Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts

Friday, May 6, 2011

Gunpowder Dragons

Once again, I must apologize for the long drought of posts. The leisure time I used to devote to Sarcasmancy has gone towards weekly entertainment reviews for The Technique. There is also less leisure time to go around. Graduate school is hard work, but it is unlike a job in that you are never off the clock. There is this implicit pressure to be constantly refining your bullshit, or researching for your thesis, or practicing the skills that you have supposedly mastered after two one-hour lab sessions. At least that’s been my experience of it.  But you didn’t come here for whining and excuses. No, I imagine you want commentary, witticisms and what passes for insight on nerd-friendly fiction. I’m rusty, but I will do my best to satisfy.

Busy as I’ve been, I managed to read a lot quality modern fantasy throughout the past two semesters. After wrapping up Strange & Norrell and The Road, I devoured Naomi Novak’s Temeraire series (up to Tongues of Serpents). Like all good alternate-history fiction, the series centers on a simple but potent hypothetical: What if the Napoleonic Wars were fought with dragons? More specifically, what if the French and the Brits had aerial corps where soldiers rode dragons like bombers, with nothing but courage and leather straps keeping them on board?

An admirable cover, though Temeraire looks a little more spindly than I suspected.

Dragon is a tricky meat to prepare. It is the chicken of fantasy writing. There are a billion and one different ways to cook and serve it, but everyone has had it so often that they think they’ve had them all before. You have got to serve it up with something savory and exotic for it to really sink in and stand out. Primitive gun powder is just such a seasoning. It obliterates the familiar dynamic of knights in shining armor and maidens fair, and gives mankind a weapon that can match—but not yet easily over-power— flying fire-breathing serpents with armored scales.

“Yes, yes,” you say, haughty and impatient “but what of the writing?!” Naomi Novak is a strong author. Her language is faithful to the period, but much plainer and more readily readable than Strange and Norrell. Her main strength is making these big, fanciful creatures feel plausible and conceptually tangible. Usually dragons are beings of incredible, ludicrous power, or fairly straightforward monsters in need of a good slaying, and in either case they are loosely defined creatures filled-in with amorphous magic. Novak presents readers with several discrete classes of dragons with several different yet distinctive abilities. Yes, some of them can breathe fire or spit acid, but they can also bleed and tire and get sick and hungry. In fact, Novak’s dragons’ most fanciful ability is their capacity for human speech.

The implications of an animal that can coherently speak a human language are huge, and fortunately, they are not lost on Novak. While the intelligence of dragons varies greatly from breed to breed, they are generally quite intelligent and the series seriously grapples with issues of draconic rights. The series’ titular dragon is particularly bright and extremely passionate about bettering the social station of his race. The captains and admiralty often jokingly refer to Temeraire as “that Jacobin dragon,” and accuse him of fomenting radical sentiments amongst the British Aerial Corps.

Then again, the Corps is quite radical for the time itself. Certain breeds of dragons conveniently demand female captains, giving Novak an excellent pretense to include strong-willed independent women in her Napoleonic period piece. Much of the first book deals with Captain William Lawrence’s uneasy transition from the stiff regulations of the Navy to the atypical informality of the Corps.

The high point of the series.

Even though the series is primarily focused on the Napoleonic wars, it spends a surprisingly small proportion of time in England and Fance. The second book sees Lawrence and Temeraire off to China, and the third book details their return through West Asia and Eastern Europe, only for the fourth book to pack them off to Africa. The fifth book is a something of a treat as it brings the series back home and features battles fought in occupied Britain, but then book six takes place in Australia. The globe-trot is a mixed bag. I think Throne of Jade’s trip to China was brilliant and perhaps the high point of the series, using the radically different dynamic between humans and dragons to emphasize the real-world cultural differences between Britain and the east. Black Powder War’s whirlwind tour of Turkey and Prussia felt rushed and ill-defined however. Empire of Ivory is even worse as it manages to make Africa seem blandly primitive by focusing on the evils of slavery, and introducing a number of characters who simply die off without making any kind of significant impact. These grievances aired, I have to give Novak props for finding a formula that makes each book different and shows off her world-building talents in the process.

The books lend themselves to quick reading, so you may want to pick up 
the Omnibus like I did.

If you are a fantasy fan who also enjoys action packed period pieces like Horatio Hornblower and Master & Commander, this series was written for you. I also suspect that my fellow gamers will get a lot of mileage out of this series. Naomi Novak worked on Neverwinter Nights, and her fight sequences and varied classes of dragons are clearly informed by RPG conventions. Long story short, if you like the sorts of things I write about on this blog, you’ll want to give His Majesty’s Dragon a try.

Monday, February 28, 2011

Walking The Road

I'm sad to admit The Road is the only book I've read by Cormac McCarthy as of yet, so I don't know what to make of the claim that it is his most accessible book. The words come easily from the page without being overly simple, and the story will hold you until you finish it, even though the situation is bleak and the image is dark. If I had to boil it's Pulitzer winning tale down to a  trite, writerly bullet point, it is that you only need one strong relationship to carry a book; you only need one strong relationship to carry humanity.

Accessible as it is, the book is challenging. At least, I was challenged by it. I am used to more superficiality in my fiction. More lighthearted relationships and more artificial situations, especially where Science Fiction is concerned. I crave it like high fructose corn-syrup. Getting a story that is as real and as raw as The Road is jarring. The utter lack of adornment, down to the absence of punctuation, makes for a powerful presentation, and it emphasizes McCarthy's greatest strength: the gravity of his details. Each word has a weight that grounds you by reminding you of the mortality of the situation, or of the relationship at stake. His descriptions are poetic at times, but never florid and rarely excessive. He allows each event of the narrative to speak for itself. The necessity of self-defense, of mercy, of recovering from sickness and showing kindness to a stranger.

This is a cover that does its book justice. You can't even see the black background against the site. If you squint, you can make out McCarthy's faded name above the title though.
The core of the book is the father's love for his son. The concept of "carrying the fire," keeping humanity alive in a world that can longer sustain it, is almost incidental. Most popular post-apocalyptic fiction romanticizes the setting and uses it as an excuse for an almost fanciful feudalism. The world is too lean for governments, but somehow civilization endures. Pockets of people cultivate things, while others scavenge and others still cannibalize and pillage. There is no hope of cultivation in McCarthy's world. The ground is barren, the sun is blotted by ash, and all the animals are dead. The father is not grooming his son to be a hero, he is teaching him to remain a person, so he can die as a person. There is an important hope here, but it's a sad kind of hope. The hope of dying human as opposed to leaving the world a better place.

As you might expect, the book is not about happy endings. The fact that the book ends hopefully at all feels a little like an obligation. After such a horrifying journey, readers are desperate for some redemptive truth, and I imagine McCarthy was, too. If the father died and left the boy alone, the journey would seem meaningless, or worse yet punitive. At the same time, the father has to die to make the story complete. If the father and the son settled down somewhere, if they remained at the safe-house they found for instance, their growth would stop. If the book has a message, it is that we all have to keep moving, regardless of how difficult it is, despite the fact that we all reach a common destination. It isn't didactic. It isn't preachy. But it does have a lesson to be learned.


And here's the cover of my copy. It loses a lot with the laudatory quotes.

 The story is incredibly simple, and it is simply told, and the message too is simple. If you can write as well as McCarthy, you don't need to get complicated. Even if I could write as well as McCarthy, I will never be able to tell a story like this, though. I would be too concerned with who the man was before the world died. I would need to address the apocalypse. I could not resist the urge to build cardboard civilizations, to cast the shadows of whatever war caused the catastrophe, and to anthropomorphize this ashen world. These things don't belong in McCarthy's tale though. They aren't real enough.

