Showing posts with label Christopher Carton. Show all posts
Showing posts with label Christopher Carton. Show all posts

Sunday, 15 September 2024

A Guide to Movie Based Video Games 2001 onwards by Christopher Carton - Book Review

It's been just over a year since I looked at the first volume of this movie based video games duo, and it's still a go to reference when I'm looking for gaming inspiration. A few weeks back, part two was released, picking up the subject of movie tie-ins from 2001 onwards. And times they were a changing. 


This is evident as soon as you look at the page count: just shy of 270 compared to the first volume's 200. A sure sign that a) corporate bods realised that there was money in them there reels and b) you were no longer restricted to a console or computer in order to shell out. That's right, kids, mobile phone gaming had arrived. 


Before we get to that though, check out the contents page:


As you can see, there's a good array of groupings, and although some of the titles featured in each group are linked only tenuously (I'd argue including Alexander in "Is this the Real Life?" section pushes the boundary of what could be called fantasy, ignoring the casting choices, anyway), nothing quite severs the connection completely.  

A cynic (moi, darling?) could think that this book should have been called "The complete guide to 21st Century Disney gaming", replete as it is with literally every franchise the Hoose of Moose had/has going, and you can't argue that the C-Suite MBA's don't know their stuff when it came to revenue generation. I mean, I'm not saying Star Wars as a franchise (and I hate that word) is dead, but sometimes less is definitely more. In this book, however, you get 37 titles over 23 pages! Thirty Seven! And that's not including Star Wars Jedi: Survivor due to publishing deadlines nor the five LEGO games. All told, that's equivalent to over two per year during the period covered by this book. 


It doesn't end there though, as a couple of chapters on you have "Disney Domination", featuring nine Pirates of the Caribbean games. But wait! There's more! "To Infinity" puts the spotlight on Pixar-related games, and guess who distributed Pixar movies before buying the company up? Yep, the Moose! Ok, I get it that Disney might not have owned Pixar for the first quarter of this 20 plus year focus, but if you look at the aforementioned series as well as the 20th Century Fox IP that also fills many of the pages, there is no escaping the juggernaut of the rodent-headlined behemoth. 

Still, there's plenty of room for the likes of Bond (9 titles), Harry Potter (15), Top Gun (9!) and... Days of Thunder? Yeah, I didn't know about that last one, a 2011 release coinciding with the "classic" film's 20th anniversary. The author's words, not mine, and grounds to request an intervention me thinks. Seriously, Mr Carton, a "classic"? Sheesh!

If anyone asks, here's how you milk dinosaurs...

Sarcasm aside, there is a lot to get your teeth into here and although some entries get quite the write up and a screen shot, others warrant just a quick note. That doesn't happen often, and I am sure the fans of The Fast and The Furious: Drift arcade game will be peeved at it receiving such short shrift, but space definitely feels at a premium here, so appreciate even this small gift (OK, I'll stop now). Where such brevity does occur, however, it never feels disrespectful. 

I usually say that tomes such as this are informative, and it is no less true here. Not only have I discovered the author's questionable definition of classic movies (that would make a fun discussion over a pint or two...), but I am now also aware of "gems" such as Beverly Hills Cop on the PS2. The write up is so good that I jumped onto YouTube to check it out and, yeah, it's, ermmm, a game. Definitely one of them. And if I can ever find a copy in passing, I might just convince myself into playing it, much like the concept behind the excellent French horror film, Martyrs, when pain and suffering could show you heaven. And just like that, we're (tortuously!) back to Days of Thunder...

... before screeching into the topic of video games as art. I believe they are, so reading this book, even more so than volume one, got me into a thinking mood (and that is always a good thing when you've read a book). Regardless of the approach by the actual developers and companies who created the titles featured within the pages of AGTMBVG 2001 onwards, the game's initial conception was more than likely the result of realising the quarterly revenue generation possibilities from both home console and mobile phone users - it's all about bringing in the Benjamins! Why else would you develop Beverly Hills Cop more than twenty years after its cinematic cousin's release? Unless it's a "classic", of course... True, there were some gems (looking at you, The Warriors), but also plenty of clunkers too. As an aside, given the current state of AAA games development and the huge number of job losses over the last couple of years, I am of the opinion that Indies and smaller scale publishers are the way forward. However, that is a topic that could be discussed ad infinitum. 


