Well, this came out today.
Now, let's go back for a minute to 2009, to my reaction to the first movie in this new continuity: "The movie was amazing...but it wasn't Star Trek." I left the theater with the satisfaction of having seen stuff blow up real good IN SPAAAAAAAAACE, and with the disappointment of my favorite entertainment franchise heading off in a direction more appealing to hip, young Star Wars fans than curmudgeonly, fun-hating Star Trek fans like me.
Part of me is looking forward to this new movie—crashing the Enterprise into downtown San Francisco looks like it should be cool, and I'll finally be able to determine whether this new direction was worth four years of aggravatingly conflicting emotions.
The other part of me doesn't really care.
You know I've still only seen the previous movie once? On opening day, in the theater. That's it. I've seen Star Trek: Nemesis at least four times—willingly, no less. I think that says something about where my loyalties lie. I'd rather watch bad Star Trek than a good movie pretending to be Star Trek.
Though, really, I'm no longer sure the previous movie was all that good to begin with. And after more intense scrutiny, Nemesis doesn't seem as bad, either.
I read through all of "Star Trek by the Minute," a series of 117 blog posts analyzing the science, moviecraft, and faithfulness to the Trek name of every single minute of the 2009 Star Trek film. I watched Cowboys & Aliens, a film written by the same guys who wrote Star Trek. I continued my ongoing endeavor to watch every episode of every official Star Trek series with several seasons of Next Generation, Deep Space Nine, and Voyager. I chatted about the film with Morgan Gendel, writer of (among others) TNG's famous episode "The Inner Light."
I've had plenty of time to think about the 2009 film, and plenty of opportunities to pick it apart and compare it to other movies and other Trek. I've reached the conclusion that the action sequences, special effects, music, and novelty of having the original Star Trek back on the big screen have successfully masked some very serious flaws with the storytelling, and deflected attention off of the heart of the movie, which is so fundamentally different from what has traditionally made Star Trek...well, Star Trek.
There have been bad films and bad episodes that haven't really felt like Star Trek, or haven't lived up to the standard of quality established by the likes of Wrath of Khan and "The Best of Both Worlds." Even with the wrong director at the helm or a sub-par script to work with, someone involved in any given Star Trek production was trying to keep Gene Roddenberry's vision of the future alive. If this new movie trailer is any indication, it looks to me like J.J. Abrams wants to recreate Star Trek in his own image.
Time for spoilers, kiddos.
From the press release: "When the crew of the Enterprise is called back home, they find an unstoppable force of terror from within their own organization has detonated the fleet and everything it stands for, leaving our world in a state of crisis. With a personal score to settle, Captain Kirk leads a manhunt to a war-zone world to capture a one man weapon of mass destruction. As our heroes are propelled into an epic chess game of life and death, love will be challenged, friendships will be torn apart, and sacrifices must be made for the only family Kirk has left: his crew."
So, let's think about that while we consider what was destroyed in the first film, and what will probably be destroyed in the second one: Spock's mother. Kirk's father. Vulcan. Starfleet. "Friendships," whatever those are. (I'm already blaming Uhura.) Possibly even the Enterprise itself. And that's not to mention the Prime timeline's Romulus, along with 40+ years of continuity.
Kinda looks like he's gunning for a totally blank slate where the characters are the only things identifiable as being from Star Trek. Who's the villain in this one? Not an iconic alien like a Klingon or imported-from-another-timeline Romulan. Though, that is not to say the villain might not be iconic—that is, i-Khan-ic.
What I'm hoping for: Those parasitic mind-control grubs from the TNG episode "Conspiracy" finally make their grand return, infiltrating Starfleet Command under the watchful eye of a lesser-known villain from the annals of Star Trek history.
What I'm expecting: KHAAAAAAAAAN!!!!
There can still be mind-control grubs, though.
We'll see how this one turns out—without the oppressive shackles of loosely observed continuity shaping the direction of the story, J.J. Abrams and Co. are free to do absolutely anything they want with this film.
Things We'll Probably See:
- Nurse Chapel, whose only function is to scream at scary things, and give McCoy somebody to talk to, 'cuz he really doesn't seem that tight with Kirk
- An impromptu Gorn battle that completely interrupts the flow of the story
- Vulcans behaving completely out of character
- A reference to a classic Trek scene or quote, which inadvertently devalues the scene or quote if you think about it too hard
- LENS FLARE
- An incredibly important plot point that's barely explained and/or makes absolutely no sense if you think about it too hard
- Adults who are absolutely useless in crisis situations, leaving the young'uns to take matters into their own hands
- Petty bickering over a woman (I'm already blaming Uhura)
- Someone getting killed off for plot convenience and/or a cheap emotional response
- No Klingons, or worse yet, pointless Klingons
- Really awesome action sequences that make you forget about everything I just mentioned
Despite my cynicism, I'm open-minded enough to give Star Trek Into Darkness a chance. Skyfall was enough to rekindle my enthusiasm for the James Bond franchise after Casino Royale and Quantum of Solace took it in a direction I wasn't overly excited about; all it takes is one movie.
Though, given how downplayed the words "STAR TREK" are on the movie poster, I doubt Into Darkness will help me see the light.
Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts
Thursday, December 6, 2012
Friday, October 12, 2012
Star Wars Trivia for Kids
I have been tasked with creating a series of Star Wars trivia questions to fill about 15-20 minutes with some youngsters. Now, I have enough experience to know what kinds of general trivia questions do and don't work well with the younglings, but Star Wars trivia? That's a bantha of a different color.
Why, when I was still barely taller than an Ewok, I could've named a half-dozen classes of Star Trek starships, told you exactly how many bars of health Mega Man started out with, and quoted half of Michael Winslow's lines (and sound effects) in Police Academy. Never underestimate the geek capacity of a child.
At the same time, never overestimate the geek capacity of a child.
It's difficult to tell what, exactly, this generation of Star Wars fans knows. From the diehard who built her own lightsaber, right down to the newcomer who thinks a Star Destroyer is a scathing news report on TMZ, the difference between what passes for general and esoteric Star Wars knowledge has shifted from when I was a kid, and it's all because of the prequels and The Clone Wars spinoff movie and TV show.
I say this without conducting any kind of formal research, mind you. However, the kids for whom I'm writing these trivia questions grew up when Darth Maul action figures were all over the shelves, Samuel L. Jackson was known primarily as the guy who played Mace Windu, and "wesa no liken" passed for acceptable English. Now they're watching a computer-generated Anakin Skywalker be the hero every week, and reading about Kit Fisto and Plo Koon in their comic books. Of course their knowledge of Star Wars is going to be different from mine at that age.
So, I'm playing it safe: I've got the dork-heavy questions like "What do Nute Gunray, Lott Dod, and Rune Haako have in common?" as well as the questions that every fan should know, like "True/False: Han shot first." (Obviously, it depends on which version you're watching. Obviously.)
May the Force be with me.
Why, when I was still barely taller than an Ewok, I could've named a half-dozen classes of Star Trek starships, told you exactly how many bars of health Mega Man started out with, and quoted half of Michael Winslow's lines (and sound effects) in Police Academy. Never underestimate the geek capacity of a child.
At the same time, never overestimate the geek capacity of a child.
It's difficult to tell what, exactly, this generation of Star Wars fans knows. From the diehard who built her own lightsaber, right down to the newcomer who thinks a Star Destroyer is a scathing news report on TMZ, the difference between what passes for general and esoteric Star Wars knowledge has shifted from when I was a kid, and it's all because of the prequels and The Clone Wars spinoff movie and TV show.
I say this without conducting any kind of formal research, mind you. However, the kids for whom I'm writing these trivia questions grew up when Darth Maul action figures were all over the shelves, Samuel L. Jackson was known primarily as the guy who played Mace Windu, and "wesa no liken" passed for acceptable English. Now they're watching a computer-generated Anakin Skywalker be the hero every week, and reading about Kit Fisto and Plo Koon in their comic books. Of course their knowledge of Star Wars is going to be different from mine at that age.
So, I'm playing it safe: I've got the dork-heavy questions like "What do Nute Gunray, Lott Dod, and Rune Haako have in common?" as well as the questions that every fan should know, like "True/False: Han shot first." (Obviously, it depends on which version you're watching. Obviously.)
May the Force be with me.
Topics:
Sci-Fi,
Star Wars,
Stories of Fandom
Thursday, September 27, 2012
Honest Trailers
If you're any kind of movie buff and don't mind a little adult language, you'll probably get a kick out of these: Honest Trailers, which parody the teasers of popular movies and tell the world what they can really expect to see:
If you liked these, there's a whole playlist of 'em on the Screen Junkies YouTube channel for Twilight, Titanic, The Dark Knight, and other movies that start with T.
If you liked these, there's a whole playlist of 'em on the Screen Junkies YouTube channel for Twilight, Titanic, The Dark Knight, and other movies that start with T.
Thursday, September 20, 2012
Enemy Mine: A Star Trek Fan's Look
And now, a guest post!
You are, perhaps familiar with (and if you read this blog, shame on you if you aren't) the franchise Star Trek. But, I ask you, I urge, I bid you if you are not familiar, to become familiar with a science fiction movie entitled Enemy Mine. So let me, Joseph Belle, bring you up to speed; maybe you'll give it a watch.
The beginning of the film is quite simple: you have the humans and the Dracs, two vastly different races who can't even talk to one another, vying for control of a mineral-rich area of space. Both believe the area belongs to them, and neither is willing to try and even communicate. So when they see the other, they just send out fighters and blow each other apart. Now I call this a review from a Star Trek fan's point of view because it's not what happens in the beginning that matters so much; because, soon into the film, one of the human pilots goes after a Drac ship, and in the dogfight, both ships are damaged.
They crash to the ground, and you find that the human pilot (one Willis E. Davidge played by Dennis Quaid) is now alone, as his gunner died in the crash. Not knowing if the Drac pilot survived, Davidge tries to radio for rescue, only to find his radio is out, so he starts making his way towards the downed Drac ship, only to find that the Drac pilot survived.
I don't want to go into a complete play-by-play of the entire movie, but in the end, Davidge is faced with living alone, or living with an enemy. Choosing to live with his enemy (The Drac pilot Jeriba Sherigan played by Louis Gossett, Jr.) the two learn to speak each other's language and find that they are not so different.
The story is a heartwarming adventure of how two people can be so different, but so alike at the same time, culminating at the midpoint of the movie, in which Davidge is forced to make a decision that will potentially make all of humanity turn their backs on him.
It's worth a watch, if you can find a good copy of it, and it's based on the story written by Barry B. Longyear. Despite the book being so short, the movie is an exception to the rule of the book always being better than the movie. But I believe both are worth attention and time, especially if, like me, you feel that warm attachment to the hope that humanity can move beyond our petty disagreements and become something greater. If nothing else, it's a good, classic science-fiction movie.
You are, perhaps familiar with (and if you read this blog, shame on you if you aren't) the franchise Star Trek. But, I ask you, I urge, I bid you if you are not familiar, to become familiar with a science fiction movie entitled Enemy Mine. So let me, Joseph Belle, bring you up to speed; maybe you'll give it a watch.
The beginning of the film is quite simple: you have the humans and the Dracs, two vastly different races who can't even talk to one another, vying for control of a mineral-rich area of space. Both believe the area belongs to them, and neither is willing to try and even communicate. So when they see the other, they just send out fighters and blow each other apart. Now I call this a review from a Star Trek fan's point of view because it's not what happens in the beginning that matters so much; because, soon into the film, one of the human pilots goes after a Drac ship, and in the dogfight, both ships are damaged.