Tuesday, September 7, 2010

A Shotgun, A Zerg And You

A little while ago I quipped that "Blizzard got Firefly in my Starcraft  and I couldn't be happier." The truth though, is that you can always be happier, especially if you're both cynical and optimistic, and while Starcraft II: Wings of Liberty is an excellent title, it could do even more with it's country-western mash-in. But before I start in on the narrative, I want to repeat, the first installment of Starcraft II is an excellent piece of videogame. Even if you don't plan on partaking of the game's robust multi-player component, the single-player campaign is a parade of finely crafted, uniquely challenging missions that boasts surprising replay value. 






Each mission in the campaign has a unique hook that prevents it from being a typical game of Starcraft. Waves of fire or tides of lava will force you to move your base from point A to point B. Swarms of zombified marines will besiege your base come eventide, forcing you to hunt their lairs during the day. In one mission, you must intercept shipping routes and rob trains (which, to my eye, is the pinnacle of this sci-fi western strategy concoction, but more on that later). These variations keep the campaign fresh and many of them beg second playthroughs.


To further replay value, you accumulate limited funds and research points throughout the campaign which can be allocated to purchase and upgrade troops in various ways. There are also several points in the narrative when you are forced to take sides in disputes between two opposing characters, resulting in two unique missions and two unique narrative outcomes. One decision determines which special unit you will have access to, and another affects which enemies you will face in a later mission. At long last, a strategy videogame that let's you make meaningful tactical decisions in your virtual crusade This is a feature that could stand to be played up a lot more in Heart of the Swarm, though I have to wonder how that sort of diplomacy will translate to the Zerg campaign.

I assume the multiplayer is good because people treat it like a fucking sport, but I can't really comment on it because I haven't touched it yet. WoW aside, the prospect of PVP in Blizzard games kind of terrifies me. I don't have the lightning quick reflexes, or the patience to memorize hotkeys and stats for each unit in the Terran, Zerg and Protoss hierarchies. I would not last five minutes in a campaign. Or worse, I would provide my opponent with just enough interest for him to bat m around the map for twenty minutes while an audience of thousands looks on with scornful cackling. Yeah. That's how it works right? Maybe I'm making it worse. An old penny-arcade comic comes to mind, but I can't seem to find it. I might take a stab at it provided I find a friend to tutor me, but harsh memories of DotA (admittedly, not a real Blizzard game) and Warcraft III are enough to steer me clear for now. I'm not here for the bloodsport anyway.



No sir, I enlisted to follow the trials and travails of James Raynor and his raiders. That said, I haven't read any of the extraneous fiction available to flesh out the game's universe. I didn't even pay particularly close attention to the narrative of the first game. I did however, develop considerable respect for Blizzard as storyteller during my tenure as a WoW-addict, specifically when I was taking hits of Litch, and I wanted to see where they were gonna go with their return to the RTS format. 


In brief, the storyline for the first installment of a planned trilogy is good, and the smartest move Blizz makes is tapping into the same creative leylines that Joss Whedon channeled to create Firefly. It's a space-western right down to the twangy soundtrack and cowboy dialog, and it helps Starcraft II curb it's harshest artistic criticism; that it's nothing more than a Warhammer clone. That said, it accomplishes this feet via another imitation. James Raynor is conflicted, moody and lovable, but not as compelling as Malcolm Reynolds. Despite his folksy phrases, Jim lacks the humble and at times bumbling, charm that made Mal so fresh. Raynor comes off as a bit too heroic, and heroically flat. The supporting cast is similarly likable-but-bland, lacking the complicated relationships that made Serenity's crew so damn exciting to be around. One of the problems is that the plot is a bit too grand for it's own good. Raynor's civil war baggage and lady problems, two tried-and-true staples of the western genre, are handled quite well, but the practical aspects of his revolution, the down-to-earth, everyday concerns that Firefly made so damn compelling, are shortchanged.


Among the supporting cast, Tychus Findlay easily steals the show. 


Desperation, particularly as precipitated by scarcity of resources, is an essential theme of The Western. That seems like it would make a natural fit with the resource obsessed strategy genre, yet I never got the sense that Raynor and his crew were ever scraping. Yeah, they plunder tech from The Dominion, but I never got the sense that they were worried about having a warm meal, or that they wouldn't have enough minerals to fuel their flagship. You have to make some hard calls when it comes deciding between that last mercenary contract or upgrading your infantry, but the fact is, you've got extra money to spend. The train job mission is a step toward scarcity, in spirit and aesthetic, but most of the other missions, fun as they are to play, provide players with a glut of resources that diminish The Western's characteristic leanness


And leanness isn't the only thing lost. For a game obsessed with details by play-style, the narrative seems to gloss over a lot of logistics that have a lot of dramatic (and game-play) potential. How does Raynor hide his raiders from The Dominion? How do the mercenary troops get along with the raiders? The funny thing is, Blizzard has proven themselves brilliant at filling in these world-building gaps, time and again through the tiny quests in World of Warcraft. I can't help but wonder how they might have more effectively translated that world-building to Starcraft II.


I'm not saying that Starcraft II should aspire to be Firefly: The Game, or that it should be World of Starcraft. It shouldn't. I'm not even saying that Starcraft II fails as a story-telling game. It doesn't. As game narratives go, it's a real winner. But it could be even better, and I hope Blizzard continues to push the envelope in the next two installments. 

Tuesday, July 20, 2010

Dreams, Madness and Obsession

Inception is an amazing spectacle. It is the most impressive, visually arresting experience Hollywood has produced since The Matrix. Cities warp, bend and crumble into the ocean. Bullets fly and cars chase only to be outclassed by runaway freight trains. An elevator rises and descends through the tormented echoes of a man's sundered family life. The roles and performances are palpably calculated, but convincing and at moments, genuinely moving. It is the stuff dreams are made of, but Inception is not a movie about dreams. Dreams are the set-up, the backdrop, the pretense, but as Stephen Totillo suggests in his review of the film, Inception is about virtual realities; virtual realities so immersive and convincing, that ‘video games should be jealous.’ This is both a good and a bad thing.


The issues associated with virtual realities, particularly those realities that are so convincing that they can be considered alternate realities, need to be addressed. People are already getting lost in fantasy worlds, obsessing over virtual possessions and personas. This movie will help people understand how we get lost and why we don’t want to be found. More importantly, this film will help people appreciate the profound, if tragic beauty, in surrendering oneself to another world. As Totillo suggests in his review, this film is a clear representation of the joys of virtual reality: wondrous new frontiers to explore with strange new rules to master. God help us all if we actually learn how to develop this tech. That would be the end of it for me, I can promise you.

At the same time, dreams have a hell of a lot more to offer than the rigidly ruled framework of Nolan’s film allows, as anyone who read Sandman well-knows. My subconscious hosts far greater horrors than throngs of orderly, humanoid projections. The idea that peoples’ intellectual property conveniently congeals in safes and vaults is also a missed opportunity; ideas themselves can be labyrinthine dungeons that people wade through. Secrets can be monsters themselves, as the film half-illustrates through Mal. Everything is a bit too clear-cut for the movie to actually be about dreams. But it’s perfect for obsession.

On Facebook I butted into a friend’s discussion about the movie, chiefly, whether it was about madness or not. Again, I would argue that the film is too organized for most manners of madness, but it is perfect for obsession; a madness forged from focus and getting lost in relentless routine. Leonardo Decaprio’s Tom Cobb is an obsessed man. His presentation of ideas as parasites is compelling, but the sort of cancerous ever-growing idea he describes specifically pertains to the ideas we obsess over, like stories, memories and what could have been or what may yet be.

I suspect that Nolan obsessed over Inception himself. The complexity of the final job sequence feels like something that was tweaked, adjusted and edited endlessly. Little logistic issues haunt the film in hindsight. Why do we end up in the dream world Cobb created if we’re in another person’s dream? If base-dreamer is ‘kicked’ out of one level, why don’t the others automatically join him or get lost in subconscious limbo permanently? None of these little questions amount to an actual hole in the plot, but the degree of engineering involved with the exposition leaves the whole film feeling a bit more mechanical than it should.