In that sense, this book has a greater value than just an enchiridion (ohhh, fancy!) to the movie game genre. It also charts how the games industry changed in the first two decades of this century, and how adapting a film licence was no longer an afterthought (or just a quick side hustle) but a planned exploitation of another art form, strip mining the consumer in the search for ever higher revenues. Not a great thought to finish a book review with, but a surely evidence that the author has written not only a quality guide, but also a thought-provoking one. 

You can pick up a copy of A Guide to Movie Based Video Games 2001 onwards direct from the publisher here, but also from the usual physical and online bookstores. You can also follow the author on X @chriscarton89

Sunday, 11 August 2024

The History of the Gothic Video Game by Christopher Carton - Book Review

The Gothic aesthetic has long been prevalent in popular culture, so it should be no surprise that many a video game has taken inspiration or payed homage to the form. So much so, in fact, that it is the subject of this tome from prolific White Owl-published author, Chris Carton, proving once and for all that it was never just a phase and you just don't understand, mam! 

The first chapter of this 160 plus page volume begins with the Ghosts 'n Goblins series, and if you're going to fuse the ideas of gothic video games and crushing difficulty, there is no finer place to start. A smattering of similar titles receive their due attention before we hit the colossus that is the Castlevania series, and I say this as someone who still has a smidge of respect for the N64's first entry, despite the nightmare of that camera set up. They were young. They were learning. 

Moving on, chapter 3 takes on the likes of The Legacy of Kain, Severance: Blade of Darkness, the MediEvil series and, my personal favourite, Shadow Man... the first one, not 2econd Coming (what were they thinking with that title???). Oh, and American McGee's fantastic takes on the Alice in Wonderland tales. 

From there, the book just gets better as Resident Evil, Baldur's Gate, the Gothic series and, because it wouldn't be right without them, FromSoftware's sublime creations. That's just the limited highlights from this book and there is much more to entertain and inform. Once again, the author demonstrates his knowledge of the subject as well as a critical eye where necessary, as he guides the reader through some of the best games of their type - and yes, I will bang on about Shadow Man because it's a classic, even if it does take a while to get going. 

The layout is clear, text is well spaced, and there are many, many screenshots. I have to say that whilst a few may appear a tad rough to some eyes, there is something about mid to late 90's 3D graphics tech that appeals to me.

As yet another entrant in the Carton-verse, The History of the Gothic Video Games is a gloriously illustrated and well written deep dive in to some of the most involving and atmospheric video games ever to grace computers and consoles. Even just flicking through now reminds me that I've played about a third of the titles covered here, and now I've a good dozen more that are on my "to play" list, so be wary of that potential danger to your spare time!

Even if you wouldn't consider yourself a fan of the gothic aesthetic or culture, it would be remiss of you not to check out this fine book. Chances are you will have played at least a handful of the games featured, and you'll learn a bit more about how vibrant and expressive the culture of video games can be.

You can pick up a copy from the usual online and physical bookstores, or get it direct from the publisher here. You can also follow the author on X @chriscarton89

Sunday, 3 March 2024

The History of the Adventure Video Game by Christopher Carton - Book Review

This is a bit of a belated review as I didn't get round to reading Mr Carton's fourth book until after Christmas, which is quite bad considering I bought it on back in September! Sorry! Anyway, I've had the time to give this a considered read and, with maybe one minor niggle, this is a very good book on a video games genre that, having peaked in the early 1990's, is now experiencing very much of a renaissance. 

This 150 page hardback is up to the usual high standards for a White Owl publication. Stock quality is good and the plethora of screenshots within pop off the page. The text itself is quite large, making it an easy to read tome with no chance of eye strain even for my tired old peepers - and yes, I mentioned this last week too! Separate reading glasses are inbound as I type. 

There are six chapters in total, starting with the very beginning of the adventure game genre and text adventures. Colossal Cave Adventure, Zork, and The Hobbit are specifically mentioned, although there are countless more of their kind. My personal enmity is reserved for The Hitchhikers Guide To The Galaxy which had me stumped on the CPC back in the day, although a recent couple of RISC OS text adventures (Gateway to Karos and The Mirror of Khoronz - http://www.boulsworth.co.uk/intfict/) did keep me entertained in the run up to the festive period.

