And so we arrive at the first movie milestone within a year that couldn’t possibly live up to the cinematic majesty of 2022… could it?
Nah, it couldn’t. But maybe?
Though 2023 perhaps opened with a bit of a stutter after the dust settled from the customary late-Australian Oscar buzz period, by mid-April we are in the thick of a release schedule that has already delivered surprises and quality in equal measure. I know I’ve missed one or two word-of-mouth gems so far and you can be sure I will catch up on them by year’s end, but here’s my first batch of ten (you could argue it’s technically nine) new-release films for 2023:
A year that almost felt normal by the end: after all, the highest-end versions of the three main consoles are finally all readily available for purchase around the same time, and it only took two whole years. But before that, it couldn’t help but feel like yet another quirky post-2020 period – big delays and long stretches of silence on the exclusive features and games front as the major console makers move ducks into rows. In many ways, we still haven’t seen the beginning of the tech generation that is now two whole years old – but evidence of its arrival is peeking through the clouds. Here’s my reading of how the evolution of each console’s unique appeal stacked up in 2022.
This is a console list, meaning for all intents and purposes it ignores every configuration of mobile and PC-based platform. Here we go.
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VR BEST OF 2022 DISCLAIMER
This list represents my opinion only. I am not asserting any kind of superiority or self-importance by presenting it as I have. My opinion is not fact. To agree with me 100% is as likely as avoiding MCU fatigue. Respectful disagreement is most welcome.
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5. Xbox One
LAST YEAR: 4th
We’re not quite at PS Vita levels yet, folks; practically speaking the Xbox One still looks pretty far from the end of its life as a serviceable platform for the majority of Xbox Game Pass releases and a decent smattering of bigger third party games. But the Xbox One in 2022 also very much resembled the PS4 in 2021 for the purposes of this list: a lack of exclusive games filtering down from its newer-gen counterpart (which was itself rather strapped). What’s more, two of the year’s biggest indie exclusives – which run fabulously on the One – lost their Xbox exclusivity altogether before long: Rogue Legacy and Tunic spread their wings and head for less green pastures by the end of 2022. The crop of bigger 2023 Xbox Series S|X exclusives look eager to squirm out from under the prior generation’s technical restrictions as well, which seems to indicate writing on the wall. Despite Microsoft’s intentions to keep up support for the machine as one of several Game Pass entry points, I doubt it’ll climb this list any further in the future.
4. Playstation 4
LAST YEAR: 5th
Horizon Forbidden West, Gran Turismo 7, Stray,God of War: Ragnarok. These new critically-acclaimed games all graced the only readily available Playstation throughout the majority of 2022, and they all made a pretty good impression in spite of the existence of shinier PS5 versions. 2022 had none of the SSD shenanigans of Ratchet & Clank: Rift Apart, none of the 3D Audio magic of Returnal, none of the sheer graphical insanity of Demon’s Souls; not one of the PS5’s biggest hitters this year could truly claim any whiz-bang current-gen-only features that would prevent the games from appearing on the PS4, so appear on the PS4 they did. The double-delay of Forspoken and underwhelming technical performance of Ghostwire Tokyo only enhanced the feeling that 2022 could have swapped with 2021 in the grand scheme of Playstation history and no one would’ve batted an eyelid – especially while 2023 looms in the background as quite a different prospect for the old boy.
I don’t know, I’ve never done a third one of these within a single year before; I’m not sure what else to title this one.
This probably still would’ve felt like a bonus list even if we weren’t living through one of the best cinematic years in recent memory; but here we are, so I’ve enjoyed somewhat of an unfamiliar feeling of lightness to accompany this third batch of 2022 films. Every new release is like an extra sprinkling of spice on a delectable banquet; the usual slightly anxious anticipation of wondering when the next good movie will hit just isn’t there for me at the moment.
Which is great because while the pleasant surprises keep on coming, the quality over the American summer blockbuster season thus far has been a bit all over the place.
So, uh, this happened. Never had to do back-to-back movie summaries before – but don’t say I didn’t warn you. It turns out that this is a pretty huge cinematic year.