In many ways, Inception feels like it was meant for something bigger than a single movie. I wanted more time to digest the ideas in play. I wanted to see more of this technology and its possibilities. I wanted to see more of the characters as well. It would be fun to explore the thieves’ various histories, or even see if there's an actual relationship behind that kiss between Joseph Gordon Levitt and Ellen Paige. That said, I do not want to see Inception 2 in theatres three summers hence. There is no way to follow up from the film’s ending without destroying it.

In closing, I’d like to leave you with anecdote about how obsession. After seeing the movie, my friends and I were hanging out in the theater lobby, discussing the intricacies of the plot when this guy walked up to our circle and started standing there in a way that screamed "I have an opinion about the movie that I need to share." He asked what we liked about the movie. I applauded the effects, the plotting and it's use of rules. He politely acknowledged my praise and proceeded to tell us that the film stole his intellectual property, citing it's use of the number 528 in relation to music. He was Doctor Horowitz of 528love.com. Never heard of him? He promises you will (though I left his site unlinked for a reason).

Apparently, 528 is the magical musical frequency of love, one of the nine cardinal frequencies of the universe. He went on to claim that Inception was a brilliant piece of propaganda by multinational corporations owned by evil tyrants like Rupert Murdock (an evil tyrant to be sure, but one who is completely unrelated to Inception). All this from three numbers which appeared in the movie three times at most. Horowitz was so utterly taken with this concept that it completely totalized the movie. He couldn't see anything else but his frequency and its conspiracies. It was an unsettling experience. Maybe it's because I was so close to grasping the truth that those evil multinationals have been repressing all these years, but I suspect it was because I was confronted with raw fanaticism. Not the sort that has been has been cultivated throughout the years by dogma and religion, but the kind that springs up unbidden.

It was a surreal ending to an already surreal experience, and oddly ironic that an obsessed man should decry intellectual property theft in a movie about an obsessed intellectual property thief.

Friday, July 2, 2010

Fullmetal Finale

Now that it has finally drawn to a close, I can definitively say that Fullmetal Alchemist is the best manga I have ever read. For those who have never heard of it, the comic series' follows two brothers who attempt to revive their dead mother using the art of alchemy. Their spell goes horribly wrong, and Ed, the elder brother ends up loosing his arm and his leg, while the Al younger brother loses his entire body. Ed manages to save his brother by attaching his soul to a suit of armor, and he replaces his lost limbs with robotic prostheses. The two set out to find the Philosophers Stone to recover their lost bodies. While the series' successes can't be attributed to any single element, I believe the most refreshing thing about the series is it's occidental quality; both in terms of aesthetics and narrative structure.
Edward and Alphonse Elric.

Coming from a westerner, I realize that probably seems incredibly arrogant. I'm not trying to say that all manga should strive to follow the conventions of Western fiction but there are certain elements of manga storytelling, and Shonen in particular, that are down-right hackneyed. Most Shonen heroes have no motivation beyond, "I must become stronger so I can protect those dear to me!" The hero gains enough strength to defeat whatever evil that is threatening his beloved comrades, only to run into a bigger and badder beast later on. I can't help but wonder what these school age superheroes would do with their lives if the bad guys ever stopped bothering them.This eternal dissatisfaction with oneself is extremely appealing to adolescents, who really do have to defeat waves of school work while navigating their hormones and the fucked up social conventions that dominate high school, but what do you do when you're done fighting? Shonen rarely attempts to answer those questions. 

Fullmetal Alchemist's characters all have hopes and dreams beyond defeating the bad guys. Admittedly, the bad guys themselves are flat, seeing how they're all based on the seven deadly sins. But considering that the villains are homunculi; artificial humans created by alchemy, their unidimensionality is actually quite logical. And series creator Hiromu Arakawa does a brilliant job of personifying Lust, Greed, Gluttony, Sloth, Pride, Wrath and Envy in compelling ways that make them threatening and loathsome. 

The other welcome westernization in Fullmetal Alchemist is the ending. Anime and Manga conclusions tend to feature incoherent plot twists, pathetic anticlimaxes, or an explosive, mind-fuck apotheosis. It's partially an East vs. West thing (the emphasis over there being on the journey as opposed to the destination) and it's partially a symptom of the grueling work ethic that defines Japanese culture. Sometimes, creators simply snap from the pressure, as was the case with Evangelion's original ending, which is so horrible it's hilarious. Then again, the "good" ending of Evangelion involves the birth of at least one god and the whole of humanity exploding into puddles of orange juice. This is pretty much par for the course as fas as anime endings go. The obvious explanation is that each of these endings are cultural echoes of what happened to Hiroshima, but knowing that does little to clarify what the hell is happening to the characters you have been following for 26 episodes. 

More frequently, especially when it comes to anime adaptations of ongoing manga, artists have to cobble together an ending for a series that has only just begun. This was the case with the original Fullmetal Alchemist anime, where the artists had Ed take a trip to Nazi Germany out of nowhere.
Fortunately, the recently released conclusion of the manga is everything fans could hope for. It's comprehensive, creative, moving at times, and while it lays the main adventure to rest and ties up the important subplots, it also gives readers a good idea of how the characters will live out their lives now that they have vanquished the ultimate evil. There are some over-the top moments in the final fight, but the plot moves too fast to take itself too seriously. That's another thing I love about the series; it is not mellow-dramatic or over-wrought. The plot earns whatever emotional response it desires from it's readers with compelling events. There is very little introspective whining and none of the dramatic posturing that plagues series like Dragon Ball, Bleach and Naruto.  

Behold the self-portrait of a genius mangaka. I can't wait for Hiromu Arakawa 's next manga!

That said, Fullmetal Alchemist is still very much a manga. The story has a European aesthetic but the art style is very Japanese. The humor is visual and situational as opposed to sarcastic and cynical. While the pacing of the fights are much more visceral and realistic than most manga, the violence is very highly stylized and at times so complicated that it warrants considerable exposition. If you have the slightest interest in manga, consider Fullmetal Alchemist a must read. Or if you're pressed for time, watch the new anime series, titled Fullmetal Alchemist: Brotherhood, which faithfully follows the plot of the manga at the expense of some abridgment. You can get started here now!

Friday, June 25, 2010

Bioware used Sequel! It's Super (Mass) Effective!

It's been a hell of a long time since I wrote a videogame review. Let's fix that right now! My playing habits for the last academic year have been largely dominated by two little words: Mass Effect.

Note the strong blue hues of this poster, and how they compare to the reds of the sequel. Color coding series might be trite, but it's a trend I approve of.

The first game in the series was a deeply flawed experience. I can't think of a more underwhelming opening to a videogame than puttering around on through The Citadel, gathering evidence of Saren's bad behavior. In addition to the pacing issues, the combat system was ambitious (squad based shooting + RPG action!) but deeply flawed (gunplay was simultaneously silted and detached) and buggy to boot (I got stuck in prone position during the Matriarch Benezia fight: twice). The inventory system was sloppy and required constant attention. Despite these complaints, the game grew on me like mold on a raspberry. I liked the characters and the writing, which while very conventional, was sharp. I also liked how each alien race seemed to personify certain philosophical doctrines.

For example, the Asari, an 'all female' race of blue skinned psychics capable of reproducing with any other race via mental coitus, can be thought of as the ultimate feminists. In contrast, the brutish Krogans who consider headbutts to be a normal part of conversation, are perfect avatars for the adolescent male Id. The migrant Quarians who have been driven from their home world by their own robotic slaves, could be considered Space Jews, for lack of a more politically correct term. Throughout your journey, you amass a staggering body of information on these various races and their cultures in the games codex. Players can safely ignore all these little logistic details, but I was delighted to learn how Element Zero actually works.

All in all Mass Effect ended up being a fun experience overall. But it really doesn't hold a candle to it's sequel. The game literally opens with a bang and while the plot remains faithful to familiar sci-fi conventions, it is far more engaging than it's forerunner because you are repeatedly confronted by the consequences of your decisions. Did you threaten the eternally annoying Conrad Verner with a gun? Nice shootin', Tex. He'll be running around the sequel pretending to be the Goddamn batman. I would have liked to see some of your decisions, like the fate of the council, to have some appreciable influence on the way the plot unfolds, but running into familiar faces (and a few people you will have inevitably forgotten) has a certain charm.



