Dumb and Dumber
Few
things on Earth represent the 90s more lucidly than Jim Carrey. Love
him or hate him, he was the comedic phenom of the decade. Every kid
in every part of the country quoted him or his characters whether
they'd seen his flicks or not (the trailers for his films alone
provided enough school hallway-fodder on their own to last a season
or two).
Another reason why he represents the decade so well is because he and the facades he wore for us could have only existed or been accepted in the time they emerged. There is something so quintessentially then about characters like The Mask, The Cable Guy, Ace Ventura, or this, perhaps his most ubiquitous role, as Lloyd Christmas. Dumb and Dumber was the ultimate dumbass-buddy-road-adventure-comedy, a subgenre unto itself, and while it's just as easy to cringe at how tasteless and utterly dim-witted it is, it's a film that left a huge mark on an entire generation of young people. And the fact that now, 20 years later, those people (not nearly so young, now) are about to congregate for another adventure with Harry and Lloyd is a testament to that.
Another reason why he represents the decade so well is because he and the facades he wore for us could have only existed or been accepted in the time they emerged. There is something so quintessentially then about characters like The Mask, The Cable Guy, Ace Ventura, or this, perhaps his most ubiquitous role, as Lloyd Christmas. Dumb and Dumber was the ultimate dumbass-buddy-road-adventure-comedy, a subgenre unto itself, and while it's just as easy to cringe at how tasteless and utterly dim-witted it is, it's a film that left a huge mark on an entire generation of young people. And the fact that now, 20 years later, those people (not nearly so young, now) are about to congregate for another adventure with Harry and Lloyd is a testament to that.
Why
it was good back then: While
characters like Ace and The Mask launched Carrey's career, they were
way too over-the-top. Carrey, as an absurdist leading man, is too
much. There is no room for anything else to exist and it's easy to
tire of him. The reason why Dumb
and Dumber works
is because Carrey has a foil in Jeff Daniels' Harry, who is stupid in
a much sweeter, less extreme way. This balance allows Carrey to shine
and perform all his zany antics without suffocating the entire film.
Why
it's worth visiting now: This
film, along with There's
Something About Mary
a few years later, really established the comedy vernacular for the
next decade or so, until around the time Judd Apatow came along and
made films like these a lot more thoughtful and self-reflective. Dumb
and Dumber
is just as much a piece of history now as it is a funny film, the
Animal House of
the 90s, essentially, though it's aged much more gracefully than
Carrey's other work or a lot of the other comedy films from the same
era.
Final Fantasy VI
By
1994, the Final Fantasy name was already the "go-to" brand
for epic, RPG experiences. Not everyone played them, but most gamers
had at least heard of the franchise. In a few short years, however,
Final Fantasy would be a blockbuster: it was the game everyone waited
for, the game everyone looked to for a clue of what technological or
narrative achievements games could reach for next as each game pushed
the bar further and further. This game represents that turning point.
And Square would never look back, after this, as each Final
Fantasy title that emerged would
become more post-modern, more complicated, and more convoluted,
ultimately to the point where the entire franchise would fly off the
rails. But boy, for awhile, there was nothing quite like taking a
Final Fantasy game
home from EB or Babbages, and VI
could very well be the best one.
Why
it was good back then: Until
now, Final Fantasy had been a series of traditional, medieval fantasy
worlds wherein one-dimensional avatars of good triumph against the
forces of absolute evil. Final
Fantasy VI cast
that all aside in favor of a bleak, steampunk world rife with seedy
political machinations, characters with real pathos and history, and
what was undeniably the most down-trodden, shock-laden plot ever seen
at the time.
Why
it's worth visiting now: Final
Fantasy games
are almost immortal. Each one up until the 7th has been rereleased
numerous times on numerous platforms with varying levels of
enhancement (most recently, Final
Fantasy VI has
received a jazzed-up remake for iOS devices). Of all of them,
however, none are easier to revisit that VI.
The game hits you hard and fast and immediately pulls you in with its
storytelling and an atmosphere sold on the merits of a distinctly
fascinating art style and one of the greatest soundtracks ever
composed for a video game, or hell, anything.
The
combat system is simple and flows beautifully without the bloated
animations and long loading times of its disc-based successors. If
you have any qualms about JRPGs, or RPGs in general, get over it and
allow yourself to be enveloped by one of the most incredible worlds
and unforgettable stories you'll ever encounter.
Fatal Fury: The
Motion Picture
In
the early 90s, Street
Fighter II changed
everything, and every game company on Earth clamored to push out
their own answer to it. Some were successful, and others most
certainly weren't. One of the more notable successes was SNK's Fatal
Fury,
the game which came closest to Street
Fighter's
calibre of refinement. The success of Fatal
Fury
allowed SNK to go forward and produce a line of fighting games such
as The King of
Fighters,
Samurai Shodown,
The Last Blade,
and others that arguably matched or sometimes even outmatched
Capcom's work, and the competition between the two companies and
their endlessly bickering fanbases eventually culminated in their own
crossover fighting game series at the turn of the millennium. For
awhile, though, SNK and the Neo Geo dominated the arcades and enjoyed
a rabid fandom, which led to some of their franchises breaking into
other mediums such as manga and anime. Masami Obari's take on Fatal
Fury is
a mixed bag, starting off with two OVAs that were very by-the-book.