I don’t know what feels more surreal: The near-certainty that this is the most new release films I’ve ever fit inside a month across my whole life, or the fact we live in a world where I could manage a whole nineteen movies before the first Marvel release of 2022. And a lot of those movies are good! Who knew!
Some of them are even really good; in fact I’m feeling bold enough to say that come the end of December, if my overall movie of the year somehow isn’t on this page I’d be shocked. In that unlikely case we would have truly enjoyed a special 2022.
We are fully back to our regular schedule of movie-watching! Getting to the ten new releases mark when April has barely begun – without having to scrape around on streaming services – feels a bit like coming home if I’m honest. While you can probably say I started that journey in earnest last year, 2022 so far has largely brought my friends’ enthusiasm for the big screen back as well, so I’ve been having a better time watching as a result. That might have affected how positive I feel looking back at this batch of cinematic morsels, but who knows; they might just actually be decent viewing.
Well, with one or two exceptions.
The Aussie film release calendar is about to get properly packed, too – here’s hoping a good start leads to a good year!
Surely now – a year on from its original planned release date – we are nearly in the presence of Halo Infinite‘s story campaign. The wheels are set in motion for a committed launch, and though the game’s release will be aping all manner of giant hulking spacecraft in Halo lore by crash-landing without some of its parts, at least it won’t be on fire. You know, metaphorically speaking. We can hope. I’ve been playing a lot of the game’s multiplayer “beta” that’s basically just final release code, and it’s fantastic, so that’s promising at least.
As you may recall if you perused any of this site’s 2020 output, I spent a decent chunk of free time last year playing through and writing about the PC ports of the Halo campaigns – most of them in co-op while weaving through connection errors, bugs and other technical hurdles – in an effort to get ready for an otherwise-intimidating leap of faith into a dense, lore-soaked story spanning (officially as of last month) decades – plural. As you may realise if you perused any of this site’s 2021 output thus far, I haven’t been spending a whole lot of free time this year doing any of those things.
On one hand, a break from the series was just what the doctor ordered; on the other, it kinda seems like the whole ordeal (and make no mistake, it did feel like an ordeal at points) isn’t really worth much if it isn’t finished. But at the time of writing, there isn’t much time left in the year; there has been a pretty constant stream of new things to play and watch throughout 2021 and almost nothing about Halo Infinite‘s launch has seemed set in stone until quite recently. So to finish this lengthy project, I’ve taken inspiration form – stay with me – the Kingdom Hearts series.
Yep, for all intents and purposes I’m packaging the three remaining Halo campaigns as if they were a twisted sci-fi gun-spraying version of Kingdom Hearts 1.5 HD ReMIX or Kingdom Hearts 2.5 HD ReMIX, and the mental gymnastics required to get us to that comparison are surprisingly light. Both collections repackage three older games using the same formula: one headlining main-series title, one title with “spin-off” vibes (though this is no indication of lesser polish or quality) and one lesser-regarded title presented only as a collection of cutscenes. Spot the incredibly neat coincidence yet?
Basically, I set out to play the Halo 4 campaign to completion on my own time by myself, allowing the “spin-off” Halo 3: ODST to be a co-op side project as time and schedules permitted – with no pressure to finish the game because that’s the only Halo campaign I’d already seen through entirely long before this project began. That leaves Halo 5 as the stubborn outsider that I decided was best left experienced via cutscenes and/or story summaries on YouTube, for reasons including but not limited to:
It’s the only Halo game that still hasn’t come to the PC, and there’s still no sign of it doing so;
Though I loved Halo 5‘s multiplayer enough to lift it firmly into my top five games the year it came out (and that was a very competitive year), the campaign is almost universally panned as being short, repetitive and unsatisfying;
Perhaps more than any other Halo campaign, Halo 5‘s is designed around four player co-op, and there’s no way I can be bothered going through the hassle to get a fully-stacked willing team together given the above factors.
So that’s the setup. Got it memorised?