Mass Effect 2 is one of the most successful videogame sequels I have ever played.


More significantly, Bioware made good on the unrealized gameplay promises of their first game. Mass Effect 2 successfully marries squad based third-person shooting to RPG strategy and abilities. While it lacks the verticality of modern 3rd person titles, ME2's gunplay feels tight and satisfying, if a little less visceral than 'dedicated' shooting and action titles. The over-involved inventory system has been replaced with a system centered around buying, 'researching' and upgrading. Gone are the hated mako sections, (though there is DLC available involving a jet Hovercraft that are similar and more fun). The most important upgrade is undoubtedly the addition of quick time events that allow you to act or interfere with cut-scenes in ways that have meaningful effects on the story. Usually, these events boil down to left clicking or right clicking to behave like a Paragon (fluffy diplomat) or a Renegade (borderline psychotic hard-ass). As tired as I am of this binary approach to character growth, this system makes conversations and other non-combative exchanges far more involving than in previous titles.


ME2 is not without it's faults, however. While the sequel never suffers from the monotonous pacing that plagued the first game, it does feel rigidly formulaic at times, particularly during the Loyalty Missions; side-quests that are supposed to deepen and characterize Shepard's supporting crew. Some missions, like Tali's, are quite inventive and they do an admirable job of expanding both the world and its characters. Others, like Jacob's, seem to prove that the writers had no idea what to do with certain characters. The most criminal aspect of the loyalty missions however, is that the third member of your squad turns into a mute, irrelevant mannequin. The game will tease you with potential tension between crew members, but they could do so much more with this in-fighting. It would also be interesting to see romance bud between somebody other than Shepard and his female crew members. Maybe Tali and Garrus could have a thing, only for it to adversely affect their performance during missions? Just a little food for thought.

Given that Mass Effect 2 was received with nearly universal critical acclaim, it will be interesting to see if Bioware plays things safe in act three, or if they continue to push the envelope with innovation. Most videogame companies strongly abide by the "if it ain't broke, don't fix it" school of thought. I'm still hoping they'll surprise me again.

Friday, March 12, 2010

The Animatrix: Halo Edition!

I've never been a huge fan of the Halo series. I have thoroughly enjoyed each of the games in the main trilogy, passed on ODST and Wars, and while I am intrigued by Reach, I am not waiting on baited breath for its launch. Overall, the series is the poster child of super big-budget videogame design: enjoyable if not terribly innovative game design, pleasing music and artwork, and a conventional but incredibly detailed story. That same spirit pervades Halo: Legends, an anime styled collection of short films in the fine nerd art meets cross-marketing spirit of The Animatrix.

From Wikipedia

Given gamers' flagging interest in the Halo series after the conclusion of the main trilogy, and the Xbox 360's less than stellar sales in Japan, playing the animation compilation card is a predictable move for Microsoft. Fortunately, they spend the money to do the trend right, hiring well known anime studios like Bones, Production I.G. and Toei Animation to do what they do best. A pity the narratives don't measure up to the quality of the animation.


Looking to accessorize your new Mjolner armor? Nothing says "Death to the Covenant!" like a little teddy bear cellphone keychain . Pic was swiped from Kotaku.

To be perfectly honest, Legends is a largely forgettable experience. Origins parts I and II are a nice primer for Halo virgins and those who didn't pay close attention to the story in the games. It is also where Legends overlaps most prominently with the Animatrix template. It does for Halo what The Second Renaissance (also divided into parts one and two) did for The Matrix franchise. The Duel, which Mike Fahey hails (link under the pic) as "Far and away the best short of the DVD", is a unique and impressive visual experience that tells an utterly hackneyed tale of bushido honor and loyalty. I was similarly unimpressed with The Package, a CGI romp that shows the Spartans kicking ass with vehicles that didn't exist in the game, who save (spoiler alert?) some scientist  I was supposed to recognize but didn't.

Homecoming is perhaps the most promising story in the collection, giving a grim and fascinating glimpse at how the Spartan II recruiting campaign works. It isn't a cheerer upper, but few in the collection are. Take Prototype for example; a story about a squad leader with a gift for leading his squad to their doom. Contrary to Fahey, I rather liked that one. Again I disagree with Fahey on The Babysitter, which I felt was one of the best pieces in the package. While the Samus Aran style twist may not have blown any minds, it tells a unique tale about tensions within the ranks of the UNSC army and it comes to a legitimately poignant close.

No, that is not Master Chief, but yes, that thing does Shoop Whoops.

Not everything is all ass kicking and seriousness however. In fact, my personal favorite is "Odd One Out," a totally bizarre parody of the Halo Universe staring Spartan 1337. Yes, I know '1337 speak' is supposed to be old hat and unfunny by now, but it dovetails nicely with the feature's absurd nature which is an incredible refreshing presence in the somber halo universe. If it has been a while since you've watched something and had an emphatic "What the fuck?" at the end, you would be hard pressed to do better than this short, which features kung-fu fighting kids raised by an AI, dinosaurs, an idiot spartan hero, rainbow laser beams, and a motherly AI.

The tale confirmed a long held suspicion about Halo's universe: it would be infinitely more endearing and entertaining if it had a better sense of humor. Not the only humor of quick quips and snide remarks--don't get me wrong, I like quippery and snideness--but the ability to look absolutely foolish. So many new franchises, especially in the world of video gaming, are utterly desperate to be treated as grown-up art form. I can understand this desperation. I can even sympathize with it. Videogames are growing up and it's time people recognize it. That respect does not lie in melodrama, gore and swearing, but in the ability to laugh at ones self.

Monday, December 28, 2009

A MMOdern Day Fairytale

Merry Christmas fellow smart asses! I have no gold, frankincense or myrrh to give, and while I could beat on a drum for you, the ba-rum-pum-pum-pum thing wears thin real quick. Instead, I offer you a review/plot analysis/rant on Avatar, the decade's final blockbuster epic.

This poster looks awesome. Why haven't I seen it anywhere?

When I first heard the film's title some time last summer, I didn't like it. I don't have anything against the word avatar; on the contrary, I think it's a brilliant shred of language. I was put off because James Cameron apparently pilfered it from the excellent animated series by the same name. To my mind, the cartoon was there first, and it's upcoming movie adaptation was better deserving of the title. Besides, seeing how it will be suffering from the directorship of M. Night Shyamalan, it will need all the advertising cache it can get. My opinion of the flick did not improve when I heard about it's universes nomenclature from a friend working on the films advertising. The moon is called Pandora? Really, the most hackneyed mythological reference in science fiction, again? Okay, whatever... but Unobtanium!? Human's are searching for something called un-ob-fucking-tanium? I assume that's supposed to be cute, but it just sounds moronic. There isn't a bus short enough for it to ride on. I understand that you are a visionary Mr. Cameron, but you hired a linguist to help you invent an entire language for the Na'vi, so why not spend five minutes with a writer and see if you can come up with a name that's just a touch sharper?

[Inhale. Exhale. /rant]

Despite my hostilities, Avatar won me over. It is a good movie, and you will most likely have fun if you go see it. You will probably enjoy it even if you don't typically like Sci-fi, because James Cameron is a master of making things that most people like. Even if you found Titanic to be trite and over-long, Avatar is still a spectacle well-worth watching for it's technical brilliance. The movie's ill-named moon has been meticulously rendered, and it's ecology has been populated with flora and fauna that make George Lucas' offerings look like the set pieces for a particularly cheap episode of SG-1. Even Lord of the Ring's Gollum, who exorcised the embarrassing shade of Jar-Jar Binks and proved that CGI characters could be emotionally compelling, seems terribly dated when compared to the Na'vi. There was never a moment in the movie where the illusion fell apart, and I found myself wondering what the mo-cap or voice actors behind the curtain actually looked like. As far as my brain cared, the actors really were big blue cat people. The movie dazzles easily even if you don't spring for the Real3D experience, though the extra $4 or $5 really does make an appreciable difference. For those of you who are wondering where life after HD will take us, this seems a likely path.