The second chapter moves on to the beginning of the graphical adventure and the works of Ken and Roberta Williams. Yep, Sierra On-Line were the name in adventure throughout the 1980's and early 90's. As well as their early titles, each of the main series (King's Quest, Space Quest, Police Quest) are covered along with Leisure Suit Larry, Gabriel Knight (a personal favourite) and the later CD-ROM adventures such as fantastic Phantasmagoria. 

Next up is LucasArts, from their take on Labyrinth to their final effort, The Dig. Between those two titles are some of the most revered examples of the genre, and this chapter highlights the love and affection the author has for adventure games. It can be difficult to write about specific releases when they've already been covered to death, but Mr Carton manages to bring a freshness to the descriptions of these gaming legends.  

That's got to be a caption competition opportunity.

Chapter four is all about influential classics and goes through a whole menagerie of them. From The 7th Guest to Putt Putt, Broken Sword to Discworld, Simon the Sorcerer to Myst, this collection highlights the different styles and approaches to the adventure game as it developed throughout the 90's and beyond. That some series are still in active development is testament to the appeal of the adventure game, and if I could justify the expense (and accept Meta's data collection policies, which is a big deal), I'd be playing The 7th Guest in VR now. Modern day examples such as the Life is Strange series also get a mention. 

Telltale Games is the subject of the fifth chapter, with their (mostly) licensed output, becoming a near standard in the genre as the noughties became the teens. Prolific doesn't begin to cover how many games they released, and there are some gems in there too. 

The final chapter details the return of the classic adventure game, with the likes of Thimbleweed Park, Broken Age and Return to Monkey Island featuring, again demonstrating the ever present love of the genre by its fans and the support they give to new releases. It is also a fine way to end the book. 

However, I mentioned a niggle in the opening paragraph, and although absolutely nowhere near enough to even consider not recommending this book, it should be noted. 

It would have been nice to have a bit more coverage on the indie scene. These efforts have brought weird and wonderful titles to adventure game aficionados. The Mystery of Woolley Mountain, Lamplight City, Lucy Dreaming - just three releases from outside of the mainstream market that thrive on the likes of Steam et al (and which I have reviewed for Fusion magazine, as well as the more recently released The Will Of Arthur Flabbington). I know this book isn't a comprehensive guide to the field of adventure games, but some of the best games of their type in the last few years have come from that arena. That being said, to give full due the indie adventure scene would probably need separate book all of its own. 

Still, this doesn't take away from my opinion that if you want a general overview of adventure games, then this one from Christopher Carton has you covered. Easily readable and handsomely bedecked with pictures galore, it's another fine addition to the bookshelf. You can pick up a copy from the usual online/physical book retailers, as well as direct from the publisher here. You can also follow the author on Twitter/X - search for @chriscarton89.

Saturday, 12 August 2023

A Guide to Movie Based Video Games 1982 - 2000 by Christopher Carton - Book Review

After a fantastic first book, A Guide to Video Game Movies, Christopher Carton's latest games-related tome takes the opposite approach: games based on movies. Given the much meatier subject (there are far more games of movies than movies of games), the author has chosen to split the subject into two volumes, the first of which takes the reader through the period 1982 to 2000. In order to get the contractually obliged crap reference out of the way, will this tome be a box-office smash or an Indy 5 sized flop (topical yet also naff)?


As with every other White Owl publication, it's a well made tome and has the usual high production standards. With 200 plus pages, the layout is pretty straightforward. Each game gets a write up including details of the developer, publisher, years of release and the formats it came out on. Most get a screenshot (some get two), and entries range in size from a third of a page to a full page (Goldeneye 007, Aladdin and Hook are amongst those receive that treatment). 


Speaking of the aforementioned Bond classic, the foreword is supplied by non other than Dr David Doak, formerly of Rare and one time supplier of dodgy door decoders. The games themselves are organised in to a variety of subjects/genres.


The coverage for each game is relaxed yet informative, and you'll learn about both the games and the films that inspired them. I for one did not know that Top Gun had been so comprehensively covered - and yet none of those titles had the volleyball scene in them. A missed opportunity for a flight sim/Dead or Alive Xtreme Beach Volleyball crossover, I feel. Similarly, the author has missed a chance to warn humanity that 007 Racing is dire. Not a "one for the fans", it's just terrible, Muriel! (Why was there never a dating sim based on that Australian classic? A travesty, I tell you, a travesty!)

