Author Archives: Kevin McFadyen

About Kevin McFadyen

Kevin McFadyen is a world traveller, a poor eater, a happy napper and occasional writer. When not typing frivolously on a keyboard, he is forcing Kait to jump endlessly on her bum knees or attempting to sabotage Derek in the latest boardgame. He prefers Earl Gray to English Breakfast but has been considering whether or not he should adopt a crippling addiction to coffee instead. Happy now, Derek?

Never Mess Around With My Greens

Alright, Friday’s review is probably not going to cut it. So, today I’m going to do an actual review of Disney’s Into the Woods. I have a sneaky suspicion my sister is doing her own look at it later this week. Yes, we’re really milking this for all it’s worth but unfortunately we haven’t done anything exciting in our lives recently so you’ll just have to deal with it, I suppose. If you want some personal update, I’ve completed work on one short story and am doing the initial drafting of a second.

Accessed from http://shootingstarsmag.blogspot.ca/2015/01/movie-review-into-woods.html

Into the Woods belongs to Disney and Sondheim and people.

But who wants to hear that. Presumably if you’re still with me you want more details on this damn Disney musical.

And it is a musical by the way. I feel every review is going to make note of that. I can’t possibly fathom why Disney decided to market it as something else but I have my suspicions about Disney’s view of the product before its release. But on with the show!

Yes, I enjoyed Into the Woods. Thankfully, Derek had braced me before I went about its Broadway roots. Course, what he didn’t tell me, was it that was an adaptation of a Stephen Sondheim production. I wouldn’t exactly expect that name to ring many bells–it certainly didn’t for me–but when perusing his past work, the old man was behind Sweeny Todd which I really enjoyed. Oh, and he did a little thing called West Side Story as well which you may have heard before. I haven’t seen that, much to the chagrin of my older generation, but I put up with Grease so I feel my responsibilities to their sensibilities has been served.

Where was I? Right. Sweeny Todd. If you haven’t seen it, I recommend that you do. Yes, it’s a musical but it’s closer in vein to my favourite: The Evil Dead: The Musical. It’s a near perfect fit for Tim Burton who has pretty much covered the quality spectrum. It’s a rather impressive accomplishment that this man’s products include such varied titles as Pee-Wee’s Big Adventure, Batman Returns, Sleepy Hollow, Planet of the Apes, Big Fish, Edward Scissorhands and Charlie and the Chocolate Factory. I won’t share which of these I think are utter trash and which are actually good but I think it prudent to take a moment and just marvel at his filmography nevertheless.

Sweeny Todd finds that right mix of weird and melancholic on which Tim Burton thrives. We get a non-goofy performance from Johnny Depp, a standard but still great performance from Helena Bonham Carter and a musical that isn’t afraid of dowsing the screen in gallons of blood. Like I said, what’s not to love? Course, it’s the blood that makes Sweeny Todd relevant to the discussion at hand. At it’s heart, Sweeny Todd is dark–there is no deny that. It’s a story of a man so hellbent on revenge that he loses sight of the things he’s actually avenging. If there’s any suspicion that there is redemption awaiting the titular anti-hero, Sweeny Todd does a very good job of making clear that those suspicions are wholly unfounded. From the moment Todd steps into London, you know he’s a rather unredeemable rogue when he contradicts the young star-crossed lover on how London is the world’s largest asshole. The rest of the production supports Todd’s claim when pretty much every character we meet is a disgusting wretch of a person. Burton does the very obvious play of filming the movie incredibly dark to make really obvious the dark themes but, whatever, it’s Burton and what do you expect?

The thing is, those dark themes were there in the original work and Burton’s job was essentially seeing them transfered to the screen.

And now we have Into the Woods by Disney.

Accessed from http://www.hdwallpapers.in/walls/johnny_depp_the_wolf_into_the_woods-wide.jpgWhereas Burton is known for being dark, broody and melancholic, Disney couldn’t be further from those motives even if it tried. In Disney’s eyes, life is a wonderful candy-floss filled world choked to the brim with charming, smiling rodents and helpful secondary characters who exist solely to fulfill every young girl’s desire for true love’s kiss. Disney trawls old fairy tales like Japanese fishermen tearing apart the Pacific for every last edible scrap of tuna. They rip their cargo up, gut it of all that nasty bile and organs, fillet the nicest flesh and throw it on a cute little bed of rice with some radishes shaped like eyes and a broad mouth so you forget that you’re devouring a mutilated corpse and fall for the idea of dining on some abstract concept of happiness and contentment. Disney de-scales its subject matter more than any fishmonger, making sure that there is no trace of the rough edges of the original tales which they plunder and copyright. Into the Woods is set-up along Disney’s modus operandi; it’s a conglomeration of a bunch of old, familiar stories slapped together. We have a tiny village filled to the brim with the iconic Red Riding Hood, Rapunzel, Jack Giantkiller and Cinderella characters. The interest comes from the interweaving of these different stories into one.