Then, in 1994, Obari helmed Fatal
Fury: The Motion Picture,
which starred the familiar characters as they went on an
uncharacteristically epic, globe-trotting adventure that's as
undeniably fun as it is bizarre.
Why
it was good back then: Fatal
Fury: The Motion Picture's
status makes itself immediately apparent: this film is SERIOUS. The
animation is top notch (assuming you enjoy Obari's very "acquired
taste" character design) and the music is fully orchestrated and
FUCKING EPIC. There's lots of fanservice that no doubt made fans jeer
endlessly, between Mai's infamous rack to the fact that Obari made
absolutely sure he could cram nearly every character in the franchise
somewhere in this film whether it made sense or not (the Geese Howard
cameo is particularly head-scratch-inducing). The English version of
the film also sports an eerily amazing dub with some very nuanced
performances by veteran Ocean voice actors such as Mark Hildreth,
Paul Dobson, and like half the cast of Gundam
Wing.
Why
it's worth visiting now: Like
I said, this film is bizarre. So bizarre that it's impossible to turn
away from once you start watching it, especially if you're an
established fan of SNK's fighting franchises. This film is almost
hilariously epic and much, MUCH bigger than any of the games these
characters are ripped from. In previous Fatal
Fury
adventures, Terry Bogard and Co. went up against breakdancing street
thugs, pro-wrestlers, and a badass mob boss who lived in a
skyscraper. In this film, they're up against Mars,
the God of fucking war.
Their
adventure spans such a wide stretch of the world and goes from
set-piece to set-piece faster than you can keep up. Imagine if
Michael Bay directed an animated Uncharted
movie
and swapped out Nathan Drake and his cohorts with Fatal
Fury
characters.
The Adventures
of Priscilla: Queen of the Desert
Yet another grand, epic adventure, this one not as conventional as
most others. A trio of disillusioned drag queens set out across the
Australian outback on a journey after the death of their friend/lover
to find meaning and companionship in a world that often isolates or
misunderstands them. The film is an oddity in just about every way,
but was a monumental piece of Australian cinema and one of the most
significant "gay" films of its day.
Why
it was good back then: Priscilla
was
a big deal. It meant a lot of things to a lot of different people. It
provided a glimpse into a world not often seen by most, let alone
Australians, who only developed a true film industry less than 20
years prior.
Why
it's worth visiting now: Priscilla
just
feels damn good to watch. Its almost constant sass and snark is
punctuated by incredible moments of tenderness and poignancy. The
imagery is beautiful and alien, and its characters as timeless as
they are strange.
Demon's Crest
Demon's
crest is a rare, fascinating oddity that wouldn't exist in any other
time. You see, back in the 90s, Capcom had an experimental side. They
tried new things, took risks, and reinvented themselves at every
turn. There was no frontier Capcom would stray from. They dominated
the fighting and beat'em up franchises in the arcades, and at home,
they canonized themselves with Mega
Man.
They dipped into RPGs with Breath
of Fire,
and for awhile, they were even the go-to developer for such big
enterprises as Disney and Marvel. In the midst of their vast success
and stardom, however, Capcom would modestly and quietly craft what is
quite possibly the finest game they ever made for the 16-bit
generation. A reboot of a side-series that spun off from Ghosts
'n Goblins,
Demon's Crest
is a dark, brooding action/adventure that's parts Castlevania,
parts Metroid,
and all awesome. Sadly, the game was a notorious financial flop and
it faded into obscurity--perhaps Capcom's first lesson in the
pitfalls of being creative.
Why
it was good back then: No
one saw Demon's
Crest
coming. By 1994, a lot of people had forgotten about Ghosts
'n Goblins,
and even fewer remaining people were even aware of the existence of
Red Arremer's (that red gargoyle that kills you countless times in
the GnG games) own side-series of games on the GameBoy and NES.
Anyone looking for any semblance of its origin series would have been
taken aback at how drastically different it was from pretty much
anything Capcom was putting out back then, though that may have been
the very reason for its failure.
Why
it's worth visiting now: Demon's
Crest
is like a 16-bit Gaming's Greatest Hits album, throwing together Mega
Man X's
play mechanic and Metroid's
upgrade/exploration system with a coat of gothic, Castlevania
paint
and a soundtrack to match. It's a bit on the short side, but every
moment is honed to perfection. If you've missed this game until now,
and chances are, you have, do yourself a favor and play it. You'll be
amazed at how well it stands up even without the rose-colored-glasses
of nostalgia to ease you into it.
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