They crash to the ground, and you find that the human pilot (one Willis E. Davidge played by Dennis Quaid) is now alone, as his gunner died in the crash. Not knowing if the Drac pilot survived, Davidge tries to radio for rescue, only to find his radio is out, so he starts making his way towards the downed Drac ship, only to find that the Drac pilot survived.
I don't want to go into a complete play-by-play of the entire movie, but in the end, Davidge is faced with living alone, or living with an enemy. Choosing to live with his enemy (The Drac pilot Jeriba Sherigan played by Louis Gossett, Jr.) the two learn to speak each other's language and find that they are not so different.
The story is a heartwarming adventure of how two people can be so different, but so alike at the same time, culminating at the midpoint of the movie, in which Davidge is forced to make a decision that will potentially make all of humanity turn their backs on him.
It's worth a watch, if you can find a good copy of it, and it's based on the story written by Barry B. Longyear. Despite the book being so short, the movie is an exception to the rule of the book always being better than the movie. But I believe both are worth attention and time, especially if, like me, you feel that warm attachment to the hope that humanity can move beyond our petty disagreements and become something greater. If nothing else, it's a good, classic science-fiction movie.
Topics:
Guest Posts,
Movies,
Reviews,
Sci-Fi,
Star Trek
Saturday, September 8, 2012
Forty-Six Ways Star Trek Changed My Life
September 8, 1966. It's been 46 years since the very fifth episode of Star Trek went on the air. (Not the first one; the fifth one--"Where No Man Has Gone Before" didn't actually air until September 22, assuming my time-traveling sources are correct.)
To celebrate this awkwardly numbered anniversary, I've compiled a list of 46 different ways in which Star Trek--not just the original series, but the entire multimedia franchise--has changed my life, or at least influenced it in some way or another. Strap yourselves in, kids--I'm about to get sentimental, ridiculous, and incredibly esoteric all at once.
1.) I occasionally refer to human beings as "ugly bags of mostly water."
2.) I occasionally wear cologne, making me an ugly bag of mostly scented water.
3.) I masqueraded as Geordi La Forge one Halloween. It was awesome.
4.) I was an avid fan of Reading Rainbow growing up--in no small part because the show was hosted by LeVar Burton--which helped foster a lifelong love of reading.
5.) I know more about fictional technology than I do about my own car.
6.) Much of my time on the playground in elementary school was spent running around pretending I was a starship captain.
7.) I got it into my head that "Spot" is a perfectly acceptable name for a cat.
8.) It is incredibly easy to shop for calendars for me every year. "Do you have Ships of the Line? Yes? Beautiful. Done."
9.) For several months, I was engaged in geeky, philosophical, and religious discussions and debates with the author of "Star Trek by the Minute" that challenged me to think more critically and logically in my arguments.
10.) I missed about an hour and a half of festivities during one of my last cast parties with my theater group to catch the series premiere of Enterprise.
11.) I missed a sizeable chunk of the festivities at PAX East 2010 to meet Wil Wheaton.
12.) My now-wife and I had the perfect way to geek out with the invitations and table markers for our wedding.
13.) I paid a visit to the 24th century.
14.) I bought my first movie tie-in comic book in 2009.
15.) I got a lot of inspiration for blog posts, apparently.
16.) Riverside, Iowa is on my list of places to visit if I ever get the chance.
17.) I chuckle a little bit whenever I hear John Tesh on the radio, knowing he once played a holographic Klingon.
18.) I've learned that the best explanation for irreconcilable continuity errors is usually, "time travel."
19.) Where (in)appropriate, I refer to nudity in terms of Betazoid weddings and dressing like a Ferengi female. Yes, I'm terrible.
20.) I own a Star Trek: The Next Generation mug, which is my mug of choice when having toast and hot chocolate.
21.) On the rare occasions where I drink tea, there's usually only one choice, and it's the beverage that prompted me to drink tea in the first place: Earl Grey, hot, of course.
22.) My phobia of crawling around in ventilation ducts (a phobia that started with Space Quest V, which was also very heavily influenced by Star Trek) got slightly worse thanks to those squeak-burbling Parasite creepy-crawlies in Star Trek Voyager: Elite Force. (Yes, I just used the expression "squeak-burbling." It's incredibly accurate.)
23.) I am computer literate: After haphazardly tinkering with things I knew little about and accidentally destroying my family's Star Trek screensaver, I vowed to teach myself enough about computers to never let such a thing happen again.
24.) The exploits of Captain Proton encouraged me to watch Flash Gordon Conquers the Universe, further expanding and deepening my knowledge and appreciation of vintage science fiction.
25.) I giggle anytime I hear the phrase "recipe for biscuits," which, admittedly, is not nearly as often as I'd like.
26.) I possess a sizable collection of action figures, toy props, and model starships, all of which contribute to the already overwhelmingly geeky décor of my home.
27.) My bedroom ceiling was once decorated with various tiny Star Trek (and Star Wars) ships suspended from it, amidst glow-in-the-dark stars. Going to sleep at night was about the coolest thing ever.
28.) "The Picard Song" is proudly featured on one of my many mix CDs, and I've developed an unexpected fondness for "Blue Skies," as well.
29.) I've started paying attention to the names of writers, directors, and music composers in film and television. It's so much easier to understand the ups and downs of a franchise once you know the people involved behind the scenes.
30.) I have an improved understanding of the general structure of languages thanks to a crash course in Klingon.
31.) My friends, family, and I have spent countless hours bonding over the episodes and movies we've watched together.
32.) My friends, family, and I are collectively around $3000 poorer for buying me every Star Trek movie and series on DVD.
33.) I managed to turn a hand injury into a training exercise at a young age and learned the Vulcan "live long and prosper" salute while two of my fingers were bandaged together.
34.) Though I enjoy Star Wars, I never got into it the way other people have, in part because it differed from my expectations that Star Trek had set for sci-fi. That's not a "Star Trek is better than Star Wars" argument; Star Trek simply beat Star Wars to the punch.
35.) When my computer starts acting up, I occasionally employ a hint of a Scottish accent and address the computer by name, picking up the mouse and speaking directly into it if I feel so inclined.
36.) I've seen more episodes of Hawaii Five-O than I'd ever expected to.
37.) I've learned how to better analyze difficult situations and see multiple sides to a problem or issue, seeking a greater understanding of a situation before jumping to conclusions and solutions.
38.) Despite all the problems and troubles of our world today, I've been reminded time and again that we can overcome our differences and shape a better future for ourselves.
39.) When I have to suddenly shut off my car's cruise control to slow down for traffic, I refer to it as "dropping out of warp."
40.) When I'm struggling to keep awake while driving, I frequently ask my wife to talk to me, and she'll often ask whether I've heard the story of the three brothers who go to Jo'Kala to sell a giant kava root. (Silly us; we usually mess this up and say "Kalto Province" instead. Duh.)
41.) My wife and I also do our best bug-eyed Gowron impressions at one another sometimes to cheer ourselves up. My wife would like to inform you that she is much better at it than I am.
42.) I've gained an appreciation for clever reuse of props, sets, and archive footage, and have developed a keen eye for spotting such material. Like the cave that's in every episode of Deep Space Nine.
43.) On more than one occasion, I've thrown open my flip-phone like a communicator and started talking with my best "Kirk on a landing party mission" impression.
44.) Beyond the real people I knew, I had a series of role models throughout my youth thanks to Star Trek--intelligent people who had a passion for learning and exploration, loved their jobs, showed compassion to those in need, and sought peace with their enemies.
45.) I think space is incredibly cool.
46.) Growing up, my Saturday nights were always a family event--homemade pizza and an episode or two of whichever Star Trek was on. Even after Voyager and Enterprise went off the air, the pizza tradition continued, and something feels wrong with the universe if I go more than a weekend without it. (The pizza, that is; not the universe, though that's important, too.)
47.) OK, so this list was supposed to stop at 46. But you've gotta have a 47 in here somewhere.
To celebrate this awkwardly numbered anniversary, I've compiled a list of 46 different ways in which Star Trek--not just the original series, but the entire multimedia franchise--has changed my life, or at least influenced it in some way or another. Strap yourselves in, kids--I'm about to get sentimental, ridiculous, and incredibly esoteric all at once.
1.) I occasionally refer to human beings as "ugly bags of mostly water."
2.) I occasionally wear cologne, making me an ugly bag of mostly scented water.
3.) I masqueraded as Geordi La Forge one Halloween. It was awesome.
4.) I was an avid fan of Reading Rainbow growing up--in no small part because the show was hosted by LeVar Burton--which helped foster a lifelong love of reading.
5.) I know more about fictional technology than I do about my own car.
6.) Much of my time on the playground in elementary school was spent running around pretending I was a starship captain.
7.) I got it into my head that "Spot" is a perfectly acceptable name for a cat.
8.) It is incredibly easy to shop for calendars for me every year. "Do you have Ships of the Line? Yes? Beautiful. Done."
9.) For several months, I was engaged in geeky, philosophical, and religious discussions and debates with the author of "Star Trek by the Minute" that challenged me to think more critically and logically in my arguments.
10.) I missed about an hour and a half of festivities during one of my last cast parties with my theater group to catch the series premiere of Enterprise.
11.) I missed a sizeable chunk of the festivities at PAX East 2010 to meet Wil Wheaton.
12.) My now-wife and I had the perfect way to geek out with the invitations and table markers for our wedding.
13.) I paid a visit to the 24th century.
14.) I bought my first movie tie-in comic book in 2009.
15.) I got a lot of inspiration for blog posts, apparently.
16.) Riverside, Iowa is on my list of places to visit if I ever get the chance.
17.) I chuckle a little bit whenever I hear John Tesh on the radio, knowing he once played a holographic Klingon.
18.) I've learned that the best explanation for irreconcilable continuity errors is usually, "time travel."
19.) Where (in)appropriate, I refer to nudity in terms of Betazoid weddings and dressing like a Ferengi female. Yes, I'm terrible.
20.) I own a Star Trek: The Next Generation mug, which is my mug of choice when having toast and hot chocolate.
21.) On the rare occasions where I drink tea, there's usually only one choice, and it's the beverage that prompted me to drink tea in the first place: Earl Grey, hot, of course.
22.) My phobia of crawling around in ventilation ducts (a phobia that started with Space Quest V, which was also very heavily influenced by Star Trek) got slightly worse thanks to those squeak-burbling Parasite creepy-crawlies in Star Trek Voyager: Elite Force. (Yes, I just used the expression "squeak-burbling." It's incredibly accurate.)
23.) I am computer literate: After haphazardly tinkering with things I knew little about and accidentally destroying my family's Star Trek screensaver, I vowed to teach myself enough about computers to never let such a thing happen again.
24.) The exploits of Captain Proton encouraged me to watch Flash Gordon Conquers the Universe, further expanding and deepening my knowledge and appreciation of vintage science fiction.
25.) I giggle anytime I hear the phrase "recipe for biscuits," which, admittedly, is not nearly as often as I'd like.
26.) I possess a sizable collection of action figures, toy props, and model starships, all of which contribute to the already overwhelmingly geeky décor of my home.
27.) My bedroom ceiling was once decorated with various tiny Star Trek (and Star Wars) ships suspended from it, amidst glow-in-the-dark stars. Going to sleep at night was about the coolest thing ever.
28.) "The Picard Song" is proudly featured on one of my many mix CDs, and I've developed an unexpected fondness for "Blue Skies," as well.
29.) I've started paying attention to the names of writers, directors, and music composers in film and television. It's so much easier to understand the ups and downs of a franchise once you know the people involved behind the scenes.
30.) I have an improved understanding of the general structure of languages thanks to a crash course in Klingon.