The James Corden of Bond video games.

With over 300 titles given their moment in the sun, this book is also a chance to lay to rest the "movie tie-ins are always crap" myth (although 007 Racing really, really is!). Sure, lazy 8-bit efforts provide a grain of truth to it, just as Goldeneye 007 was a big middle finger to the lie, but on the whole, there are actually some very accomplished gaming experiences featured here and it has inspired me to try and locate some to experience them myself. Got to love Retroarch!


Mr Carton has done it again in writing a cracking walkthrough of a video game genre up to the turn of the century. It will join his other book (as well as a growing range of White Owl publications) on the shelves to await the second volume next year. In the meantime, I'm also preordering his next book, The History of the Adventure Video Game, which is due out next month. 

It's a collection, not a shrine!

If you want to purchse a copy of A Guide to Movie Based Video Games 1982-2000, you can do so directly from the publishers website here, as well as pick up the author's other books and check out White Owl's growing range of gaming titles. You can also pick it up from the usual physical and online bookstores, and can follow the author on X (fucking stupid name, should have just kept it Twitter) here

Sunday, 27 February 2022

A Guide To Video Games Movies by Christopher Carton - Book Review

Regular readers will know that I am quite partial to films based on video games. Even though I can be quite scathing and waspish, there is usually still enjoyment to be found somewhere... and yes, even in Resident Evil: The Final Chapter. However, whilst there are some very famous examples, there are also more obscure titles, and this is where Chris Carton's excellent tome comes in. 

A Guide To Video Games Movies does pretty much what it says on the cover, providing a well-written and informative directory of all game-based celluloid treats from the 1990's onwards. Divided into four sections, (1990's 2000's, 2010's and 2020's), Carton details nearly fifty films that, whilst they may be only very loosely based on their source material, are video games movies.

Each entry starts with a film promo poster and a details box giving release date, director(s), cast and tagline. The main entry begins with a brief background to the original gaming inspiration, followed by a description of the film and a comment on the quality alongside its critical and financial success. You then get a one liner reason as to why you should watch it and a brief note on whether a sequel followed up (or is likely). You also get a screenshot of the original game and a couple of shots from the film. 

At the end of each section are a couple of pages for the best of the rest, titles that may not have seen a wide release or were smaller scale features. 

I found this to be a fun read, the author providing a great look at each featured title without (much) sarcasm. If you want sarcasm, check out the Was That Film Really That Bad series on this blog. The author clearly demonstrates a love for the genre and a passion that resonates throughout this book, evident by the author's reasons to watch each film. I had completely forgotten about the "7 Seconds" event(!) in Alone in the Dark, and for that reason, I really need to watch that film again! There are some titles that I have never gotten round to watching, as well as some that I never knew about, and the joy of this tome is that I now have a list of games-based films to add to my collection. 

Indeed, whilst the general quality of video game films is rarely high, they always seem to have a certain charm and Carton displays that charm superbly here. Not sure if the use of the word "charm" will survive a viewing of Postal, but hey, I'd need to watch it to have an opinion. Whilst this book doesn't cover films inspired by video games, that could be an option for a future volume... hint, hint...

As you can see from the pictures, this tome is laid out cleanly and provides more than enough space for the images and text to breath. Production quality is high and it fits very well next to Daryl Baxter's superb Tomb Raider book. This is yet another quality release from White Owl, an imprint of the ever reliable Pen & Sword Books, and is a celebration of that much-maligned cinematic genre that deserves to get some love and attention. Chris Carton has proven to be the right person for that job!

Do I like this book? Yes! If you are a gamer who also likes films, should you buy this book? Hell, yeah! Would you enjoy watching all of the films featured in here? No idea, but what reading this book has done is prompted me to start searching for the films I don't already own to give them a go. And hey, if they're that bad, they'll get a WTFRTB post. 

You can pick up a copy of A Guide To Video Games Movies directly from the publisher here or order it from that online place or your local bookshop. You can also follow the author on Twitter here, where you'll also be able to find out about future titles.