The Michigan Daily - michigandaily.com Monday, April 7, 2008 - SA War film has typical ending By JEFFREY BLOOMER Daily Arts Writer At the end of "Stop-Loss," the screen fades to black to reveal a series of mes- sage-movie paragraphs that cut through the film's melodrama to a simple, irrefutable mes- Stop-Loss sage. When the United States invokes fine print At Qualityl6 in military contracts to and Showcase force soldiers back into Paramount Iraq after they have completed their tours (the "stop-loss" of the film's title), we dis- honor their service and fail to confront the shortage of soldiers to fight in Iraq in a morally responsible way. It doesn't reveal too much to state this first, because though "Stop-Loss" has been marketed as if it's "Varsity Blues" in Iraq, the movie's first few scenes alone make its sensitive moral outlook clear. It opens with a young, quintessential- ly Texan military hero, Brandon King (Ryan Phillippe, "Crash"), first as he faces unimaginable violence in Iraq and later as he returns home to a literal parade of small-town tribute and military pageant- ry. He ends up on a stage to receive a host of compliments from a Washington poli- tician and honorary adornment from the military. He isn't much of a speaker, so his lifelong best friend, Steve (Channing Tatum, "Step Up"), steps in when Bran- don can't quite find the right words at the podium. Everyone in the misty-eyed audience looks on in sweet recognition of their heroes' achievements. It's an easy but infectious moment. As the night goes on and the tequila begins to flow, there are hints of discontent - a character drunkenly strips and digs a hole in his front yard; another is kicked out by his wife and casually drives into poles around his small Texas town - but everyone still cracks a smile at the end of the night. Brandon holds his crew togeth- er, and everything is in its right place. That seems to be the consensus, anyway, until the military informs Brandon he has been stop-lossed back to Iraq on the day he is supposed to become a civilian. He snaps, loses his fresh-faced, do-gooder front and goes AWOL to the increasing detriment of his dependent friends. Whose side do you imagine the movie favors? The cruel, heartless and prob- ably illegal demands of the U.S. Army or the man who has seen his friends blown to pieces in a war he fought for his coun- try? Even as Brandon begins to descend into mental chaos and departs on a cross- country road trip to appeal his case to Washington, there is never a hint of moral complexity. All the conflicted emotions stoke the same sympathy for the film's young subjects that we share from the first scene. Some of the young men accept the military's whims; others do not. Their positions arrive at a climax where the movie throws up its arms in calculated, halfhearted reconciliation. This would perhaps be less of a surprise - and less of a stinging disappointment - if the director weren't Kimberly Peirce, who with "Stop-Loss" has directed her first film since her shattering debut, "Boys Don't Cry." The bare, fiercely independent and compassionate filmmaker on dis- play in that movie, here returns in muted autopilot, evoking old tropes of military pictures (the damaged veteran headed for self-destruction, the conflicting small- town Americana values, the principled young hero who must overcome his expe- rience in a war he never really understood) What happens to some soldiers upon returning from the war in Iraq without any distinct voice of her own. When she does diverge from traditional narration with startling hard-rock photo montages and nonlinear images of war- fare, she doesn't take long to revert back to her derivative vision of the struggles contemporary soldiers encountered when they return from Iraq. Faced with the cli- max she simplytidies up with the sacrifice of one character for the sake of the recon- ciliation of everyone else. Even amid all the platitudes, it's hard to dismiss "Stop-Loss" wholesale because of its polished and authentic small-town atmosphere and the upright emotions it kindles. Pierce offers boundless empathy for the people who she views as trapped in the political crossfire of an endless war of ideas. But even as she makes an honorable movie, she does not make a dynamic one, and that unmistakably blunts the film's power. "Army of Two" is the first game actively marketed as a "co-opera- tive shooter," which either means you need a friend to play or you need to Army of Two have the patience of a saint to put up with Xbox 360 the dim-witted intel- EA ligence of a com- puter partner. You control two mercenaries hired to trot around the globe to real life places like Somalia, China and Iraq (not just the "24" and "Call of Duty 4" cop-out of "somewhere in the Middle East") where you get paid to blow up shit and kill terrorist leaders, all the while unraveling a conspiracy theory that will surely reveal one of the cast as a traitor. The control scheme is a more slippery version of the one found in "Gears of War," and the entire game is essentially "Gears" with everyone wearing skull helmets. Unfortunately, it's not nearly as good. Cast of Characters: Players are given the option of playing with either Rios or Salem, two mercenaries hired by the U.S. government to kill every terrdrist on the planet, because, as we all know, our military is a bunch of pansies. Rios looks like a cross between Fenix from "Gears" and the Thing from "Fantastic Four" and he's always saying manly things like "Stop bitching!" The one doing the bitching is Salem, who looks like the lead singer of "The Starting Line" and enjoys wearing backwards hats and saying "bro" at least once in every line of dia- logue. Both wear bul- letproof skull masks and are actually pret- ty impressive-looking video game heroes, considering that all the manlybuffimenin these kinds of games tend to blur together over time. The best part of the game is that when there's nothing going on, you can walk up to your partner and press A, and they'll do some sort of hand-pound. But if you're lucky, they'll bust out an air guitar solo together, which could be one of the best features in a video game in recent memory. AGGRO!: There should be a'rule that any game featuring the word "aggro" in it from now on is automati- cally deducted a full star (this comes after the "aggro kick" found in "Tony Hawk's Proving Grounds"). But in" "Army of Two," aggro is something else and, unfortunately, is quite key to the game. If you're shooting at ene- mies with a big gun, they shoot at you because you have all the aggro (not sure if you have aggro? Check your handy aggro-meter). When