avclub-955e9aeb1bba63961ece64ab8d0e6e41--disqus
RIP AVCLUB 2017
avclub-955e9aeb1bba63961ece64ab8d0e6e41--disqus

I don't view Murdock as being burdened with guilt at all though, at least not in terms of killing/justice. The only properly established guilt is Matt's desire to "do something" whenever possible to help people.

But there are ways to work around that problem, especially if the character has to stick around. The most obvious action being to stop giving Foggy monologues and lectures instead of normal character beats.

Foggy is being written like he's a surrogate reminder for Matt's goodness instead of being a character himself. Even his one on one scenes with Karen position him in a similar way. Aside from being a college buddy and having a crush on Karen, Foggy is barely even paper thin for characterization.

This was a super clunky episode structurally. I haven't seen beyond this one yet, but based on what the writers wanted the viewer to take away I wish this was actually dealt with over two episodes. The rooftop confrontation/dialogue over ethics felt unnatural and rushed, everything Foggy existed just to underline the

I agree. Even if the point is that DD was a sort of inspiration for Punisher, the show isn't properly establishing a complicated admiration based camaraderie. It's asking a lot of the audience to connect those widely separated dots.

Rosario Dawson is doing the best work on these shows, all while making it seem so effortless. I wish there rest of the cast (and writing team) would take note.

yet the actress is pretty great with what she's given.

Actually the bigger thing for me was how the high frame rate reduction technique made it apparent how much was cgi/composited. I'm fairly convinced that the first hallway was mostly cgi, with the chains being full cgi, and the lighting being a hybrid.

The tech is different, but how they worked for aiming in RE4/5 is functionally the same. That's all I mean.

I said this in the binge review, but the show is confusing me with how it's using color grading. The severe yellow/green cast on everything, especially interiors and night scenes, is making it difficult to differentiate between spaces and locations instead of establishing "this is what hell's kitchen looks like."

While the game did try to introduce those other fire teams to create stakes when they're killed (off screen), it all happens way too fast for those characters to even matter. The game presented the swarm battle with the executioner way too early, which undercut the potential for character building to occur and really

The stamina gauge alone made me want to throw my hands up.

Sheva suffered from Billy Cohen syndrome by being a walking inventory system instead of a real character.

I'm not arguing that point :)

I only played the demo, but that was enough to make me want to avoid it. I really enjoyed RE5 as a silly game, but not as an RE game. There are some entertaining mechanics to it.

That's exactly the problem with RE5 though. It deliberately presents the scale of monsters and the virus as huge, but at the same time makes your character too capable of dealing with it. It's like the entire game is constant Tyrant battles from the end of RE1, only you have no fear about running directly up to it to

If there is any fault with Bioshock 2, it would be that it's so damn long, with some stretches being interesting but don't do anything thematically. They really nailed the controls and play style in 2, and I wish they could mod it into the original for a different play through option.

Your take on RE5 is funny, because that game actually made the virus be it's most crazy yet for how it could ruin the world. Just more proof that the stakes of the game felt all wrong.

Hey, at least we got the Umbrella and Darkside Chronicles. Those are both way more fun that people know.

The Wiimote and the Move controller did the exact same things for aiming, Doctor.