Into the Woods wears its Broadway origins plainly on its sleeve. The opening is a fourteen minute song setting up the principal conflicts for the ensemble cast. The biggest issue of the movie is shown immediately: you can’t help but see that this production is awkwardly shoved into the wrong medium. I couldn’t help but wonder how the work plays on the stage and that a lot of the spectacle would be quite impressive when working beneath the constraints of a theatre. And musicals are all about the spectacle. But not all of us can get into Broadway so here we are. Thankfully, unlike Sweeny Todd, the cast of Into the Woods are near universally equipped with some damn decent pair of lungs. The singing is top notch and the performances are incredibly engaging–with the sole exception of Johnny Depp but it’s clear he’s not a singer so thankfully he was reserved for a bit part. Meryl Streep stands out but it’s Meryl Streep and that’s what she does.

Anyway, the other thing about Into the Wood’s intro is that you start getting an indication that this isn’t going to be your standard Disney fare. I started noticing it when Cinderella sang her swarm of birds to pick up lentils to fill a pot so she can go to the king’s festival. The original fairy tales are far more intact here and the little details really make it stand out. There’s a charming dark lining trimming the production with sly comments from Red Riding Hood wondering if her grandma is already dead, the baker arguing with his wife about how Red is a thief, Cinderella getting domestically abused by her sisters and so forth. Then Meryl Streep breaks in and comments immediately on the Baker’s Wife’s infertility.

Quick question: when was the last time Disney showed a pregnancy yet alone talked about its complications? Sure, the Baker’s Wife suffers beneath a magical curse but I’m hard pressed to think when even something innocuous as pregnancy was deemed appropriate by Disney’s overbearing board. Granted, this is mostly used as motivation for the primary characters to head into the woods as all the cast are sent with some grand personal issue to solve. However, the audience is set up pretty early that no topic is truly off bounds. Red Riding Hood’s encounter with the wolf is a thinly veiled discussion about a young woman’s sexual awakening with a very obviously older and predatory male partner. The Baker and his Wife are tormented with trying to accrue the Witch’s required ingredients through noble means with varying success: both attempt bold face robbery of either a defenseless girl or lost maiden and conspire against an obviously naive boy to purchase his only cow with worthless beans despite the boy needing to sell it so his family can have food to eat.

Intermission

It appears the website ate half my review. That’s wonderful. Now let me try and see if I can’t recapture lightning in a bottle.

End Intermission

There’s Sondheim’s wonderful black line again. Though, I’m not entirely certain I can ascribe all the credit to him alone. Old fairy tales are ripe with rather bleak justice or unforgiving individuals. Into the Woods is subtle in bringing these elements forward. The first is characterized by Red Riding Hood and the Wolf. Though they only speak it and keep all the details behind a curtain, there’s no misunderstanding that after her encounter with the Wolf, the Baker is required to cut and gut the monster in order to rescue Red Riding Hood and her grandmother. Perhaps even more macabre is that Red wears the Wolf’s skin for the rest of the story, trading in her red hood to the Baker as thanks for rescuing her.

Into the Woods dances around the old morals and the heartwarming lessons which Disney loves. But there’s a sardonic undercurrent to them. The two youngest characters are the quickest to learn their “lessons” in the woods. After being rescued, Red admits that she should have been more obedient and she’s learned to not trust strangers even if she wants to and what they offer is strange and enticing. Jack, after discovering giants at the top of his beanstalk, regales the Baker with his experiences and says that he’s learned the value of home and the homestead. And yet, through the course of the story, these morals don’t end up serving the characters at all. Jack gets convinced to go up the beanstalk again and again after failing to purchase back his prized Milky White and is encouraged on by a skeptical Red. Red finds later that listening to others doesn’t actually resolve anything and decries how, though she’s decided to be more assertive and defensive, it doesn’t contribute when faced with larger problems.

Accessed from http://cdn.collider.com/wp-content/uploads/into-the-woods-anna-kendrick2.jpgThis is repeated with all the characters. Throughout the second act, everyone one of them achieves their heart’s desire: the Witch gets her cursed reversed and turns beautiful after the Baker and his Wife concoct her potion, Jack gets Milky White back after plundering the giant’s household and stealing all of his fabulous treasure, Cinderella gets her Prince Charming and is rushed off to the castle for the grand wedding. Had the story ended here, it would be indistinguishable from a Disney tale, and it would be all the worse for it. For it is at the height of Cinderella’s crowning ceremony that the kingdom is shaken by the arrival of the giantess.

And here Into the Woods strays well into its darkened boughs. For, in obtaining all their wishes, the characters have created a perfect storm of circumstances that swings around upon them. In their sale of Milky White, the Baker’s Wife keeps one of the beans as part of their ruse over the value of the items (and, perhaps, a touch of avarice). Jack, of course, angers the giants by stealing from them in the hopes of getting Milky White back and ultimately kills the giant husband when he seeks to catch the little thief and the latest of his plunder. The Witch discovers that her beauty charms no one and she has lost her ability to curse. The Baker’s Wife ends up trading the last bean with Cinderella in order to obtain her shoe and Cinderella, in her inattentiveness to the world and people around her, casually tosses the final bean aside thinking it worthless.