31.) My friends, family, and I have spent countless hours bonding over the episodes and movies we've watched together.
32.) My friends, family, and I are collectively around $3000 poorer for buying me every Star Trek movie and series on DVD.
33.) I managed to turn a hand injury into a training exercise at a young age and learned the Vulcan "live long and prosper" salute while two of my fingers were bandaged together.
34.) Though I enjoy Star Wars, I never got into it the way other people have, in part because it differed from my expectations that Star Trek had set for sci-fi. That's not a "Star Trek is better than Star Wars" argument; Star Trek simply beat Star Wars to the punch.
35.) When my computer starts acting up, I occasionally employ a hint of a Scottish accent and address the computer by name, picking up the mouse and speaking directly into it if I feel so inclined.
36.) I've seen more episodes of Hawaii Five-O than I'd ever expected to.
37.) I've learned how to better analyze difficult situations and see multiple sides to a problem or issue, seeking a greater understanding of a situation before jumping to conclusions and solutions.
38.) Despite all the problems and troubles of our world today, I've been reminded time and again that we can overcome our differences and shape a better future for ourselves.
39.) When I have to suddenly shut off my car's cruise control to slow down for traffic, I refer to it as "dropping out of warp."
40.) When I'm struggling to keep awake while driving, I frequently ask my wife to talk to me, and she'll often ask whether I've heard the story of the three brothers who go to Jo'Kala to sell a giant kava root. (Silly us; we usually mess this up and say "Kalto Province" instead. Duh.)
41.) My wife and I also do our best bug-eyed Gowron impressions at one another sometimes to cheer ourselves up. My wife would like to inform you that she is much better at it than I am.
42.) I've gained an appreciation for clever reuse of props, sets, and archive footage, and have developed a keen eye for spotting such material. Like the cave that's in every episode of Deep Space Nine.
43.) On more than one occasion, I've thrown open my flip-phone like a communicator and started talking with my best "Kirk on a landing party mission" impression.
44.) Beyond the real people I knew, I had a series of role models throughout my youth thanks to Star Trek--intelligent people who had a passion for learning and exploration, loved their jobs, showed compassion to those in need, and sought peace with their enemies.
45.) I think space is incredibly cool.
46.) Growing up, my Saturday nights were always a family event--homemade pizza and an episode or two of whichever Star Trek was on. Even after Voyager and Enterprise went off the air, the pizza tradition continued, and something feels wrong with the universe if I go more than a weekend without it. (The pizza, that is; not the universe, though that's important, too.)
47.) OK, so this list was supposed to stop at 46. But you've gotta have a 47 in here somewhere.
Topics:
Lists,
Milestones,
Sci-Fi,
Star Trek,
Stories of Fandom
Sunday, July 29, 2012
Sunday Spotlight: Gurren Lagann
I've seen a number of anime series that build and build toward a satisfying climax, only to go totally weird in the last two episodes and ruin everything. I've seen shows that hold my attention for a while before steadily becoming less interesting as time goes on. Gurren Lagann introduced to me a new category of anime that falls short somewhere: shows that are totally rad except for a string of episodes in the middle that make you very, very angry.
Gurren Lagann is the first anime series I've seen that plays out like an ongoing D&D campaign: characters of humble origin are driven together by chance and circumstance; they embark on a grand adventure against increasingly impossible odds, becoming stronger and more heroic along the way; and no matter whether they achieve victory or taste bitter defeat, the story continues and new adventures arise as a direct result of what the heroes have been through. It's almost like four different series starring most of the same characters, fit neatly into the span of 27 episodes.
You've got Kamina, the irrepressibly and even foolishly gung-ho leader of the group. There's Simon, the cowardly digger who unearths the Gunmen (note the intentional pun on Gundam) called Lagann that sets their adventure into motion. You meet Yoko, the sharpshooter with a heart so warm that she barely needs any clothing to keep out the cold (that clothing restricts her movement is the completely reasonable rationalization given for her skimpy attire).
Along the way, the group meets up with a host of other characters, who range from a fabulous technology wizard, to a quartet of black-clad siblings, to a crewman whose only function is to excitedly press buttons, to a heroically comedic pig mole. They pick up team members from a sheltered, impoverished village just as easily as from the enemy palace. The team is even able to capture enemy Gunmen, changing their situation from being oppressed humans living underground to being powerful humans who roam freely across Earth's surface in their giant mechs.
Gurren Lagann is just as much a show about the characters as it is a show about big robots smashing up other big robots. At times it's a tongue-in-cheek parody, and at other times it's a serious and heartfelt tale of these characters fighting against fate, but more than anything else it's just plain fun. Gonzo action sequences, creative character designs, larger-than-life friends and foes, and smile-inducing dialogue make for a show that is just plain entertaining. The fact the characters are real characters who grow and change through their experiences, and whose actions directly impact the direction of the story, gives the show depth and a meaningful weight that's often absent in action-heavy anime.
That's why I got angry at Gurren Lagann: Following the conclusion of the major story arc that comprises more than half the series, we fast-forward to a point in the story that destroys both the fun and the meaning by having a few key characters shut off their brains to manufacture the conflict of the next story arc.
My wife and I have been watching the first season of Star Wars: The Clone Wars, and we've been noticing an unfortunate trend: everything is going well until one character shuts off his or her brain, triggering an unnecessary conflict that gives the characters involved a reason to fight, get captured, and/or die pointlessly. Conflict is not flowing naturally from the circumstances--it's more like the writers want to have a big battle between some clone troopers and the local aliens, so they introduce a character supposedly on the side of the good guys whose only goal in life is to kill all the local aliens. The writers have him shut off his brain when people try to reason with him, and have everyone else shut off their brains when he orders them to stop talking and kill the local aliens. This results in the viewer hating the character driving the conflict and calling everyone else an idiot, effectively severing any real investment he or she had in the episode. At least, if this viewer is like me.
My anger toward Gurren Lagann--like my distaste for the last several episodes of The Clone Wars--is not directed so much at the conflicts themselves as it is toward the presentation of those conflicts. Don't allow the viewer to get so angry at the avoidable situations and boneheaded characters that they begin to hate the show itself--temper the viewer's temper with a reason to pity or sympathize with the boneheaded characters, or forgo the emotional investment in people and places that'll make it hurt more when bad things happen to them.
There's a string of five consecutive episodes in Gurren Lagann where several of the heroes are turned into villains, either in the eyes of the viewer or in the eyes of their comrades. After fifteen episodes of natural story progression and logical character interactions, bad things just happen. Characters go off the deep end in pursuit of their beliefs, people stop thinking rationally about the actions and motives of other characters, and the writers--in true Dungeon Master fashion--develop the romantic relationships between characters just enough to be used against them.
If you ask my wife, she'll tell you that everything terrible that happens here is because of how the characters' histories and personalities are shaping their interactions with others and affecting their ability to adapt to their new situation. I don't entirely disagree. The problem is that the writers fail to show the viewer any of the humanizing factors that put these characters' actions into context until too late in the story.
It's one gut punch after another as the characters you once cared for are villanized and their world falls apart...but there's no glimmer of hope that things will get better; no feel-good successes in the face of disaster; no flickers of remorse from the offending parties; nothing to suggest that the good guys who think they're doing the right thing really are doing the right thing. I simply stopped caring at one point--let their world fall apart, because I'd rather see it burn than suffer through another half-dozen episodes of unchecked angst and despair.
By the end of the series, most of the events that had made me angry had been softened with further explanation and perspective, but that doesn't change my drastically unfavorable reaction to the episodes where all I could see were manufactured conflicts and emotionally manipulative situations. Did Gurren Lagann redeem itself? Yes. Once they finally started acting like heroes again, the show quickly went from bearable to downright fun once more. The sour taste in my mouth persists only because of how much I like everything surrounding that string of infuriating and disheartening episodes--Clone Wars is disappointing when it resorts to artificial conflict, but the show so far hasn't done enough to invest me in the characters and raise my expectations of the writing to make it feel like all that much of a letdown.
Overall, Gurren Lagann is one of the most entertaining anime series I've seen in a while, with at least one or two of the best action sequences I've ever had the pleasure of watching in an anime. There are great, memorable characters and a dynamic story that becomes almost absurd in its scope, though delightfully so. Even with my complaints against the way the second major story arc was handled (and your feelings on the matter certainly may vary, as my wife can attest to), I respect the show for its ability to continually build on itself without overstaying its welcome or losing track of its roots. It's a good series that comes recommended to any anime fan, and first-timers with no prior exposure to anime are all but guaranteed to find something they like, whether it's comedy or plot continuity or big robots punching each other with drills.
As a side note, viewers in search offan service a more complete Gurren Lagann experience should be advised that the English dub of Episode 6, the infamous hot springs episode, is considerably different from the original Japanese cut. It's a near-mandatory anime tradition to have an episode (frequently the sixth one, for some reason) take place at a hot spring, opening the door for scantily clad shenanigans in even the most serious and conservative series. Gurren Lagann is no exception, but the censors obscured some of the racier content with fog clouds, and excised the rest of it altogether, replacing it instead with a clever-but-obtrusive recap of the first five episodes.
As a result, the story feels somewhat disjointed, and most of the humor of the episode is lost, along with some worthwhile character development and even a little foreshadowing. The uncut and subtitled Japanese version is out there for free on the Internet if you poke around a bit, and there are plenty of synopses that go over the version differences if you'd prefer to pass on watching/rewatching the episode with its questionable content intact.
Anypigmole, that's Gurren Lagann for you.
Gurren Lagann is the first anime series I've seen that plays out like an ongoing D&D campaign: characters of humble origin are driven together by chance and circumstance; they embark on a grand adventure against increasingly impossible odds, becoming stronger and more heroic along the way; and no matter whether they achieve victory or taste bitter defeat, the story continues and new adventures arise as a direct result of what the heroes have been through. It's almost like four different series starring most of the same characters, fit neatly into the span of 27 episodes.
You've got Kamina, the irrepressibly and even foolishly gung-ho leader of the group. There's Simon, the cowardly digger who unearths the Gunmen (note the intentional pun on Gundam) called Lagann that sets their adventure into motion. You meet Yoko, the sharpshooter with a heart so warm that she barely needs any clothing to keep out the cold (that clothing restricts her movement is the completely reasonable rationalization given for her skimpy attire).
Along the way, the group meets up with a host of other characters, who range from a fabulous technology wizard, to a quartet of black-clad siblings, to a crewman whose only function is to excitedly press buttons, to a heroically comedic pig mole. They pick up team members from a sheltered, impoverished village just as easily as from the enemy palace. The team is even able to capture enemy Gunmen, changing their situation from being oppressed humans living underground to being powerful humans who roam freely across Earth's surface in their giant mechs.
Gurren Lagann is just as much a show about the characters as it is a show about big robots smashing up other big robots. At times it's a tongue-in-cheek parody, and at other times it's a serious and heartfelt tale of these characters fighting against fate, but more than anything else it's just plain fun. Gonzo action sequences, creative character designs, larger-than-life friends and foes, and smile-inducing dialogue make for a show that is just plain entertaining. The fact the characters are real characters who grow and change through their experiences, and whose actions directly impact the direction of the story, gives the show depth and a meaningful weight that's often absent in action-heavy anime.
That's why I got angry at Gurren Lagann: Following the conclusion of the major story arc that comprises more than half the series, we fast-forward to a point in the story that destroys both the fun and the meaning by having a few key characters shut off their brains to manufacture the conflict of the next story arc.