There's a story here too, of course, and it is a serviceable scaffold for the brilliant spectacle. It's very easy to figure out who you are supposed to cheer for, and the components of the plot are very familiar. I have heard it compared to Ferngully by a number of people, which surprises me because: (A) I had no idea so many people remember Ferngully and, (B) from a narrative perspective the parallels are almost dead-on. An average joe is magically transported to a naturalistic society where he falls in love with a beautiful woman and together they fight to protect it from evil humans and giant bulldozers. Don't let Avatar's sci-fi trappings fool you. Both films are fairy tales, but what Ferngully accomplishes with pixie dust, Avatar does with an idealized concept of online gaming.

In case you forgot what it looked like. I know I did.

The film's title refers to technology that allows researchers to mentally control biological avatars (created from human and na'vi DNA) to explore Pandora. Humans cannot wander Pandora as they please, you see, because it's very air is poisonous. This establishes a dynamic to similar to online games which are themselves, fantastic worlds that cannot be explored without a surrogate body. The crucial difference, is that Pandora is physically real, as is the Avatar driver's experience of it. Jake Sully, Avatar's aforementioned Average Joe, is a paraplegic ex-marine, and using his Avatar magically gives him back the use of his legs. This is an idealized reversal of a user's typical experience with MMO's, wherein players must give up their physicality to gain the mystical abilities of virtual reality, though the rest of the gaming parallels carry strong. Jake is chosen to learn the ways of the Na'vi; a process that handsomely mirrors leveling up in online gaming. He must learn to speak the local language, hunt the forest's various monsters, and master the Na'vi's magical ability to connect with animals. This last ability bears particular similarity to World of Warcrafts mount system. In fact, a key turning point in the movie entails capturing one's epic flying mount as seen below:

And not one gold paid for it. Hax.

I don't mean to imply that James Cameron intended to make a movie about playing MMOs, but the themes at work certainly cater to the desires of the WoW demographic. In this movie, withdrawing from human society to live in a fantasy world is not only plausible, but noble. Humanity is the bad guy on Pandora, and it's respective avatars are Mr. Corporate Greed and General Texas. Sure, there are good humans, like the nerdy scientists who developed the avatar project to promote cultural exchange and understanding, and Cameron is sure to include one gold-hearted fighter pilot so audiences know he doesn't think all soldiers are bad, but they are all on the Na'vi's side; the right side. Now, I'm no stranger to plots with clear-cut (read: over-simplified) good guys and bad guys where violence is the only solution, but for some reason, it's presence in Avatar bothers me more than usual. As long as the movie is, and it is looong, the climactic battle ending feels too abrupt and easy. I can't help but wonder what would have happened if Cameron stretched the story out over the course of a couple sequels rather than cramming everything into one sitting. I have no doubt that we'll be back to Pandora, though I'm not sure where the franchise will go from here.

Despite those gripes, Avatar is an excellent piece of cinema, and an important victory for big budget film-making in this age of economic dreary. You should give it a watch when you have the chance, because it really is the sort of movie best experienced on the big-screen.

Thursday, October 8, 2009

Bound for the Attic?

I fear Joss Whedon will soon be known as "That guy who makes shows that could have been great." Apparently, Fox is pulling Dollhouse from its November lineup in favor of House and Bones re-runs. Even more worrisome is the news that it will be aired in two hour blocks upon its return. For FOX, it is a product that has reached its expiration date, and now they desperately clear their stock before it stinks up the storehouse. Somehow this just doesn't cover it.


To be fair, Dollhouse didn't make things easy on itself. To begin with, the show is inherently hard to market. Describing it's premise is a task which is probably better left to Wikipedia, but essentially, it's about a shady organization (guess what it's called!) that rents out programmable people (Actives or Dolls as you please) to cater to the fantasies of the rich, well-connected and over-privileged. Our heroine, is Echo, a Doll played by Eliza Dushku who has a nasty knack for remembering the fabricated personalities and engagements she's supposed to forget.

At it's best, the show is an intelligent exploration of exploitation with some truly fresh sci-fi elements to drive the plot. At it's worse, it's an over-complicated version of The Pretender, at least from a weekly story-telling perspective: The early episodes of the first season saw Dushku trying on outlandish outfits and disposable personas to navigate canned TV perils. Guy who hires Dolls to live out his Most Dangerous Game fantasy? Check. Stuck-up super-star in need of a bodyguard and a lesson on being yourself? Check. Ironically, I think these throw-away scenarios might have been Whedon's attempt at simplifying things for general audiences. Unfortunately, they were still far too confusing for general audiences, and too stilted for his normally stalwart fanbase. By the time the show arrived at truly interesting questions and scenarios ("Can dead people's personalities be imprinted on Actives to get life after death?" "Yes!" "Wow! Altered Carbon much?") almost everybody had lost interest.

The very thing that makes the show so interesting is the thing that makes it so challenging to watch: It strains audiences' abilities to empathize. Whedon's casting and characterization is brilliant as always, but everyone has serious relatability issues. When unprogrammed, the Dolls are amusingly vapid and vulnerable, which is good for a few quick laughs, but quick to wear thin as well. Their programmed presonalities are engaging enough, but too short-lived to get attached. That being said, both Victor and Sierra, the other main dolls aside from Echo, are played brilliantly by Enver Gjokaj and Dichen Lachan, who you probably haven't even heard of before now.

The people who run the Dollhouse are also a real mixed bag. The Dollhouse's resident mind fabricator, Topher, is clever, nerdy and at times disarmingly vulnerable, but he's also obnoxiously conceited and detached from the people whose heads he fucks with for a living . British Boss Lady Adelle is deliciously dry and cold in a curiously endearing way, but she's also the head of an organization that rents people out for everything from sex, to manslaughter, to really dedicated daycare. Head of Security Boyd and disgraced FBI agent Paul Ballard bring some boy scoutly heroics to the mix, but both are administered in controlled doses to prevent them from stealing the show from Echo.

On the subject of Echo; I was skeptical at first as to whether Dushku would be able to carry the show, and while she has given a few trully exceptional performances (like her recent stint as a mother for rent) I'm still a bit ambivilant about her character. Some of her roles seem to bleed together in ways that make it difficult to tell if she is intentionally blending personas (which would be consistent with the shows plot) or if it's just less-than-stellar acting. Furthermore, while Echo's persistent memory affords her a more stable personality than the other dolls, the personality which emerges is that of a perfect doll, or actress. I'm a huge fan of metafiction and the ironies in play here are still a bit much for me to swallow.

Meet the Dollhouse! From left to right we have Ballard, Victor, Echo, Sierra, Topher, Adelle and Boyd. And yes, every doll is named after a character in the NATO alphabet. So far!

Given all it's inherent challenges, I was fairly certain that Whedon couldn't do anything to sell the show to the kind of viewership FOX was expecting without completely compromising its plot. But then a friend invited me to watch one of the unaired episodes exclusive to the Season 1 DVD, an episode titlted Epitaph One. From what I understand, it was intended to serve as the series de facto ending in case of cancellation, and it does a beautiful job of validating all the characters' grim predictions that the Dollhouse could very easily be the downfall of mankind. Those of you who have not seen the episode but intend to would do well to skip the next three paragraphs, and the general point of this post.

In the episode, we have fastfowarded ten years into the future, and find ourselves faced with a world that has been utterly ravaged by Dollhouse technology. Somehow imprinting signals were unleashed through cellphone signals: everybody who picked up was implanted with a homicidal Doll, and everybody who didn't suddenly found themselves facing off with said doll army. In a way, that scenario is simpler by far than the plot of the first season. You've got a nice, fairly clean binary opposition (the dolls and the people controlling them vs. the survivors), with plenty of opportunity to blur the lines and uncover the mystery of what happened.