you have aggro, you glow bright red like you're about to explode, and, in contrast, your part- ner becomes transparent and is able to sneak around in an almost unfair way and snipe the enemies attacking you. And that's 95 percent of the fighting in "Army of Two." It's an interesting idea, but starts to feels very repetitive about 20 minutes into the game. The Buddy System: The whole "2-player teamwork" aspect of the game feels very forced. You can tan- dem parachute, use a car door as a mobile shield together, go back to back, unload a spray of bullets ina circle and boost your partner up to a better snip- ing perch. But God forbid he dies up there and you have no way to revive him. Speaking of which, when play- ing with a friend you'll constantly be running back and forth reviving each other because no one can agree on who should have the aggro. Unlike "Gears of War," which involves just one button press, revival here involves dragging your partner to safety and waiting for a little bar to fill up as you inject him with adrenaline or steroids or some- thing. CustomMade, CustomPaid:Since you're operating as a mercenary rath- er than a standard solider, it actually makes sense to receive cash payments for completing certain objectives during your missions. Finding a file crucial for intelligence might net you $2,000, but taking out a high-profile terrorist target could land you a cool 10 Gs. You can use this money to buy new weapons and customize them with different stocks, ammo clips and silencers, not to mention the "pimped" option, which paints your gun chrome or gold and etches tribal designs on it. The weapon upgrade system is one of the best aspects of the game and even trumps the system found in the far superior "Call of Duty 4." Artificial Unintelligence: The enemy A.I. is downright bizarre in this game. First of all, there are so many bad guys it often feels like they're just popping out of a bottomless pit some- where. Firefights last upwards of 20 minutes and by the end you feel like you've killed literally every single person in Al-Qaeda. They exhibit all sorts of behavior ranging from the annoying (poking their gun barrel out of cover and shooting blindly with inexplicable pinpoint accuracy) to the downright strange (they run directly at you like your bullets are the cure for some disease they have). The worst are the enemies they throw in to force you to use "teamwork," such as the super soldiers that are bulletproof in the front but made out of marshmal- low Peeps in the back, so one player must distract him while the other cir- cles around behind. It's reminiscent of Mario sneaking around Bowser to grab his tail, but the whole thing feels stupid when you realize you're' a mercenary with a Gatling gun, not a plumber in overalls. Two-Player heaven?: Here's the thing: as marginally enjoyable as this game is, the fact remains that there are simply much better cooperative shooters out there. "Gears of War" was never advertised as a "buddy ' game," but co-op mode was fun nonetheless. And nothing feels like a greater accomplishment than pwning noobs in "Halo 3" doubles online. The extra doo-ddas "Army of Two" shoved into the game to force it to be co-op just come off as gim- micky most of the time, and you find yourself wanting to play without having to worry about what your partner is doingevery two seconds. Upgrading weap- ons, killing terrorists/mutants/ space marines and playing with a friend is fun, but there are better ways to get your fix than "Army of Two." TV shows Detroit's war on drugs By JOHN DAAVETTILA DailyArts Writer "DEA" is like "Cops," but 35 miles east of Ann Arbor. Spike TV has strayed from its path of visual beauties and dudes beating the crap out of each other with its new reality show, which focuses on the Detroit division of DEA the Drug Enforcement Administration. Cam- Sundays at eras follow the officers 11 p.m. through stings and Spike TV busts, giving the public - and possibly other drug dealers - inside information on the drug enforcement system. Sadly, though, there are no drunken car chases involving hillbillies and police officers, making the show more than a little boring. Despite the tense techno music and grainy film effects, "DEA" is nothing more than one hour of waiting in cars, chattering on walkie-talkies and more scenes of officers arming them- selves than the "Iliad." Drug busts are enjoyable enough to watch, but here they're too few and far between. It's obvious "DEA" can't fill an entire hour solely with ransacking drug- dealers, and even the presence of TV cameras can't entice the Detroit division to up its game a little bit. The officers of "DEA" are your usual gang of cops: the rookie, the street- smart cop and, of course, the one named "Woody." But the show reveals an unex- pected side of the officers as they give interviews about their families and the fear they battle with every new raid. They aren't Chief Wiggums, but the officers of the DEA end up being pretty likeable. It's surprising how frank and open the officers are about their job, especially when it comes to their strategy of han- dling criminals. The cops use a method called "The Flip," which entails persuad- ing the newly-arrested drug dealer to rat out their supplier in return for a reduced or terminated sentence. The central question of the series seems to be, "Are we winning the war on drugs?" The DEA's answer is a pro- nounced "yes," but the show contradicts itself. How can we be winning if we con- stantly let the criminal go for revealing his supplier? If anything, "DEA" exposes the problems within the drug enforce- ment system. "DEA" may show the excitement of drug raids, but it also shows the long peri- ods of waiting and scheming by the offi- cers. The likeability of the cops and the undercover actions of the Drug Enforce- ment Administration don't add up to Because 'Animal Cops Detroit' just isn't enough. much when placed next to a half hour of sitting in a van listening to a wired agent talking to a dealer. Even when the actual action takes place, it ends up being noth- ing more than three minutes of swearing, blurred faces and innumerable threats. Sitting through the majority of the show isn't worth it. It's not easy to find the positives of "DEA" - unless you're a dealer looking for an inside scoop. TV has always been a place for viewers to escape their ho-hum matters while living vicariously through others and possibly getting a laugh along the way. But "DEA" doesn't do any of those things, and with its depressing premise and lackluster entertainment value, only a small demographic would find this enjoyable.