My wife and I have been watching the first season of Star Wars: The Clone Wars, and we've been noticing an unfortunate trend: everything is going well until one character shuts off his or her brain, triggering an unnecessary conflict that gives the characters involved a reason to fight, get captured, and/or die pointlessly. Conflict is not flowing naturally from the circumstances--it's more like the writers want to have a big battle between some clone troopers and the local aliens, so they introduce a character supposedly on the side of the good guys whose only goal in life is to kill all the local aliens. The writers have him shut off his brain when people try to reason with him, and have everyone else shut off their brains when he orders them to stop talking and kill the local aliens. This results in the viewer hating the character driving the conflict and calling everyone else an idiot, effectively severing any real investment he or she had in the episode. At least, if this viewer is like me.
My anger toward Gurren Lagann--like my distaste for the last several episodes of The Clone Wars--is not directed so much at the conflicts themselves as it is toward the presentation of those conflicts. Don't allow the viewer to get so angry at the avoidable situations and boneheaded characters that they begin to hate the show itself--temper the viewer's temper with a reason to pity or sympathize with the boneheaded characters, or forgo the emotional investment in people and places that'll make it hurt more when bad things happen to them.
There's a string of five consecutive episodes in Gurren Lagann where several of the heroes are turned into villains, either in the eyes of the viewer or in the eyes of their comrades. After fifteen episodes of natural story progression and logical character interactions, bad things just happen. Characters go off the deep end in pursuit of their beliefs, people stop thinking rationally about the actions and motives of other characters, and the writers--in true Dungeon Master fashion--develop the romantic relationships between characters just enough to be used against them.
If you ask my wife, she'll tell you that everything terrible that happens here is because of how the characters' histories and personalities are shaping their interactions with others and affecting their ability to adapt to their new situation. I don't entirely disagree. The problem is that the writers fail to show the viewer any of the humanizing factors that put these characters' actions into context until too late in the story.
It's one gut punch after another as the characters you once cared for are villanized and their world falls apart...but there's no glimmer of hope that things will get better; no feel-good successes in the face of disaster; no flickers of remorse from the offending parties; nothing to suggest that the good guys who think they're doing the right thing really are doing the right thing. I simply stopped caring at one point--let their world fall apart, because I'd rather see it burn than suffer through another half-dozen episodes of unchecked angst and despair.
By the end of the series, most of the events that had made me angry had been softened with further explanation and perspective, but that doesn't change my drastically unfavorable reaction to the episodes where all I could see were manufactured conflicts and emotionally manipulative situations. Did Gurren Lagann redeem itself? Yes. Once they finally started acting like heroes again, the show quickly went from bearable to downright fun once more. The sour taste in my mouth persists only because of how much I like everything surrounding that string of infuriating and disheartening episodes--Clone Wars is disappointing when it resorts to artificial conflict, but the show so far hasn't done enough to invest me in the characters and raise my expectations of the writing to make it feel like all that much of a letdown.
Overall, Gurren Lagann is one of the most entertaining anime series I've seen in a while, with at least one or two of the best action sequences I've ever had the pleasure of watching in an anime. There are great, memorable characters and a dynamic story that becomes almost absurd in its scope, though delightfully so. Even with my complaints against the way the second major story arc was handled (and your feelings on the matter certainly may vary, as my wife can attest to), I respect the show for its ability to continually build on itself without overstaying its welcome or losing track of its roots. It's a good series that comes recommended to any anime fan, and first-timers with no prior exposure to anime are all but guaranteed to find something they like, whether it's comedy or plot continuity or big robots punching each other with drills.
As a side note, viewers in search of
As a result, the story feels somewhat disjointed, and most of the humor of the episode is lost, along with some worthwhile character development and even a little foreshadowing. The uncut and subtitled Japanese version is out there for free on the Internet if you poke around a bit, and there are plenty of synopses that go over the version differences if you'd prefer to pass on watching/rewatching the episode with its questionable content intact.
Anypigmole, that's Gurren Lagann for you.
[Images from gurrenlagann.wikia.com and Wookieepedia.]
Topics:
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Anime and Manga,
Humor,
Reviews,
Sci-Fi,
Star Wars,
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Writing
Sunday, July 22, 2012
Sunday Spotlight: Scurge: Hive
If you're familiar with Metroid Fusion, then you know how the story goes: Terrible alien parasite breaks out of containment at the science lab and takes over the whole facility. Tough female bounty hunter gets dragged into the conflict and has to set things straight, both for her own sake and for the sake of the galaxy. Over the course of her adventure, she'll collect different upgrades that allow her to interact with her environment in new ways, deal more damage to enemies, and grant her access to new areas of the facility, all the while guided by an intelligent computer.
That's the story. The story of Metroid Fusion. And the story of Scurge: Hive. Aside from the difference in perspective--Fusion is a sidescrolling platformer, and Scurge: Hive is a top-down platformer--the games are all but identical, save for the part where Scurge: Hive is repetitive almost to the point of boredom.
Now, Scurge: Hive isn't a bad game. The graphics are detailed, the character designs are interesting, the controls are responsive, the challenges are fair, the dialogue is well-written, the music is appropriately atmospheric, the sound effects are distinctive, the gameplay and story progression are well-paced, and the weapon mechanics are well-executed (utilizing a rapid switching system to select between a half-dozen weapons that affect enemies and your environment in different ways). There's very little that's actually wrong with the game, but there's also very little that's holding my attention some five hours into the game.
For one thing, there's no surprise in what's going to happen next, both in the story and in each new room you explore. Read a transmission saying this entire region has been overrun by parasites. Locate enough keycards (usually 3 or 6) to unlock the door to the next area. Read a transmission saying some ill-fated scientist has prepared a weapon or item that will help fight the bad guys. Complete a time challenge to collect said weapon or item, which will also open the way into more parts of the region. Find the six power nodes scattered across the region to activate the teleporter to the next area. Repeat.
For another thing, each room is essentially the same, consisting of [pick one or more:] tunnels, raised platforms, moving platforms, water, and hazardous swamplike ground, plus [pick one or more:] a platform to activate by charging a machine with your electrical weapon, a door to open by charging a machine with your energy weapon, a door to open with keycards, a platform to raise by holding down two switches, a tangled mass of plants that can be burned away to reveal a new exit, and a floating grapple sphere you can grab onto to fling yourself to the next platform (which, admittedly, is pretty fun). Throw in swarms of any of the dozen or so enemies in the game, and you've got pretty much every room in the game that isn't a save chamber, teleporter, or boss fight.
Granted, breaking down a platformer the way I just did diminishes the individual creativity of the level design in each room--greater games have been assembled with fewer elements; it's all about how things are arranged and the interplay of the challenges. What Scurge: Hive boils down to is "solve the same few puzzles in every room, while blasting random clusters of the same few enemies." This might not be so bad if the scenery weren't so similar throughout each area--assuming you can see much of the scenery at all.
Using Muramasa: The Demon Blade as an example, the freshness of repetitive games can be preserved in part by offering a variety of lush visuals. The graphics of Scurge: Hive, as I mentioned, are certainly detailed, but there are two factors that seriously detract from my appreciation of them: the monotony of one terrain type in each area, and the excessive use of ambient fog.
Metroid: Fusion takes place entirely on a space station with six distinctly themed habitation areas (such as a tropical jungle and a flame-seared wasteland), yet even within each area there are rooms and sections that employ notable variations on the main theme (going from scorched desert sands to red-hot molten metal in the pyroclastic area, for example). That alone keeps each region from stagnating, but there's the added bonus of exploring only parts of each area before you're called to another part of the space station entirely.
In Scurge: Hive, each major area has the same cargo boxes or rocky cliffs in every. single. room. and you're unable to proceed to the next major area until you've cleared out every. single. room. Yes, there are technically exceptions, but they're not prominent enough to counteract that oppressive feeling of deja vu--which makes figuring out where you're supposed to go next a bit of a chore at times.
If it were just a matter of reused scenery in every room, that'd be one thing. It's also that every. single. room. throughout entire sections of the game are covered in a dense fog that lightly obscures your view of the action. It's a nice atmospheric touch when used sparingly, Scurge: Hive takes it to an eyestrain-inducing extreme. The in-game map only serves to worsen the eyestrain--there's no zoom feature to examine areas more closely, so you are left squinting at the teensy red pixels that indicate a door or passageway to a room you haven't visited yet. If there is enough detail lovingly included in each room to set it apart from the next, it's lost beneath all the fog, and lost to the weary eyes aimed at the relatively small screen of the Game Boy Advance (I can't speak for the DS version). I haven't tried playing this on a Game Boy Player yet, but I suspect this might greatly improve the experience.
Another major factor that works against any feeling of novelty each room might attempt to exude: You are on a constant timer. The heroine, Jenosa Arma, is equipped with a protective suit that is constantly fighting a losing struggle against the omnipresent parasitic infection that has thrown these areas into chaos. There's a contamination meter at the top of the screen that increases by 1% every few seconds--even faster than that if you're standing on one of the aforementioned patches of swamplike ground--and your health begins to decay rapidly once you reach 100%. Finding a save point will restore your health and bring your infection level back down to 1%, but this mechanic changes the very nature game.
Without the constant threat of creeping doom, Scurge: Hive is an exploration-driven shoot-'em-up, sort of like a majorly sci-fi cousin of Crystalis (which I love). With the player being penalized for even standing around to think for a few seconds, the game becomes a mad rush to clear each room as quickly as possible, trading that joy of exploration for an increase in challenge and tension that keeps the player tethered to save points. Nothing's inherently wrong with extra challenge and tension, but the tradeoff here is not an entirely favorable one for a gamer with my preferences. I'd like to see an improved suit that slows the rate of infection even further, or an item that allows me to reduce my contamination percentage in the field.
So far--and I emphasize that I haven't finished the game yet--Scurge: Hive is a generally fun game that has only a few real problems...but the problem is, those problems are real. (What a useless sentence, right?) Good ideas are recycled and stretched to the point of dullness; the ever-present fog and itty-bitty map cause unnecessary strain on the eyes; and the perpetual threat of the contamination meter reaching maximum imposes a necessary element of haste on the player, forcing him or her to speed run the entire game before having a chance to appreciate and familiarize himself/herself with each foggy location...which increases the player's reliance on the miniscule in-game map to get through every. single. room. At least, the way I play.
If you're willing or able to overlook these issues, and don't mind the suspicious similarities to Metroid Fusion (including the fact that you actually fight Metroids in Scurge: Hive) you'll find a solid and predictably enjoyable game. As for me, my weariness meter is slowly creeping toward 100%, and I'm gonna need something stronger than another save point if I'm going to make it to the end without that weariness turning into pain.
That's the story. The story of Metroid Fusion. And the story of Scurge: Hive. Aside from the difference in perspective--Fusion is a sidescrolling platformer, and Scurge: Hive is a top-down platformer--the games are all but identical, save for the part where Scurge: Hive is repetitive almost to the point of boredom.
Now, Scurge: Hive isn't a bad game. The graphics are detailed, the character designs are interesting, the controls are responsive, the challenges are fair, the dialogue is well-written, the music is appropriately atmospheric, the sound effects are distinctive, the gameplay and story progression are well-paced, and the weapon mechanics are well-executed (utilizing a rapid switching system to select between a half-dozen weapons that affect enemies and your environment in different ways). There's very little that's actually wrong with the game, but there's also very little that's holding my attention some five hours into the game.
For one thing, there's no surprise in what's going to happen next, both in the story and in each new room you explore. Read a transmission saying this entire region has been overrun by parasites. Locate enough keycards (usually 3 or 6) to unlock the door to the next area. Read a transmission saying some ill-fated scientist has prepared a weapon or item that will help fight the bad guys. Complete a time challenge to collect said weapon or item, which will also open the way into more parts of the region. Find the six power nodes scattered across the region to activate the teleporter to the next area. Repeat.