Halo 3: ODST
What a game! No sooner had I booted up the opening mission with my long-suffering Halo co-op mate Toby than I was hit with a wave of 2009 nostalgia I hadn’t yet experienced on this long PC campaign journey. This was one of my very first tastes of dark, moody Triple-A HD gaming back in the day, and the polished visual contrast between shadowy night-time city streets and funky alien weaponry is preserved superbly in ultrawide aspect ratio today. But the game’s art is certainly not the main reason why this campaign such a stellar reputation within the series.
And (probably) the second-last article I’ll write about it. But we can’t be certain…
In late 2016, the questions were made of ‘if’s. Plenty of takes were ready to answer those questions with doom and gloom predictions, sure. But mainly, it was ‘if’s. Nintendo was back in the home console doghouse after a string of Wii U-tinted flops and an ambitious handheld/home hybrid seemed like an uncertainty at the very best. As a period in the Big N’s history, it’s been well-covered – although it still seems a little surreal to think about. If the Switch made a real sales impact, Nintendo would have pulled off yet another unlikely comeback. If it didn’t, the company was in for some real trouble.
Of course 2017 gave us a definite, emphatic answer. The Switch did just about everything right all year, dropping a steady stream of compelling titles without a single delay. But by 2018, the ‘where’s started to creep into the online chat. Any serial Switch YouTuber subscriber will remember the hysteria at the beginning of the year: Where was that Nintendo Direct? Then later, as the wave of ports and DLC expansions gathered momentum, where were all the brand-new games? Where was the launch content in the new Kirby and Mario Tennis games? Though nothing in Nintendo’s history suggested a year like 2017 could ever be properly backed up, their new console’s success made pundits ravenous.
Port city?
In 2019, we got a nice big serving of ‘why’s in the air. Some of Nintendo’s announcements that year inspired heavy-duty communal head-scratching: A portable-only Switch that couldn’t switch? A poorly-justified ‘dex reduction in the new Pokemon games? A new fitness game with a plastic ring accessory costing north of $100? Why? Of course all of these sold super well – 2019 was ultimately a strong year for exclusive games and big third party support alike – but no one could accuse the Big N of resting on their laurels to get there.
Whaaaaa?
As we all know, 2020 was a very different story. The releases dried up when an already light year collided with a worldwide pandemic, and the ‘how’s came out to play. How would Nintendo stay relevant amid such a climate when new Xbox and Playstation consoles were set to dominate headlines and interest all year? But the Switch had its most successful year of hardware sales ever, with periods of unavailability easily trumping its launch year as Animal Crossing finally smashed into the top tier of Nintendo franchises. Incredulous analysts could only ponder how such serendipity had lined up for Nintendo.
Do you make your own luck?
Now here we are, coming up quickly on that magical (usually final for Nintendo) five-year mark in a console life cycle. As hardware sales settle down again in 2021 and restless 4K Switch successor rumours refuse to go away despite an unprecedented global chip shortage, the ‘if’s have returned. There have been valid questions asked of the Switch throughout its life, but the ageing technology within what is functionally a handheld console now compares even less favourably with its beefy direct competition. Will it be able to hold its own or is another Nintendo nosedive coming up? Is the Japanese giant about to abandon support in favour of its next console, as it has done so often before around that half-decade point? Not since that first trailer five years ago has such an air of uncertainty hung around the hybrid gaming platform.
Allow me to present two points suggesting that probably shouldn’t be the case.
A little later than usual perhaps, but these are the first ten films I’ve been able to give a look so far this year.
It feels particularly weird to be a movie fan in Australia right now – like we’ve been a constant mirror of our American friends in 2021 when it comes to cinematic availability. Cross-referencing streaming services with big screens one moment and twiddling our thumbs in lockdown while theatres slam shut the next, some movies have been a bit frustrating to pin down; but I’ll get to most of them by the end of the year. In the meantime, here’s a spicy mix of up-and-down celluloid quality.
2020 began with the promise that the next generation of mainstream videogame consoles (and by extension PC hardware) would at long last grace our homes by its end. At multiple points throughout this year, such a promise seemed about as far from reality as conceivably possible. The stop-start hype cycle, packed as it was with guesswork and noise, was nothing short of exhausting. Yet here we are. Despite two distinctly bitter flavours of worldwide preorder drama, the PS5 and the dual-threat Xbox Series exist in real life; they are out there in the wild and after almost two weeks spent with each, I’m here to talk about how they look out of the racing blocks. Strap yourselves in – this is a big one.