If it was up to me to launch my brilliant new show, I'd open with this edgy ruined hell-scape to show people what was at stake, and fill in the blanks as I went along. I'm the sort that sits back and spends a good half hour speculating about stuff with friends and even I was blown away by how fucked up things were, though given the situation presented, the aftermath seemed completely appropriate. As for flashbacking, what better environment could a writer ask for than a world where you can download a person's entire being into a flashdrive?

There are obvious virtues to Whedon's subtler, more gradual approach to the story pf course. We grow increasingly attached to the show's characters as fissures creep through western society, right under our noses. We watch the technology push further and further, breaking boundaries that seem so innocent at the time. If anything, I am a sucker for brilliant plotting. But sadly, most folks aren't patient enough to watch a five year plan unfold. Hell, if Robot Chicken and Family Guy are any evidence, five minutes of continuity is pushing ones' luck. I love both those shows, don't get me wrong, but it saddens me to think that longer term, serialized story-telling is loosing it's place in television.

In conclusion, if you are a Browncoat who was turned off by Dollhouse's early offerings, come back and give it another look, preferably guided by a friend who knows the show well enough to take you through the good stuff. It may already be too late to launch a fan campaign strong enough to save the show, but trying never hurt anything. If you'll excuse me, I'm going to be late for my Treatment.

Friday, October 2, 2009

They Come in Squalor!

I think enough time has finally passed for me to give District 9 a good talking about without having to worry about catastrophic spoilers. Of course, if you have not seen it yet but you still intend to, do that before reading what I have to say, as the plot will be divulged, and dissected in detail henceforth.

District 9's premise, "what if Aliens came to Earth, not in war or peace, but poverty and desperation?" can be thought of as a return to classic sci-fi form, insofar that it is less concerned with the fantastic trappings of its own genre (laser gunfire, warp drives, paradoxes) , and more concerned with the scenario's social implications. The psuedo-documentary format is a brilliant frame for such examinations, because examining humanity is what documentaries do. We do eventually arrive at flashy firefights, foreign biology and space travel tropes as well, resulting in an intringuing, unique experience. Some critics, whose names I have made a point of not remembering, have complained that the film is simply a mishmash of old and familiar sci-fi tropes, and is therefore not original. Though honestly, if amalgamations cannot be considered original, Homer's a hack, Shakespeare's a schmuck and... you can see where I'm going with this.

The film opens with a collage of interviews and handy cam footage which informs us that an alien ship arrived in the skies of Johannesburg, South Africa in 1982, and ever since, the area has been inhabitted by a populous of alien aliens (Guffaw!) referred to as the Prawns, presumably because Cthulhu-Grasshoppers takes too long to say. An insidious PMC known as Multi-National United (MNU) has seized control of the situation, and it quickly becomes apparent that one of their lackeys, a Wikus van der Merwe, is going to be our main character and he's about as likeable as a wet pair of good shoes; he is boringly average, socially awkward and naive in an way that is simutaneously obnoxious and pitiable, but you aren't going to throw him out because there's good there.
If you think this is heavy-handed, you should check out the promotional website.

Things start to shift gears when Wikus gets sprayed with an alien chemical that (spoiler alert, last chance to turn back) gradually transforms him into a Prawn. Although it may not be all that original as hooks go, the twist works excellently as a plot device because it serves as the narrative's fulcrum, providing a convincing bridge for the disparate switch from docudrama to action thriller. Wikus' metamorphosis begins with his right arm, conveniently allowing him to use the alien weaponry coveted by tribalistic african gangsters and the scheming executives of MNU. All Wikus wants to do is go home to his loving new wife who is inconveniently the daughter of MNU's evil CEO. Since MNU is on high alert and anxious to sell Wikus to the military, he has to turn to the aliens to cure his condition. Carnage and gunfights ensue; the bloodiest seen since Watchman.

Yet District 9's sensationalized gore serves a purpose beyond the superficial: It establishes an atmosphere of intense brutality, which is quite appropriate for a movie set in a politically tense, refugee environment. Documentary fans may argue that the horrors of starvation, subjugation and degradation are brutal enough, and that watching people erupt into showers meat when blasted by lightning cannons only trivializes those subtler, truer horrors, and they may have a point. It's obvious that Blomkamp opted for "totally awesome" instead of social commentary in the final sequence where we see Wikus commandeer an alien battle mech and lays waste to scores of MNU soldiers. Then again, when Wikus is forced to fire a lightning cannon at a hooded, handcuffed prawn, it provokes sorrow and revulsion as opposed to stylized admiration.

That compromise between meaningful social examination and manic spectacle best describes my feelings toward District 9. It is engaging, both emotionally and intellectually, but part of me has to wonder what would have happened if things continued on at their slower initial pace. To a certain extent, it seems like we got to watch the fused halves of two seperate movies. I suspect that a big part of this has to do with the fact that Blomkamp was working on a budget of almost nothing; a condition that, when paired with passion and vision, produces truly remarkable things.
Truth be told, I'm worried about how the inevitable sequel (please come up with something more creative than District 10), will fare with a bigger budget and more press.

Wednesday, September 9, 2009

Still Lost Among the Dunes

Let's head back to Arrakis shall we? There was very little in the way of literary analysis on the first book of Dune, mostly because I have very little to say about it beyond "this book is so cool and you should read it." To address that deficiancy, this post will analyze both the second and third books in the original dune sextology, and it will also be absolutely saturated with spoilers, so consider yourself forewarned. Last I left off, I was broaching a discussion of Children of Dune, having completely skipped over the second book in the series, Dune Messiah. This was not intentional, though frankly there isn't much to say about the second novel.

Unlike Star Wars, Indiana Jones and Batman, Dune lost some of it's rich complexity when translated to Lego.

I read Dune Messiah in the fall of last year, just a couple months after reading Dune, and it struck me as little more than an extended epilogue to the story which hand already unfolded. It didn't introduce any terribly compelling new characters or convincing threats (Sorry Scytale, you just aren't as cool as your name suggests). Herbert did introduce Ghola cloning technology to the series, but left the concept rather under-explored. That being said, the story does bring added closure to the original, and it brings it very well, beggining with the backlash to Paul's assendency and continuing on to his tragic fate.


I say Children of Dune is a proper sequel, because it runs counter to the first two books in almost every way. The energy dedicated to exploring Paul's ability to predict the future has been redistributed to his children's genetic total recall. Paul's heroic decision to die a mortal death and avert intergalactic Jihad is reconstrued as an act of selfish cowardice. It is revealed that Paul didn't even die at all when he walked off into the desert. Even though the plot twist initially excited me, (for it's hard not to get excited about characters coming back from the dead), I was it left me sad later on, because it's the sort of inorganic story telling Herbert never resorted to in his earlier novels. Admittedly, he does soften the effect of this revelation by repeatedly foreshadowing it and repeatedly stressing that Paul has become a different character, but it still feels like some sort of cheap trick.


Sadly, this is not the most preposterous plot point in Children of Dune. Characters who have been well established as intelligent and wise suddenly suffer from attacks of idiocy, only to display mind boggling insight moments later. Lady Jessica is a prime example. Even though Leto II (Paul's son and the new protagonist) makes her look like an idiot fool in conversation, she somehow mannaged to see past his elaborate feign death and trap him in the desert, even though he is presient and she is not. More messily developed characters like Alia and Duncan (or the Ghola formerly known as Hayt) spiral out of control destroying the few consistent threads of personality which had been previously established. These gaping holes in logic and continuity detract from the wonderfully density Herbert's world displayed in the first book. Even though we have lots of plots twisting around eachother and tangling together like sound trout, they never quite form a worm, or a god-emperor for that matter.