For another thing, each room is essentially the same, consisting of [pick one or more:] tunnels, raised platforms, moving platforms, water, and hazardous swamplike ground, plus [pick one or more:] a platform to activate by charging a machine with your electrical weapon, a door to open by charging a machine with your energy weapon, a door to open with keycards, a platform to raise by holding down two switches, a tangled mass of plants that can be burned away to reveal a new exit, and a floating grapple sphere you can grab onto to fling yourself to the next platform (which, admittedly, is pretty fun). Throw in swarms of any of the dozen or so enemies in the game, and you've got pretty much every room in the game that isn't a save chamber, teleporter, or boss fight.
Granted, breaking down a platformer the way I just did diminishes the individual creativity of the level design in each room--greater games have been assembled with fewer elements; it's all about how things are arranged and the interplay of the challenges. What Scurge: Hive boils down to is "solve the same few puzzles in every room, while blasting random clusters of the same few enemies." This might not be so bad if the scenery weren't so similar throughout each area--assuming you can see much of the scenery at all.
Using Muramasa: The Demon Blade as an example, the freshness of repetitive games can be preserved in part by offering a variety of lush visuals. The graphics of Scurge: Hive, as I mentioned, are certainly detailed, but there are two factors that seriously detract from my appreciation of them: the monotony of one terrain type in each area, and the excessive use of ambient fog.
Metroid: Fusion takes place entirely on a space station with six distinctly themed habitation areas (such as a tropical jungle and a flame-seared wasteland), yet even within each area there are rooms and sections that employ notable variations on the main theme (going from scorched desert sands to red-hot molten metal in the pyroclastic area, for example). That alone keeps each region from stagnating, but there's the added bonus of exploring only parts of each area before you're called to another part of the space station entirely.
In Scurge: Hive, each major area has the same cargo boxes or rocky cliffs in every. single. room. and you're unable to proceed to the next major area until you've cleared out every. single. room. Yes, there are technically exceptions, but they're not prominent enough to counteract that oppressive feeling of deja vu--which makes figuring out where you're supposed to go next a bit of a chore at times.
If it were just a matter of reused scenery in every room, that'd be one thing. It's also that every. single. room. throughout entire sections of the game are covered in a dense fog that lightly obscures your view of the action. It's a nice atmospheric touch when used sparingly, Scurge: Hive takes it to an eyestrain-inducing extreme. The in-game map only serves to worsen the eyestrain--there's no zoom feature to examine areas more closely, so you are left squinting at the teensy red pixels that indicate a door or passageway to a room you haven't visited yet. If there is enough detail lovingly included in each room to set it apart from the next, it's lost beneath all the fog, and lost to the weary eyes aimed at the relatively small screen of the Game Boy Advance (I can't speak for the DS version). I haven't tried playing this on a Game Boy Player yet, but I suspect this might greatly improve the experience.
Another major factor that works against any feeling of novelty each room might attempt to exude: You are on a constant timer. The heroine, Jenosa Arma, is equipped with a protective suit that is constantly fighting a losing struggle against the omnipresent parasitic infection that has thrown these areas into chaos. There's a contamination meter at the top of the screen that increases by 1% every few seconds--even faster than that if you're standing on one of the aforementioned patches of swamplike ground--and your health begins to decay rapidly once you reach 100%. Finding a save point will restore your health and bring your infection level back down to 1%, but this mechanic changes the very nature game.
Without the constant threat of creeping doom, Scurge: Hive is an exploration-driven shoot-'em-up, sort of like a majorly sci-fi cousin of Crystalis (which I love). With the player being penalized for even standing around to think for a few seconds, the game becomes a mad rush to clear each room as quickly as possible, trading that joy of exploration for an increase in challenge and tension that keeps the player tethered to save points. Nothing's inherently wrong with extra challenge and tension, but the tradeoff here is not an entirely favorable one for a gamer with my preferences. I'd like to see an improved suit that slows the rate of infection even further, or an item that allows me to reduce my contamination percentage in the field.
So far--and I emphasize that I haven't finished the game yet--Scurge: Hive is a generally fun game that has only a few real problems...but the problem is, those problems are real. (What a useless sentence, right?) Good ideas are recycled and stretched to the point of dullness; the ever-present fog and itty-bitty map cause unnecessary strain on the eyes; and the perpetual threat of the contamination meter reaching maximum imposes a necessary element of haste on the player, forcing him or her to speed run the entire game before having a chance to appreciate and familiarize himself/herself with each foggy location...which increases the player's reliance on the miniscule in-game map to get through every. single. room. At least, the way I play.
If you're willing or able to overlook these issues, and don't mind the suspicious similarities to Metroid Fusion (including the fact that you actually fight Metroids in Scurge: Hive) you'll find a solid and predictably enjoyable game. As for me, my weariness meter is slowly creeping toward 100%, and I'm gonna need something stronger than another save point if I'm going to make it to the end without that weariness turning into pain.
Topics:
Reviews,
Sci-Fi,
Sunday Spotlight,
Video Games
Saturday, May 19, 2012
In Which Greedo May Possibly Be Allowed to Shoot First
Whenever the age-old Star Wars vs. Star Trek argument comes up, I try to stay out of it. They've both got their high points, they've both got their low points, and it's difficult to judge something that started as a movie against something that started on television. Despite any similarities they may have, Star Wars and Star Trek are simply too different and too vast for both franchises in their entirety to compete on the basis of merit.
The argument boils down to personal preference of the creative details--Tatooine vs. Ceti Alpha V; phasers vs. blasters; Bothans vs....uh...Bothans--and preference between breadth and depth. In my experience, Star Wars has more breadth thanks to its wide variety of aliens and eons of internal history; Star Trek's focus on character interactions and social issues gives it more depth. I prefer Star Trek for its depth, and for the planets, technologies, cultures, etc. that are more in line with my tastes...but there are huge portions of both franchises to which I've never been exposed, so I can't say with any true certainty that the issue of breadth vs. depth is really what the argument boils down to.
Especially after reading Heir to the Empire.
As discussed yesterday, Heir opened my eyes to a level of complexity in the greater Star Wars universe that was largely absent from my experience with the franchise. The movies, television episodes, games, and books with which I'm familiar all have their share of plot twists and clever heroics, but I've always perceived the story to be what drives the characters, and I prefer the characters to drive the story--another matter of personal preference, I might note.
Luke Skywalker joins the Rebellion because two droids literally fall out of the sky and effectively drag him along through a series of events largely outside his control. The Battle of Hoth occurs because the Imperials happen to find the Rebels' hidden base. Kyle Katarn has to muck around in the bowels of Nar Shaddaa because the data disk he needs accidentally gets knocked off the landing platform when he shoots off 8t88's arm. Clone Troopers easily kill Aayla Secura because she happens to be looking the wrong way when Order 66 is given. So often in Star Wars, things just...happen. The characters are merely along for the ride, doing little more than nudging their destiny one way or another.
To a certain extent, the characters are driven by the plot in Heir to the Empire. The key difference, though, is that every character has well-defined goals and motives that drive him or her to fight against the flow of fate. Some are in better positions than others to succeed, but virtually nothing ever happens--or fails to happen--strictly because the story dictates it must be so. Author Timothy Zahn knows the characters extraordinarily well, and ensures they use every tool, trick, and ability at their disposal before succumbing to the inevitable, or before claiming victory over impossible odds.
I find myself invested in the Star Wars movies because I like the action sequences, and some of the aesthetics, and some of the characters, and some of the creative situations in which the heroes find themselves. I found myself invested in Heir to the Empire for all those same reasons, but I found myself in awe because these characters and their universe were living up to a potential I didn't realize existed.
You think of an X-Wing as just another snub fighter until its guts are willfully burned out and ripped apart to escape a tractor beam and set up an improvised homing beacon. You assume that a Jedi is the most powerful force in the galaxy until a little furry snake creature puts his Force powers on mute. You take for granted that Darth Vader and Emperor Palpatine are the baddest of the bad until criticisms from an Imperial officer and obvious contrasts with the increasingly sinister Grand Admiral Thrawn start to make you think that maybe the Rebellion had it easy. The book takes what already exists and goes to lightspeed with it.
This must be why Star Wars fans harbor such ire for the prequels--knowing what's out there, and what could be out there, makes a goofy Gungan who accidentally saves the day seem like a slap in the face. And that's to say nothing about the breaches in continuity that I've heard exist. For me, the prequels have the same kind of action and aesthetics and characters and creative situations that I like about the original trilogy. As films, they're not anywhere near as well-directed and well-scripted as the originals, but as Star Wars films, I'm getting all the sci-fi fun I could hope for.
That's what Star Wars has been for me: sci-fi fun. That is why I've steered away from those venomous Star Wars vs. Star Trek debates. That is why the rage against George Lucas over the prequels and the Special Editions has always baffled me. Dislike and disappointment, sure--but rage? I've seen a lot of passionate fans, and I've gotten up in arms about one thing or another ruining my favorite fandoms, but I have seen Star Wars turn people into irrational zealots who would hurl you into the Great Pit of Carkoon if you so much as suggested that it was maybe not beyond the realm of possibility that Greedo could potentially have shot first, you guess.
My childhood wasn't shaped by Star Wars. My adolescence wasn't spent immersing myself in the Expanded Universe. My adulthood hasn't been spent hiding or picking up the wreckage from the brand-new canon George Lucas has pointed at his fans. I watched the Star Wars films, and I liked them. I've tried out different parts of the fandom, and I've liked them too. It's been a matter of personal preference--nothing more, nothing less.
Heir to the Empire changed everything. I've read other books of comparable quality, and I've been exposed to other installments of Star Wars that have been just as captivating, but I'd never seen Star Wars as anything other than a collection of events that dragged along some interesting characters. For the first time ever, I understood both the heroes and villains as people, not just as archetypes or sci-fi characters.
Characters can never grow beyond their role as entertainment. People can become your family and friends.
Without my understanding this, the most diehard Star Wars fans became irrational zealot characters in my eyes when defending the people they cared so deeply about. Those debates were never about franchises; they were about friends. It's taken me a decade to realize this.
I don't know that I'll ever fully turn to the Dark Side (the Light Side?) and embrace Star Wars over Star Trek, but there is plenty of room in my heart for both. I've got a Dark Force Rising paperback on the table, a Clone Wars disc in the DVD player, and a Rogue Squadron cartridge in my N64. I am a Star Wars fan. That may not mean the same thing to me as it does to you, but I hope we can both come to understand each other as people before making judgments on the differences.
The argument boils down to personal preference of the creative details--Tatooine vs. Ceti Alpha V; phasers vs. blasters; Bothans vs....uh...Bothans--and preference between breadth and depth. In my experience, Star Wars has more breadth thanks to its wide variety of aliens and eons of internal history; Star Trek's focus on character interactions and social issues gives it more depth. I prefer Star Trek for its depth, and for the planets, technologies, cultures, etc. that are more in line with my tastes...but there are huge portions of both franchises to which I've never been exposed, so I can't say with any true certainty that the issue of breadth vs. depth is really what the argument boils down to.
Especially after reading Heir to the Empire.
As discussed yesterday, Heir opened my eyes to a level of complexity in the greater Star Wars universe that was largely absent from my experience with the franchise. The movies, television episodes, games, and books with which I'm familiar all have their share of plot twists and clever heroics, but I've always perceived the story to be what drives the characters, and I prefer the characters to drive the story--another matter of personal preference, I might note.
