinary.  However, something out of the ordinary happens. There is some wreckage and debris that suddenly changes trajectory towards their position.  They go into emergency mode as they rush to get back to their space shuttle…but they are too late.  The debris hits them and they start to get flung around, separating the only two survivors, Dr. Stone and Matt.

The rest of the movie is a story of survival, a task that is almost impossible in the depths of space.  The movie does a good job at nailing that fact in the head.  It’s hard to even find a grain of hope.  Matt and Dr. Stone eventually find each other after the collision, and they decide to make an attempt at the nearest space station to escape back to Earth.  Clooney’s smooth and reassuring voice does a great job at getting Dr.Stone, who is noticeably nervous and stressed back to a level of calmness.  It was hard myself not to be calmed by that voice.

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What Cuaron did the best with his movie is how he captured the true essence of space, through visuals and sound.  The visual effects throughout the movie really brought the awe-inspiring vistas and darkness and stillness of space to life.  The numerous moving parts and action during the collision scenes also contained so much detail.  It was hard not to get caught up in it all.  The sounds and music that were used in the movie were perfect and hit the mark every time.  There was silence during the most surreal moments and chilling melodies that sent a chill down my spine during the tense moments.  All of these working parts came together brilliantly to bring the movie to life.

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The feelings and emotions of the two characters were also fantastically captured.  Bullock and Clooney did an amazing job at portraying two characters.  Dr. Stone and Matt both had stories to tell, and It was easy to get caught up in these stories.  I genuinely cared about the two and what they went through.  There were some moments during the movie that were hard to watch.

The ending was probably one of the most breathtaking moments of the whole movie.  There was a tremendous feeling of triumph and accomplishment.  It was a satisfying ending that brought it all to a close.  It may not have been the ending that a lot of people would have wanted, but it was an ending that felt real, and not fake.

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Gravity delivered on it’s high promises and expectations, giving me an amazing experience.  It was equal parts chilling, soothing, impressive, and emotional.  It was easy to see why the movie received so much critical praise.  If movies about the loneliness of space are done right, they can provide amazing experiences.  Gravity was an amazing experience.