Fortunately, Herbert's philosophical musings remain poetic and potent, and conceptually he continues to engage. I resonate with the book's central message, assuming I correctly understand it to be the sentiment that people are far too eager to submit themselves to the will of heredity. At the same time the Golden Path, Leto II's infallible plan to ensure the survival of the human race, strikes me as an inherently evil concept because it is contingent upon the idea that man must submit to the rule of a single godly tyrant. Indeed, Paul deliberately avoided such a path in the first book for the same reason. Leto denounces this is cowardice, since Paul created a universe that looked for divine justice by becoming a messiah, only to deprive it of such guidence. While I'm willing to concede that Paul's suicide may not have been the best decision for his empire, Leto never provides a convincing explanation as to why tyranny is a better alternative.

In fact, the end of Children of Dune serves as a dark reflection of the original novel's conclusion; the main character storms into his enemies lair, laying waste to all resistance, and coerces the survivors into submission, though for some reason when Leto did it, I felt like evil had won. I think my primariy problem is a lack of motivation. Paul was finally attaining retribution against the Harkonens who had killed his father and brutalized the people of Arrakis, while Leto (who didn't feel human even before merging with worms) is simply killing his demented aunt. The fact that he claimed his sister for a wife and whored her out to his cousin doesn't sit well with me either.

On the pluse side, Leto is primed to be a brilliant villian in God Emperor of Dune, though I think it will be a good long while before I head back to Arrakis.

Tuesday, September 8, 2009

Lost Among the Dunes

Despite my love for science fiction, I am not really all that well-read in the genre, especially where the classical authors are concerned. This is not due to deliberate omission as much as culture diffusion and osmotic pressure. The ideas put fourth by Asimov, Wells and Heinlein, concepts like time travel and interstellar empires, have already seeped into the cultural conscious and attained a familiarity which I cannot help but take for granted, so I feel little compulsion to read the original source material. I realize this historical indifference is the mark of a foolish young man, but I'm wise enough to be in no hurry to grow older. Fortunately, I have friends and family who are wise and insistent enough to get me to read classic sci-fi.


Such was the case with Frank Herbert's Dune, a novel I now refer to as The Lord of the Rings of science fiction. Like many off-the-cuff descriptions, my comparison serves as a point of reference more than anything else: Both works share the same staggering scale; epics which establish fictional universes whose detailed histories exert genuine gravity on readers. Yet the actual structure of Dune's mythology bears a greater resemblance to Middle-Earth than to that of Asimov's Foundation, though now that I write it, Dune might be better summed up as the middle ground between those two novels.

The most impressive thing about Dune, the thing which elevates it above Tolkien in my opinion, is that it is as dense as it is broad and deep. Yes, Herbert gives you rich detailed lore, and poems, but rather than forcing it into long chapters about walking, riding or hiking, he presents them as footnotes before each chapter so they don't become insuferable tangents which swallow the story's momentum. The first novel Dune novel feels like a complete trilogy in and of itself, as it follows young Paul Atreides journey from prince of Caladan, to rebel leader, to religious figure and emperor of the intergalactic Empirium. Over the course of that journey, Herbert delves into heady topics of ecology, religion, sociology to develop the distinctive culture of intriguing factions like the semi-nomadic, religiously fantic, worm-riding Fremen warriors and the scheming Bene Gesserit, who resemble ruler-cracking mother superiors schooled in Jedi mind tricks and yoga, mixed with a dash of dominatrix for good measure. Among these colorful factions we find unforgetable characters such as Stilgar, the wise warrior-priest cheiftan, the treacherous yet sympathetic Wellington Yueh, and my personal favorite, Gurney Halleck the silver-tongued bardic assassin. All these disparate elements blend against the amazing backdrop of the desert planet Arrakis whose unique ecology is the sole producer of the life-prolonging precience enhancing spice, Melange. Also, gaint god-worms of death.



The sci-fi concepts which guide Dune's story are as intriguing and densely presented as the story itself. Classic sci-fi tropes like laser weapons, force fields, and faster than light travel are all present and accounted for, and they are accompanied by other fantastic technology such as Ornithropters (aircrafts that fly by flapping their wings like birds) and water-recycling suits. These are mere set pieces however. The details of such technology pales in comparison to Herbert's exploration of concepts like hypnotic suggestion, evolution and presience; things which literally change the dynamic of what it means to be human. He takes a mystical approach to these concepts, much like how somebody from the eighteenth century might address cellphones, rather than a highschool science teacher trying to establish hard rules.

Herbert's books aren't any poorer for the omissions. On the contrary, they remain readable. Trying to sort through that sort of intellectual detritus in addition to navigating all the disparate philosophies and politics at work would merely exhaust readers: an important lesson I repeatedly fail to remember when working on my own fiction. Whenever the plot particulars points in a story get difficult (a character is being difficult, I forget where I'm going with something, etc.) I preoccupy myself with the grand questions of the fictional universe said story takes place in. Last week this led to wikipedia binge on quantum physics that led me to look at the universe as a perpetually splintering thread of possibility. Interestingly, I was reading Children of Dune at the time (the inspiration for this post), and I found both my thread concept, and the mind numbing confusion surrounding it reflected in Leto II's struggle with pressience and past lives. I'm still not sure if my life was imitating art or merely being fucked up by it.

Anyway, I think this is a suitable stopping point for today. I'll continue with Dune Messiah and Children of Dune next time. Expect more in the way of actual lit criticism.

Thursday, July 23, 2009

My Kind of Folk

Even though I love the arcane trappings of magic and the raw symbolic power that pervades the fantasy genre, I am a science fiction man at heart. The reason is very simple really. While Fantasy draws its power from heritage and whimsy, Science Fiction is all about addressing change and exploring possibility. Essentially, one is nostalgic and the other is forward thinking.
So consider yourself forewarned: When Nerdmagedon commences, and battle lines are drawn to determine whether sci-fi or fantasy shall reign supreme, I will stand tall beside the Klingons, Jedi and Cylons against the elves, dragons and fairies.

Believe it or not this post was not inspired by Comicon, which I still have yet to attend. Rather, it stems from the sci-fi genre-bender binge I've been on the whole summer. I'm currently reading a tech-noire with heavy military undertones, playing a space survival horror game, and on the weekends, I get together with friends to re-watch the finest Space Western the world has to yet to see: Joss Whedon's Firefly.


Depending on who you are, that may sound like small praise or blasphemous hyperbole. The space western is still a pretty young sub-genre of science fiction, but what's there is good stuff. The earliest and most prominent example I am aware of is Star Wars, and while the work is too broad to be wholly classified as western, there is no doubt in my mind that it's lawless, frontier atmosphere is what allowed it to stand apart from Star Trek's universe, whose federation of planets seems insufferably tame and preachy by comparison. Another fine piece of fiction to work with the space cowboy concept is the anime Cowboy Bebop, which I shall discuss in detail next post.

The thing that sets Firefly above the above-mentioned series, is that it is a western first and foremost, with just a little bit of science fiction thrown in for flavor. Almost every character in the cast is based on a classic western archetype. You've got the wise old preacher, the hooker with heart of gold, the crass and crude mercenary brawler, the fancy doctor, and the confederates (Browncoats) who have turned to outlawin' following their defeat in the Civil War (The Unification). The only recurring characters who break the theme are crazy psychic girl, perky mechanic girl, and sarcastic ship pilot. Even the reavers(!), the series reoccurring bogeymen, conform to the old western stereotypes of Indians, in that they are also people, though frightening violent people who have a tendency for scalping and cannot be communicated with.

Now, I love a good western as much as the next sumbitch, but I couldn't rightly tell you that it's one of my favorite genres. By and large, there tends to be a little too much talk of land for my tastes and the folksy atmosphere, where men are supposed to be strong creatures of few words well versed in farming, firearms, and mechanics is hardly hospitable to my nerdy nature and suburban upbringing. The patriotic undertones and lack of cultural diversity also tend to bother me. Seeing how I am an average sample of Whedon's fan base, it is easy to see how he had trouble marketing this series and why Fox decided to pull the plug. Like most other people, I only discovered the show after it had been canceled, and realized that the sci-fi elements addressed all my country western anxieties.