Luke Skywalker joins the Rebellion because two droids literally fall out of the sky and effectively drag him along through a series of events largely outside his control. The Battle of Hoth occurs because the Imperials happen to find the Rebels' hidden base. Kyle Katarn has to muck around in the bowels of Nar Shaddaa because the data disk he needs accidentally gets knocked off the landing platform when he shoots off 8t88's arm. Clone Troopers easily kill Aayla Secura because she happens to be looking the wrong way when Order 66 is given. So often in Star Wars, things just...happen. The characters are merely along for the ride, doing little more than nudging their destiny one way or another.
To a certain extent, the characters are driven by the plot in Heir to the Empire. The key difference, though, is that every character has well-defined goals and motives that drive him or her to fight against the flow of fate. Some are in better positions than others to succeed, but virtually nothing ever happens--or fails to happen--strictly because the story dictates it must be so. Author Timothy Zahn knows the characters extraordinarily well, and ensures they use every tool, trick, and ability at their disposal before succumbing to the inevitable, or before claiming victory over impossible odds.
I find myself invested in the Star Wars movies because I like the action sequences, and some of the aesthetics, and some of the characters, and some of the creative situations in which the heroes find themselves. I found myself invested in Heir to the Empire for all those same reasons, but I found myself in awe because these characters and their universe were living up to a potential I didn't realize existed.
You think of an X-Wing as just another snub fighter until its guts are willfully burned out and ripped apart to escape a tractor beam and set up an improvised homing beacon. You assume that a Jedi is the most powerful force in the galaxy until a little furry snake creature puts his Force powers on mute. You take for granted that Darth Vader and Emperor Palpatine are the baddest of the bad until criticisms from an Imperial officer and obvious contrasts with the increasingly sinister Grand Admiral Thrawn start to make you think that maybe the Rebellion had it easy. The book takes what already exists and goes to lightspeed with it.
This must be why Star Wars fans harbor such ire for the prequels--knowing what's out there, and what could be out there, makes a goofy Gungan who accidentally saves the day seem like a slap in the face. And that's to say nothing about the breaches in continuity that I've heard exist. For me, the prequels have the same kind of action and aesthetics and characters and creative situations that I like about the original trilogy. As films, they're not anywhere near as well-directed and well-scripted as the originals, but as Star Wars films, I'm getting all the sci-fi fun I could hope for.
That's what Star Wars has been for me: sci-fi fun. That is why I've steered away from those venomous Star Wars vs. Star Trek debates. That is why the rage against George Lucas over the prequels and the Special Editions has always baffled me. Dislike and disappointment, sure--but rage? I've seen a lot of passionate fans, and I've gotten up in arms about one thing or another ruining my favorite fandoms, but I have seen Star Wars turn people into irrational zealots who would hurl you into the Great Pit of Carkoon if you so much as suggested that it was maybe not beyond the realm of possibility that Greedo could potentially have shot first, you guess.
My childhood wasn't shaped by Star Wars. My adolescence wasn't spent immersing myself in the Expanded Universe. My adulthood hasn't been spent hiding or picking up the wreckage from the brand-new canon George Lucas has pointed at his fans. I watched the Star Wars films, and I liked them. I've tried out different parts of the fandom, and I've liked them too. It's been a matter of personal preference--nothing more, nothing less.
Heir to the Empire changed everything. I've read other books of comparable quality, and I've been exposed to other installments of Star Wars that have been just as captivating, but I'd never seen Star Wars as anything other than a collection of events that dragged along some interesting characters. For the first time ever, I understood both the heroes and villains as people, not just as archetypes or sci-fi characters.
Characters can never grow beyond their role as entertainment. People can become your family and friends.
Without my understanding this, the most diehard Star Wars fans became irrational zealot characters in my eyes when defending the people they cared so deeply about. Those debates were never about franchises; they were about friends. It's taken me a decade to realize this.
I don't know that I'll ever fully turn to the Dark Side (the Light Side?) and embrace Star Wars over Star Trek, but there is plenty of room in my heart for both. I've got a Dark Force Rising paperback on the table, a Clone Wars disc in the DVD player, and a Rogue Squadron cartridge in my N64. I am a Star Wars fan. That may not mean the same thing to me as it does to you, but I hope we can both come to understand each other as people before making judgments on the differences.
Thursday, May 17, 2012
Exfanded Universe
There are only three movies I can recall (willingly) seeing in the theaters more than twice: The Matrix Reloaded, Star Wars: Episode II: Attack of the Clones, and Star Wars: Episode III: Revenge of the Sith. This should tell you something about my taste in movies. "Yeah, that you've got terrible taste in movies," you might be thinking. At a glance, to the average fan who loved The Matrix and the original Star Wars trilogy (and hated everything after them), that's exactly how it may appear. To Grand Admiral Thrawn, however, it might seem more likely that I had enough spare cash during the first half of the aughts to indulge in the pleasure of repeatedly watching a few of my new favorite big action sequences and big explosions on the big screen.
Up until three weeks ago, I had no idea who Grand Admiral Thrawn was.
I've been a Star Wars fan for years. I've marathoned all six movies in the prequel trilogy and original trilogy. I've seen the Clone Wars animated film, I'm more than halfway through the first season of the spinoff TV series, and I've watched the previous (and, in my opinion, superior) animated TV series as well. I've played Shadows of the Empire and Episode I: Racer and LEGO Star Wars 1-2. I like the Rogue Squadron video game series, love the Jedi Knight computer game series, and have spent more time with Knights of the Old Republic I & II than any other RPG in the post-SNES era. I own posters from the six main films, a handful of Star Wars trade paperback comics, about a dozen different toy lightsabers, about as many Star Wars PEZ dispensers, and nearly the entire line of Galoob Star Wars Micro Machines (and a fair number from their larger Action Fleet line, too). The list could go on, but I think it's clear that I am, in fact, a fan of Star Wars new and old, in all its forms.
Yet liking the prequels and being over the age of five seems to disqualify me from being a legitimate Star Wars fan.
I always marveled at how people could claim to be Star Wars fans when Return of the Jedi received such criticism for being different from Empire Strikes Back, and when people outright refuse to acknowledge the existence of the prequels. Liking only two, maybe three of the six films that form the canonical basis for your fandom doesn't seem to make you much of a fan. I never minded too much when someone said they liked the original trilogy and not the prequels, but it was incomprehensible to me that I might be considered less of a Star Wars fan for liking something produced by the man who created it!
It wasn't until three weeks ago that my heresy began to make sense.
Early last year I'd picked up Timothy Zahn's Heir to the Empire, Dark Force Rising, and The Last Command, the three Star Wars books from the early '90s collectively known as the Thrawn trilogy. I'd read a few Star Wars books before--Tales of the Bounty Hunters, Shadows of the Empire (after playing the video game), the Han Solo trilogy, and possibly one or two other novels that have slipped my mind. While they were entertaining, and helped satisfy my curiosity about this Expanded Universe that Star Wars fans are always talking about, that was about the extent of their influence on me.
Heir to the Empire--the officially sanctioned continuation of the Star Wars saga--was where I first realized how little I understood about diehard Star Wars fans.
Strictly in terms of style--at least, as far as I've read--Timothy Zahn's writing favors function over form, providing only as much information the reader needs to adequately picture the action (with a few descriptions and turns of phrase here and there to add extra flavor, such as time being measured in "a pair of heartbeats"). What is most striking about Zahn's writing is how he seems to truly understand the characters, the Star Wars universe, and how the characters interact with the universe and each other.
I fell in love with Star Trek because of the characters, the universe, and how the characters interact with the universe and each other.
The moment that connection clicked with me was the moment I began to realize that being a Star Wars fan really isn't about the movies at all. The Expanded Universe isn't just an extension of the core fandom--it is the core fandom.
Suddenly, those big action sequences and big explosions on the big screen seemed like a pretty silly reason not to be disappointed by the prequels.
But that's a discussion for Saturday.
Up until three weeks ago, I had no idea who Grand Admiral Thrawn was.
I've been a Star Wars fan for years. I've marathoned all six movies in the prequel trilogy and original trilogy. I've seen the Clone Wars animated film, I'm more than halfway through the first season of the spinoff TV series, and I've watched the previous (and, in my opinion, superior) animated TV series as well. I've played Shadows of the Empire and Episode I: Racer and LEGO Star Wars 1-2. I like the Rogue Squadron video game series, love the Jedi Knight computer game series, and have spent more time with Knights of the Old Republic I & II than any other RPG in the post-SNES era. I own posters from the six main films, a handful of Star Wars trade paperback comics, about a dozen different toy lightsabers, about as many Star Wars PEZ dispensers, and nearly the entire line of Galoob Star Wars Micro Machines (and a fair number from their larger Action Fleet line, too). The list could go on, but I think it's clear that I am, in fact, a fan of Star Wars new and old, in all its forms.
Yet liking the prequels and being over the age of five seems to disqualify me from being a legitimate Star Wars fan.
I always marveled at how people could claim to be Star Wars fans when Return of the Jedi received such criticism for being different from Empire Strikes Back, and when people outright refuse to acknowledge the existence of the prequels. Liking only two, maybe three of the six films that form the canonical basis for your fandom doesn't seem to make you much of a fan. I never minded too much when someone said they liked the original trilogy and not the prequels, but it was incomprehensible to me that I might be considered less of a Star Wars fan for liking something produced by the man who created it!
It wasn't until three weeks ago that my heresy began to make sense.
Early last year I'd picked up Timothy Zahn's Heir to the Empire, Dark Force Rising, and The Last Command, the three Star Wars books from the early '90s collectively known as the Thrawn trilogy. I'd read a few Star Wars books before--Tales of the Bounty Hunters, Shadows of the Empire (after playing the video game), the Han Solo trilogy, and possibly one or two other novels that have slipped my mind. While they were entertaining, and helped satisfy my curiosity about this Expanded Universe that Star Wars fans are always talking about, that was about the extent of their influence on me.
Heir to the Empire--the officially sanctioned continuation of the Star Wars saga--was where I first realized how little I understood about diehard Star Wars fans.
Strictly in terms of style--at least, as far as I've read--Timothy Zahn's writing favors function over form, providing only as much information the reader needs to adequately picture the action (with a few descriptions and turns of phrase here and there to add extra flavor, such as time being measured in "a pair of heartbeats"). What is most striking about Zahn's writing is how he seems to truly understand the characters, the Star Wars universe, and how the characters interact with the universe and each other.
I fell in love with Star Trek because of the characters, the universe, and how the characters interact with the universe and each other.
The moment that connection clicked with me was the moment I began to realize that being a Star Wars fan really isn't about the movies at all. The Expanded Universe isn't just an extension of the core fandom--it is the core fandom.
Suddenly, those big action sequences and big explosions on the big screen seemed like a pretty silly reason not to be disappointed by the prequels.
But that's a discussion for Saturday.
Tuesday, May 15, 2012
Lost in the Archives
I'm not sure if you ever do this, but I find myself getting caught up in extraneous research sometimes when writing. It'll start off with a quick date confirmation on Wikipedia, or a peek at a previous post or article I've written to ensure continuity and prevent unnecessary repetition. Then my productivity grinds to a halt. Such was the case when I went back through the Exfanding archives to find posts I should link to when discussing my recent resurgence of interest in Star Wars.
Instead of trying to condense my thoughts into a short blurb before my lunch break ends, I'm going to use today as a chance for longtime readers to have a refresher and new readers to have a first glimpse of my (often unpopular) opinions about this fandom I claim to like. The links below are to three different posts I've written about Star Wars that showcase the kind of thinking I tend to do about both the prequels and the original trilogy. These should provide some worthwhile background for later in the week, when I plan to discuss my experiences with the Star Wars novels and video games, focusing on one book in particular that's allowed me to finally understand why disdain for the prequels runs so deep.