Seven years ago I posted a similar article comparing the PS4 and the original Xbox One. In many ways that feels like yesterday, but going back over it in preparation for this round I was struck by just how many shiny plates were spinning on both sides of the main home console divide in 2013. Gimmicks and talking points abounded: futuristic Kinect voice commands and hand gestures running on a tile-based solid-colour Windows 8 interface versus PS Vita remote play, the abandonment of Sony’s trusty “cross media bar” and Playstation’s most radical controller shake-up ever. Both consoles felt functionally fresh and experimental. They were missing key features their predecessors had taken for granted and neither one showed any interest in backwards compatibility with older-generation games, but at least in those first few months there was a sense that each cut had made way for something tangibly new.
Which is why that launch also feels like a hundred years ago. The still-young gaming industry has continued to change in many ways since 2013, and the feverish year of marketing and punditry behind us would have you believe there’s a growing ideological gulf between Microsoft and Sony. But the dawn of the ninth home console generation has a somewhat surprising streak of quiet confidence about it. Make no mistake: The PS5 and the Xbox Series X feel like marked leaps ahead for the home console experience, and they are quite different despite clearly learning lessons from one another during the last go-around. But neither Sony nor Microsoft has come off looking quite as insecure about it this time around.
Clash of the Titans
Let’s start by talking about the elephants in the room. It’s been well-documented (love an understatement) that 2020’s new boxes are a bit on the large side, but much like the pocket-friendliness of last year’s Nintendo Switch Lite didn’t hit home until I held it, the stature and weight of the Xbox Series X and PS5 feels like little more than a meme – until you actually have to try and fit them into your entertainment setup. I distinctly remember transitioning from PS3 to PS4 painlessly because they shared identical cabling and a similar stature, but the PS5 is so gargantuan that the tape measure had to come out more than once during the multi-hour entertainment unit reshuffle it demanded.
Visually the PS5 looks like it belongs firmly in the middle of the 2000s, right next to the lightly-toned, vertically-marketed day-one model Xbox 360 and Nintendo Wii. Despite being larger than both combined, it would’ve fit right in among that semi-space-age design trend. It marks a huge departure from the last decade of flat, straight black lines that aim to draw attention away from the consoles they adorn, arriving instead with a weighty form factor wearing a brilliant white coat, collar popped like it was made by a company that just sold 100+ million PS4s. It doesn’t care that it needs a chunky (included) stand for stability; it wants to be the first thing anyone looks at in your living room.
My second full-on movie review in four years! Why not! . -◊-◊-◊-◊- Starring: John David Washington, Robert Pattinson, Elizabeth Debicki Director:Christopher Nolan (Inception, Dunkirk) Rating:M -◊-◊-◊-◊-
Before the year turned over, 2020 looked to be studded with tentpole film releases. A new James Bond movie, two big Marvel Studios releases, another wave of Disney live-action remakes, two new Pixar films, and at least one DC juggernaut. And yet for many of us out there, the promise of a new Christopher Nolan movie with another trademark timey-wimey gimmick stood above them all. Perhaps it was the ‘surefire sequel success’ vibes of most of the above, contrasting starkly with Nolan‘s stubborn refusal to leave behind practical effects, needless IMAX shots and fiercely original scripts with no concern for cinematic universes. Tenet loomed large.
Of course we all know that’s pretty far from how 2020 actually played out. Here in this current reality, most of those tentpoles have yet to see release. New movies in general have been hard to come by, matter of fact, even though streaming services have been more than willing to help out. Yet Nolan‘s reliable stubbornness has now ensured that not only is Tenet going exclusively to cinemas, it’s doing so before any other title of comparable size and hype. If Tenetlooked like an imposing 2020 title before, it’s now positively monolithic. For this and many other reasons, I’ve actually written a full review. Yeah, 2020 is weird for us all.