Setting the series in a spaceship, as opposed to a town or a farm gives the series a sense of home (which is essential for the Western) without rendering it sedentary. To inject some cultural diversity into the mix, Whedon sprinkles Chinese throughout the script and refers to his personal take on the evil galactic empire as The Sino-Asian Alliance, acknowledging China and America as the two superpowers most likely to seize control over human society. The cast also has more color than typical American television, let alone a typical western, featuring two black actors, and a Brazilian as well. The real thing which translates the folksiness of Firefly into something nerds can appreciate however is the dialogue. Whedon manages to unite the witticisms of nerd culture with folksome earthiness by relying on plainspoken wit and blunt understatement instead of references to folklore and pop culture.


Interestingly, Serenity, the film intended to serve as the possible salvation/wrap up for Firefly, switches gear's from the television series' western tone to a full on Sci-fi adventure. The western influence and folksy language lingers, but the plot moves away from bank heists, cattle raids and shootouts to encoded messages, insidious viruses, and the mysterious ambitions of the nefarious alliance. Laser weapons start popping up in a world that had only been armed with traditional guns. That was actually the thing that tipped me off to the genre switch.Normally, I would link Picard at this point, but I can see the reasoning behind the toneshift. The movie was a last ditch effort to try and draw in a broader audience for the show, so it needed to be easy to market, and since people are skeptical of stories they can't fit a familiar label to, Whedon decided to give it a more traditional Sci-fi flavor.

All in all it seems like a forgivable evil since the movie is still engaging and enjoyable. If you haven't seen any of Firefly yet, I recommend you rent or buy Serenity, and if you like that, pick up the the show on DVD. I really don't know how much it will set you back, but it's the sort of show that you can watch again and again, picking up new things each time, and the episodes are fairly self-contained, making them great to share with friends.

To those Firefly fans who have not picked up the comic books, I would heartily encourage you to do that as well, regardless of how you felt about the movie. Both series (Better Days and Those Left Behind) take place before the movie and hold true to that original western tone while sewing up a few loose ends. There is nothing particularly ground-breaking in either story, but the dialogue is entertaining and the artstyle is detailed and faithful to the show. Finally, for those of you who are hungering to hear about a certain enigmatic preacher's past, word has it that a lil series called A Shepard's Tale is in the works. It is slightly worriesome that said word came mid 2007 with a projected release date of late 2008, but the announcement came from Ron Glass (with Whedon's permission), so there is still hope yet.

Monday, May 18, 2009

Bold Going

As usual, I must apologize for my lack of updates. It turns out school requires work and study. I know I keep promising to post on Y: The Last Man but sadly I just haven't had the juice to finish reading it. It's not that the series has turned sour, in fact it has proven itself to be resilient against the strain of incoherence that tends to haunt long running serials, and I have high hopes that it will deliver a strong conclusion, which I would like to discuss with you. Furthermore, I'm afraid I have to revise my promise of weekly Japan's Finest! posts to a monthly model. As much as I love anime and manga, there are other things I want to talk about, and until I can get into better update groove, I'm just going to write on whatever strikes my fancy.

Today I would like to talk about a little film I've managed to see twice over the past week.

It's the best movie I've seen all year, though that's hardly a badge to boast about considering Wolverine is the only other flick I've seen. Some critics are referring to it as "This year's Ironman," which is a more suitable and accurate marvel-based point of reference in terms of both quality and composition. Both films have lots of action, quick dialogue, a sexy technology from the future aesthetic, impressive SFX and excellent casting. At the end of the day, Star Trek beats out Tony Stark because it has a richer cultural legacy to draw on. Don't get me wrong: Ironman is a great superhero and a rich comic anthology, but it really can't compare to Star Trek in terms of cultural impact.

Like most ought-era twenty-somethings, I've seen more of Star Trek: The Next Generation than The Original Series, but I still have a general feel for it thanks to all the pop cultural lint my brain has collected over the years. Most of the time these catch phrases and inside jokes clog practical thought or dissolve my attention span, but whenever Hollywood decides to resurrect a franchise I have no business being familiar with, this minutiae serves as an almost magical link that lets me share in the reboot buzz. I love the drama of that seems to arise in these reawakened fandoms. On the one side, you have an army of cynics and elitists, fearing that what they loved about the show will be lost or tarnished, and in the other corner you have cautious-optimists who are glad to share the experience with a younger generation.

In Star Trek's case, most of this drama was wrapped up in casting concerns. Almost all of my precious little knowledge of The Original Series concerns the characters of the show; a collection of personas, which, through decades of self-deprecation and jokey skits, have become inextricable from the actors that first played them. "The Shat" is a prime example. Then again, by the time I was old enough to start recognizing celebrities and Hollywood personalities, he had already become thoroughly ironic icon; the good humored has-been. In fact, it's hard to imagine it being any other way.


Whatever the past held, the present cast of USS Enterprise is a blend of charisma, chemistry and talent that is a joy to watch. I started getting excited about the movie when I heard that John Cho would be playing Sulu and Simon Pegg would be Scotty. They certainly live up to my hopes, though they could use a bit more screen time in the sequels. I'd never heard of Anton Yelchin but his eager, bright-eyed take on Chekov is relentless charming, even if the Russian w/v gag is a little over-done. My personal favorite was McCoy. Karl Urban does a brilliant job of capturing Bone's warmhearted cynicism and he has some of the best lines in the film. I always thought Zach Quinto was a great villain on Heroes, but he makes an even better Spock. The traditional Vulcan farewell "live long and prosper" has never sounded more like "Fuck you," and when you see the scene you'll understand how that's a good thing. He also has surprisingly potent chemistry with Zoe Saldana's Uhura, whose character is sadly a touch under-realized. Of course, James Tiberius Kirk is the central figure of the story and he gets the best character introduction since Johnny Depp rode a sinking ship into Port Royal.


To be honest I'm a little bit hesitant to examine the plot carefully, because it really was not crafted with close-reading in mind. Like Ironman, the pacing is so tight and quick that one can't escape the sense that something valuable must have been edited out or glossed over in the interest of presenting viewers with a fun easy to understand experience. Such streamlining is essential for crafting fiction, and even more so for popular fiction, but when taken to excess, the plot can end up feeling lifeless and plastic.

Manufactured plots are sadly familiar to Science Fiction. Hypothesis is the heart of the genre, and writers set out to answer questions about our society by altering it in impossible ways. Unlike researchers though, whose conclusions must conform to the results of their experiments to remain ethically and practically viable, authors are free to change or invent any element they like to adjust the final message of their story. Good authors try to make their additions as reasonably logical as possible so their story can remain relevant and valuable to society. The result are incredibly engineered worlds, crowded with specific jargon and complex explanations.

Star Trek, being a modern mythology, follows the classic heroic template, but rather than complicating the Science Fiction, it makes things simpler. Technology is treated like magic, and the emphasis is placed on two men trying to find their path in the world. It is a timeless universal theme, though the plot escapes the stagnation of classic conventions by trading it for the more complex, engineered Sci-fi approach to structure, creating a story that is grand in scale but laser sharp in terms of pacing. The story begins with what could be considered a prologue, followed by time skip and character introduction scene, followed by a second time skip and character introduction, followed by yet another introduction and time skip scene, before finally settling on the main plot arc which only takes about a day or two to reach a resolution.

This kind of chronological hopscotch is risky business, especially when the main plot is based on time travel, because it invites all kinds of plot holes and can hamper character development. Despite a few absurdly convenient plot elements, nothing crucial has been ignored or explained away, and the story survives the vacuum of space. Most impressive though, is the way the film carves it's niche in the greater Star Trek universe. The temporal twist provides a canonically sound and blissfully simple explanation for the reboot through the concept of alternate universes.

I'm happy to hear that the Enterprise's new crew is signed on for two more films. I realize that's standard procedure these days; every film is a potential franchise, but usually this is a detrimental trend. Some films that should simply be left alone suffer multiple sequels in the interest of turning a profit. Star Trek has always been a fictional universe as opposed to an isolated story however, and the end of the film begs for further exploration. There are no cliffhangers or loose threads here, just more fun to be had.