On that note, please allow me to link to three posts that are really more even-handed than their titles suggest:
- Sorry, I Like the Prequels Better
- Repairing Star Wars
- What If the Empire Never Struck Back?
Instead of trying to condense my thoughts into a short blurb before my lunch break ends, I'm going to use today as a chance for longtime readers to have a refresher and new readers to have a first glimpse of my (often unpopular) opinions about this fandom I claim to like. The links below are to three different posts I've written about Star Wars that showcase the kind of thinking I tend to do about both the prequels and the original trilogy. These should provide some worthwhile background for later in the week, when I plan to discuss my experiences with the Star Wars novels and video games, focusing on one book in particular that's allowed me to finally understand why disdain for the prequels runs so deep.
On that note, please allow me to link to three posts that are really more even-handed than their titles suggest:
- Sorry, I Like the Prequels Better
- Repairing Star Wars
- What If the Empire Never Struck Back?
Topics:
Filler Posts,
Sci-Fi,
Star Wars,
Writing
Monday, May 7, 2012
*waves hand* This is not the post you were looking for...
Today's post was written by your favourite blog sidekick, Neko-chan. This was supposed to be a detailed account of her and Nathaniel's adventure to see L'arc~en~Ciel perform at Madison Square Garden, a long-overdue guest post; however, due to Neko-chan being a lazy over-sleeping slacker, this will instead be a short spotlight about the anime series "To."
Friday was Star Wars Day ("May the Fourth be with you"), and I decided I wanted to do more than just wear a licensed t-shirt to celebrate. I have seen the movies countless times, and didn't feel like watching them again on my own (Nathaniel was away on a fishing trip), so instead I kept with the "sci-fi spirit" of the holiday and curled up with a different space-themed show from our Netflix queue, "To."
Released in 2009 by Avex, and directed by Fumihiko SORI (who also did "Vexille" and the latest version of "Appleseed"), the anime series "To" is comprised of two 40-minute episodes set within the backdrop of outer space. The opening music by Tetsuya Takahashi is reminiscent of Yoko Kanno's "Ghost in the Shell," electronica with tribal-ethereal female voices, and the animation is completely computer-generated. I was especially impressed by the cg for the space station and the environments, it was some of the most realistic-looking design work I had ever seen, but something about the cg for the characters was a bit off-putting. It was like a cross between the rotoscoped-over actors of "Waking Life" and a very pretty video game cutscene. Furthermore, unlike the generically beautiful 18-25 year old characters in most anime, "To" actually attempts to bring in a bit of realism by giving its characters wrinkles and other signs of aging and individuality, however the animation still has a "painted" quality to it, so the result was that they looked more like well-sculpted dolls than people, and the juxtaposition of the figures against hyper-realistic backgrounds actually makes them seem even more photoshopped and unrealistic than they would have otherwise.
Both episodes are set in the same world, however there is no cross-over between the characters, and it is difficult to say how they relate to each other in terms of timeline. The first episode centers around Dan, the captain of a space station that acts as the main supply line of goods between earth and its moon colony (the whole station is designed as a cannon that shoots supply crates through space), and Maria, the leader of a deep-space mining operation who has just returned to earth after a 15 year expedition and is stopping at the station to repair and refuel before delivering her cargo of extremely valuable proton energy.
This episode touches on a variety of space-related subjects including earth vs. colony tensions, space terrorism, space exploration and ownership rights, and with how human relationships have adapted to the conditions of space travel (truly long-distance relationships, crew polyamory, and age gaps due to cryofreezing). I was intrigued by the world that was portrayed, however my one problem with this episode was the English translation. It was a bit confusing as to what the nature of the relationship was supposed to be between Dan and Maria, and I actually had to Google it afterwards to understand exactly what the flashbacks and insinuations had meant.
*SPOILER*
*
*
*
*
*
*
They first make it appear as if Maria is Dan's wife who left him and his son, however in actuality she is his mother who abandoned him to seek her own dreams. She left earth 45 years ago on the first of three 15-year expeditions. Each time she finishes an excursion she stops back by earth to catch up with Dan, so it has been 15 years since they have last spoken. During that time, the earth has been plunged into war, his son has died in the fighting, and his wife has passed on, but Maria has been traveling in cryofreeze for most of that time and has missed these events. She has only aged a total of 6 years since she first left earth.
*
*
*
*
*
*
*End Spoiler*
The second episode is much more straightforward, complete, and cohesive than the first. It involves mediation talks between two colonies on a survey planet, the Eurasian colony and the European-American colony, who are fighting over resources and terraforming rights on the planet's surface. It does a good job of showing how national feuds don't end at the border to space, but are carried on within the prejudices of the people. As one character states "Humans can start a war anywhere."
This episode also raises some interesting points about alien life forms: What constitutes sentient life? Do humans have the right to terraform without considering the local ecosystems? Is it irresponsible to destroy something before understanding whether it is truly a threat? Do humans really have a lasting impact on the worlds they contact?
Woven throughout this story is a subplot of lovers caught on opposite sides of the conflict. Additionally, there is an overarching theme of "symbiotic versus parasitic relationships" that carries throughout the episode, and which ties all of the events together. I liked that there was no wasted exposition, everything that is introduced comes back full circle at the end - a bit predictably and heavy-handed perhaps, but in the same way that a short campfire story might be.
Overall, I give "To" 8 wookies out of 10. I enjoyed the visuals, even despite the figure-background disconnect. I enjoyed the soundtrack. The voice-acting was some of the best dubbing I have heard in a long time. I enjoyed that these episodes made me think about the issues that were raised, and that this OVA reminded me of longer anime series such as Planetes, or of book series such as the Mars Trilogy by Kim Stanley Robinson, both of which deal with the socio-political aspects of space travel and colonization in a semi-realistic manner. Also, in looking up more information about the show, I learned that this was based on a 10-volume Japanese comic book series called "2001 Nights" written by Yukinobu Hoshino, a comic book series that Nathaniel just happened to pick up last year, and which is just sitting on our bookshelves waiting for me to read.
So whether you are an anime fan, a cg fan, or a comic book fan, I recommend taking a chance on this show. It is short and doesn't require a huge time investment, and it is available on Netflix or DVD, so you have no excuse not to exfand your horizons.
Friday was Star Wars Day ("May the Fourth be with you"), and I decided I wanted to do more than just wear a licensed t-shirt to celebrate. I have seen the movies countless times, and didn't feel like watching them again on my own (Nathaniel was away on a fishing trip), so instead I kept with the "sci-fi spirit" of the holiday and curled up with a different space-themed show from our Netflix queue, "To."
Released in 2009 by Avex, and directed by Fumihiko SORI (who also did "Vexille" and the latest version of "Appleseed"), the anime series "To" is comprised of two 40-minute episodes set within the backdrop of outer space. The opening music by Tetsuya Takahashi is reminiscent of Yoko Kanno's "Ghost in the Shell," electronica with tribal-ethereal female voices, and the animation is completely computer-generated. I was especially impressed by the cg for the space station and the environments, it was some of the most realistic-looking design work I had ever seen, but something about the cg for the characters was a bit off-putting. It was like a cross between the rotoscoped-over actors of "Waking Life" and a very pretty video game cutscene. Furthermore, unlike the generically beautiful 18-25 year old characters in most anime, "To" actually attempts to bring in a bit of realism by giving its characters wrinkles and other signs of aging and individuality, however the animation still has a "painted" quality to it, so the result was that they looked more like well-sculpted dolls than people, and the juxtaposition of the figures against hyper-realistic backgrounds actually makes them seem even more photoshopped and unrealistic than they would have otherwise.
Both episodes are set in the same world, however there is no cross-over between the characters, and it is difficult to say how they relate to each other in terms of timeline. The first episode centers around Dan, the captain of a space station that acts as the main supply line of goods between earth and its moon colony (the whole station is designed as a cannon that shoots supply crates through space), and Maria, the leader of a deep-space mining operation who has just returned to earth after a 15 year expedition and is stopping at the station to repair and refuel before delivering her cargo of extremely valuable proton energy.
This episode touches on a variety of space-related subjects including earth vs. colony tensions, space terrorism, space exploration and ownership rights, and with how human relationships have adapted to the conditions of space travel (truly long-distance relationships, crew polyamory, and age gaps due to cryofreezing). I was intrigued by the world that was portrayed, however my one problem with this episode was the English translation. It was a bit confusing as to what the nature of the relationship was supposed to be between Dan and Maria, and I actually had to Google it afterwards to understand exactly what the flashbacks and insinuations had meant.
*SPOILER*
*
*
*
*
*
*
They first make it appear as if Maria is Dan's wife who left him and his son, however in actuality she is his mother who abandoned him to seek her own dreams. She left earth 45 years ago on the first of three 15-year expeditions. Each time she finishes an excursion she stops back by earth to catch up with Dan, so it has been 15 years since they have last spoken. During that time, the earth has been plunged into war, his son has died in the fighting, and his wife has passed on, but Maria has been traveling in cryofreeze for most of that time and has missed these events. She has only aged a total of 6 years since she first left earth.
*
*
*
*
*
*
*End Spoiler*
The second episode is much more straightforward, complete, and cohesive than the first. It involves mediation talks between two colonies on a survey planet, the Eurasian colony and the European-American colony, who are fighting over resources and terraforming rights on the planet's surface. It does a good job of showing how national feuds don't end at the border to space, but are carried on within the prejudices of the people. As one character states "Humans can start a war anywhere."
This episode also raises some interesting points about alien life forms: What constitutes sentient life? Do humans have the right to terraform without considering the local ecosystems? Is it irresponsible to destroy something before understanding whether it is truly a threat? Do humans really have a lasting impact on the worlds they contact?
Woven throughout this story is a subplot of lovers caught on opposite sides of the conflict. Additionally, there is an overarching theme of "symbiotic versus parasitic relationships" that carries throughout the episode, and which ties all of the events together. I liked that there was no wasted exposition, everything that is introduced comes back full circle at the end - a bit predictably and heavy-handed perhaps, but in the same way that a short campfire story might be.
Overall, I give "To" 8 wookies out of 10. I enjoyed the visuals, even despite the figure-background disconnect. I enjoyed the soundtrack. The voice-acting was some of the best dubbing I have heard in a long time. I enjoyed that these episodes made me think about the issues that were raised, and that this OVA reminded me of longer anime series such as Planetes, or of book series such as the Mars Trilogy by Kim Stanley Robinson, both of which deal with the socio-political aspects of space travel and colonization in a semi-realistic manner. Also, in looking up more information about the show, I learned that this was based on a 10-volume Japanese comic book series called "2001 Nights" written by Yukinobu Hoshino, a comic book series that Nathaniel just happened to pick up last year, and which is just sitting on our bookshelves waiting for me to read.
So whether you are an anime fan, a cg fan, or a comic book fan, I recommend taking a chance on this show. It is short and doesn't require a huge time investment, and it is available on Netflix or DVD, so you have no excuse not to exfand your horizons.
Topics:
Anime and Manga,
Comics,
Guest Posts,
Reviews,
Sci-Fi,
Star Wars,
Television,
Videos
Friday, April 27, 2012
Suit Up!
Using a trio of images found on a website called Anime Paper, I've created a new Metroid desktop wallpaper for my computer. I like it so much that I figured I'd share. Click to enlarge--it's 1440 x 900, but you can effectively resize to smaller resolutions if you stand farther away from your monitor.
From left to right, that's the Light Suit and Dark Suit from Metroid Prime 2, and the PED Suit from Metroid Prime 3. Not pictured: the Zero Suit, which was cool until it sprouted high heels and became the only suit anybody remembers Samus having in the last five years.
Topics:
Fan Projects,
Sci-Fi,
Video Games,
Visual Art
Sunday, April 15, 2012
Sunday Spotlight: Star Trek II: The Wrath of Khan Phaser (Diamond Select Toys)
Since I was a wee lad, I've been collecting Star Trek toys. Action figures, playsets, model starships, replica props, the works. For a number of reasons, my collecting tapered off in the mid-'90s, but I have been known, especially in more recent years, to pick up the occasional Soverign-class vessel to display on top of my computer or, in this case, Type II phaser to fire at my wife.
We're very much in love, I assure you.
On a recent trip to a mall I've never had the chance to explore, she and I happened upon a Local Comics Shop peddling Star Trek merchandise on top of the regular fare of Ultimate Comics Ultimate Crisis Crossover Calamity and 6" statues of naked women with just enough clothing to suggest they're supposed to be dressed as superheroes. Within minutes of entering the store, I had spied the only thing, aside from my wife, I was planning on taking home with me from there: a Diamond Select Toys replica of the style of phaser used in Star Trek II: The Wrath of Khan (and Star Trek III: The Search for Spock, but consider which movie the average fan gets more excited about seeing listed on the side of a box).
In my possession already from the Diamond Select line were a tricorder and Type II phaser from The Original Series. On the one hand, they look and feel authentic, right down to the sound effects and flashing lights. On the other hand, I call into question the technical design, or possibly the craftsmanship: The "on/off" switch for the tricorder is buried inside a compartment within a compartment; the fold-out panel of the outer compartment needs to be popped out of place completely to actually reach anything inside of it, and the panel covering the inner compartment with the switch needs to be pried open.
The phaser features a smaller detachable Type I phaser with a flip-up "targeting grille" (which barely flips up at all) that doesn't lock back into place properly; pulling the trigger on the main body of the Type II phaser actually makes the Type I phaser pop back out, and extensive fiddling only occasionally seems to fix the problem. On top of that, the electronics don't always respond as expected--I know what the buttons and knobs are supposed to do, but sometimes the lights don't light up properly, and sometimes nothing happens at all. And yes, I've checked the batteries.
When they work, however, they're tremendous fun. Even when they don't, it's still neat to have a part of my favorite fandom in a tangible form. The Wrath of Khan phaser suffers from the same kinds of issues as the aforementioned toys, but at the end of the day, it's the most fun with new Star Trek merchandise since the resurgence of Star Trek toys around the release of the 2009 Star Trek film. Plus, my collection is severely lacking in TOS movie-era memorabilia, so I'm always happy to make an addition there.
This phaser is a button-presser's paradise: there's a big, glowy "on" switch, a mode selector that allows you to cycle through the various settings of Tickle, Stun, Kill, and Disintegrate (with pleasantly distracting light-up indicators showing your current setting), a big ol' trigger, and alternate fire buttons on the detachable Type I phaser (yes, it's detachable!). These buttons can be used in conjunction with the mode selector button to trigger a power cell overload that will destroy the phaser and anyone in the vicinity (for pretend, silly) after a short countdown filled with flashing lights and oddly transporter-esque sound effects.
My wife suggested that setting the phaser to self-destruct on the coffee table and then taking cover behind the couch would not, in fact, protect me from the blast.
I appreciate the extra playability that a detachable phaser brings, but as with its TOS counterpart, this little Type I phaser is almost more trouble than it's worth.
While it's incredibly simple to detach and reattach this phaser thanks to a crazy-powerful magnet, there's a crazy-powerful magnet on my electronic device. I saw no warning on the package or instruction manual about it, so I can only assume it's well-shielded, but the force with which the smaller phaser snaps back into place is slightly frightening. The trouble is that (a) it sometimes takes some adjustment to get the electronics to work again once the whole phaser is reassembled (because all the functions of the larger phaser are based on a connection with the smaller one), and (b) the smaller phaser looks kinda dorky.
It's a little awkward to hold, too.
The fact that this detachable action was never seen on-camera also makes this feature feel a little unnecessary. But hey, it's one more feature for the people who want it, and it doesn't affect the use of the Type II phaser for people who don't.
Overall, I'm pleased with my purchase. I am easily enthralled by flashing lights, and I approve of the number of functional buttons. The phaser is sleek, fits comfortably in the hand, and just plain looks good. The only oddity is that holding down the trigger does nothing--the lights and sound effects don't happen until after you release the trigger. Still, that didn't stop my wife from scoring a few good hits on me while I was typing away on the computer. Can't say I didn't deserve it.
Next time she wants a phaser fight, though, I'll be prepared.
We're very much in love, I assure you.
On a recent trip to a mall I've never had the chance to explore, she and I happened upon a Local Comics Shop peddling Star Trek merchandise on top of the regular fare of Ultimate Comics Ultimate Crisis Crossover Calamity and 6" statues of naked women with just enough clothing to suggest they're supposed to be dressed as superheroes. Within minutes of entering the store, I had spied the only thing, aside from my wife, I was planning on taking home with me from there: a Diamond Select Toys replica of the style of phaser used in Star Trek II: The Wrath of Khan (and Star Trek III: The Search for Spock, but consider which movie the average fan gets more excited about seeing listed on the side of a box).
In my possession already from the Diamond Select line were a tricorder and Type II phaser from The Original Series. On the one hand, they look and feel authentic, right down to the sound effects and flashing lights. On the other hand, I call into question the technical design, or possibly the craftsmanship: The "on/off" switch for the tricorder is buried inside a compartment within a compartment; the fold-out panel of the outer compartment needs to be popped out of place completely to actually reach anything inside of it, and the panel covering the inner compartment with the switch needs to be pried open.
The phaser features a smaller detachable Type I phaser with a flip-up "targeting grille" (which barely flips up at all) that doesn't lock back into place properly; pulling the trigger on the main body of the Type II phaser actually makes the Type I phaser pop back out, and extensive fiddling only occasionally seems to fix the problem. On top of that, the electronics don't always respond as expected--I know what the buttons and knobs are supposed to do, but sometimes the lights don't light up properly, and sometimes nothing happens at all. And yes, I've checked the batteries.
When they work, however, they're tremendous fun. Even when they don't, it's still neat to have a part of my favorite fandom in a tangible form. The Wrath of Khan phaser suffers from the same kinds of issues as the aforementioned toys, but at the end of the day, it's the most fun with new Star Trek merchandise since the resurgence of Star Trek toys around the release of the 2009 Star Trek film. Plus, my collection is severely lacking in TOS movie-era memorabilia, so I'm always happy to make an addition there.
This phaser is a button-presser's paradise: there's a big, glowy "on" switch, a mode selector that allows you to cycle through the various settings of Tickle, Stun, Kill, and Disintegrate (with pleasantly distracting light-up indicators showing your current setting), a big ol' trigger, and alternate fire buttons on the detachable Type I phaser (yes, it's detachable!). These buttons can be used in conjunction with the mode selector button to trigger a power cell overload that will destroy the phaser and anyone in the vicinity (for pretend, silly) after a short countdown filled with flashing lights and oddly transporter-esque sound effects.
My wife suggested that setting the phaser to self-destruct on the coffee table and then taking cover behind the couch would not, in fact, protect me from the blast.
I appreciate the extra playability that a detachable phaser brings, but as with its TOS counterpart, this little Type I phaser is almost more trouble than it's worth.
While it's incredibly simple to detach and reattach this phaser thanks to a crazy-powerful magnet, there's a crazy-powerful magnet on my electronic device. I saw no warning on the package or instruction manual about it, so I can only assume it's well-shielded, but the force with which the smaller phaser snaps back into place is slightly frightening. The trouble is that (a) it sometimes takes some adjustment to get the electronics to work again once the whole phaser is reassembled (because all the functions of the larger phaser are based on a connection with the smaller one), and (b) the smaller phaser looks kinda dorky.
It's a little awkward to hold, too.
The fact that this detachable action was never seen on-camera also makes this feature feel a little unnecessary. But hey, it's one more feature for the people who want it, and it doesn't affect the use of the Type II phaser for people who don't.
Overall, I'm pleased with my purchase. I am easily enthralled by flashing lights, and I approve of the number of functional buttons. The phaser is sleek, fits comfortably in the hand, and just plain looks good. The only oddity is that holding down the trigger does nothing--the lights and sound effects don't happen until after you release the trigger. Still, that didn't stop my wife from scoring a few good hits on me while I was typing away on the computer. Can't say I didn't deserve it.
Next time she wants a phaser fight, though, I'll be prepared.
Friday, February 17, 2012
Lost in Space
I may have mentioned before that movies, television, books, comics, and video games are forms of escapism for me. I enjoy immersing myself in one fantasy world or another not just because it's entertaining, but because sometimes I need a break from the real world. For a few hours last night, I was lost in space.
It started with Out There Somewhere, an indie game I have the pleasure of reviewing for GameCola.net. We occasionally receive review copies of games, as you may recall from my coverage of Gemini Rue and Tobe's Vertical Adventure, and OTS is my latest foray into the realm of attempting to play and review a pre-release game quickly enough for it to still be relevant.
OTS is a fun little puzzle-platformer in the same vein as VVVVVV, and I've been playing for at least a little while every night since I downloaded it. The game takes place on an alien-filled planet, and the hero uses his teleporter gun to leap around, Portal-style, in search of the bad guy. In other words, it's exactly my kind of game. Of all the entertainment I enjoy, I find myself gravitating most strongly toward thinky science-fiction.
Which is why it's appropriate I spent the rest of last night watching Star Trek with my wife.
Two episodes of Deep Space Nine and one episode of Voyager--"Soldiers of the Empire," "Children of Time," and "The Thaw," respectively. Though the Voyager episode suffered from a little bit of questionable science and a few poorly thought-out command decisions (which is typical of the early seasons especially), these episodes were thought-provoking, emotionally impactful, and just plain interesting, making for the greatest night of Star Trek we've had in a long time.
We were hooked, a little more than usual. "Just one more episode," we kept saying, throwing reasonable bedtimes to the wind. The real world would go on without us for a while. We were lost in space.
It started with Out There Somewhere, an indie game I have the pleasure of reviewing for GameCola.net. We occasionally receive review copies of games, as you may recall from my coverage of Gemini Rue and Tobe's Vertical Adventure, and OTS is my latest foray into the realm of attempting to play and review a pre-release game quickly enough for it to still be relevant.
OTS is a fun little puzzle-platformer in the same vein as VVVVVV, and I've been playing for at least a little while every night since I downloaded it. The game takes place on an alien-filled planet, and the hero uses his teleporter gun to leap around, Portal-style, in search of the bad guy. In other words, it's exactly my kind of game. Of all the entertainment I enjoy, I find myself gravitating most strongly toward thinky science-fiction.Which is why it's appropriate I spent the rest of last night watching Star Trek with my wife.
Two episodes of Deep Space Nine and one episode of Voyager--"Soldiers of the Empire," "Children of Time," and "The Thaw," respectively. Though the Voyager episode suffered from a little bit of questionable science and a few poorly thought-out command decisions (which is typical of the early seasons especially), these episodes were thought-provoking, emotionally impactful, and just plain interesting, making for the greatest night of Star Trek we've had in a long time.
We were hooked, a little more than usual. "Just one more episode," we kept saying, throwing reasonable bedtimes to the wind. The real world would go on without us for a while. We were lost in space.
Topics:
Sci-Fi,
Stories of Fandom,
Video Games
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