Of course, the giantess is furious with the murder of her husband and demands Jack be given to her so she can get her revenge. No one is willing to hand him over, and thus the giantess vows to tear the kingdom apart. No one knows how to deal with the problem, the two princes least of all. Cinderella’s Prince Charming reveals himself as the unapologetic rake that he is as he seduces the Baker’s Wife while everyone is searching the woods for Jack. Rapunzel’s Prince simply rides away from the problem, wanting nothing to do with it. Suddenly, everything everyone wanted is revealed to not be anything they needed. Instead of solving all their problems, fulfilling their wishes created only more. In the meantime, people die and ruin falls upon everyone’s house. Here, the character’s real issues surface. The Baker is forced to confront his abandonment by his father and the uncertainty of following in his footsteps. Jack must realize that things are out of his control and he can’t solve all his problems. Cinderella has to face the problems of her meekness and indecision, taking a stand where others will not. Ultimately, the real lesson is that hardships arise not from wicked people but mistakes and the consequences of actions. The giantess and witch aren’t really evil but people reacting to troubles visited upon them. There’s no grander force at work which insures justice.

As the story comes to a close, we’re well away from the happily-ever-after promised at the end of these tales. A great price was paid for the hard lessons taught and the wishes brought to life. In the end, no one could know what would happen in the woods. Even Witches and Princes are powerless against the unknown amongst the trees. Truly, the greatest lesson the characters learn is that nothing needs to be done alone. Their only real gift, their only real reward, is to see the value of what they had–community and family. And while they’re no safeguards against troubles which arise, they are all that are left when everything else gets ruined.

Accessed from https://ewvox.files.wordpress.com/2014/10/streep-into-the-woods-1335_612x380.jpg?w=612&h=380&crop=1It’s not truly grim but nor is it singing into the sunset either. It’s bittersweet and it’s the very thing which Disney tries its hardest to hide. You can feel the executives’ fingers all about Into the Woods but I can’t help but wonder if Disney didn’t sign on to this without really knowing what they were backing. And there’s only so much they can sweep under the rug. I can’t help but see the parable between them and the Witch. Disney’s goal has always been to shelter and coddle from the hardships of life, confusing people’s desires for something pretty and fanciful while failing to understand that uglies and blemishes can’t be compelled to disappear. Unlike the Witch, however, I doubt Disney’s willingness to become a pariah for the good of everyone else. If there was one lesson which Into the Woods seems eager to tell, it is one of caution. We can’t know the outcome of our actions, so we should be mindful of the effects they may carry whether that be in the wishes we seek or the stories we tell to our children.

So, yes. I liked Into the Woods.

When You Speak, All I Hear Is Bastion

Accessed from http://upload.wikimedia.org/wikipedia/en/4/41/Transistor_art.jpg

Transistor and its images belong to Supergiant Games and its respective whatevers.

Well, how about we review something that isn’t four years old, hm?

It was the holidays which means presents, sales and free time to get some things off the old backlog. One of the games I crossed off was Supergiant Games’ new(ish) release Transistor. Supergiant is the studio behind the much lauded Bastion. I picked up the title amidst the swirl of good word and awards. It’s a charming little number that I quite enjoyed (and is also four years old). It wasn’t the best released in good old 2011, however I still thought quite highly of it. Its gameplay was rather straightforward but the nice touch was that the player set the difficult not through a menu toggle but by activating handicaps within the game. Thus, the top down action combat became more difficult not because enemies were turned into enormous health sponges with fists of steel but because they now exploded upon death, touching them was harmful to the player, they periodically turned invulnerable or the like. Of course, succeeding with these additional challenges produced a higher score so there was reward for making this difficult. The art was nice, the music gorgeous and the voice narration was incredible all wrapped in a seeming incomprehensible world where some great disaster had destroyed a city.

Transistor is a top down action combat game set in a city being destroyed by some incomprehensible threat wrapped in pretty art, alright music, alright voice narration and a difficulty the player sets by activating handicaps within the game.

Alright, I’m not the first one to make this reductionist joke but that’s the price of being late in reviews. However, I can’t help but feel a lot of the praise held for Transistor feels so… hollow. But instead of focusing on what’s the same, let’s examine the one area that Transistor differs from its predecessor.

The combat in Transistor revolves around the titular weapon. The protagonist–Red–wields a giant circuitry sword which allows her to pause time and execute a flurry of actions in the blink of an eye. Whereas in Bastion the player was encouraged to experiment with different weapon combinations and active ability, in Transistor the player is able to choose up to four special attacks which can be upgraded as well as equip passives on themselves. These are represented by the poorly explained ‘functions.’ Each function will revolve around an idea. For example, the Get function when set as an attack will do marginal damage and pull the target towards the user. When it is used as an upgrade for another attack, it adds a pull attribute to the primary attack. When it’s a passive… I can’t remember. Something really underwhelming. Maybe increases the range that dead cells are pulled towards Red?

Accessed from http://www.rockpapershotgun.com/images/14/may/transistor4.jpgIt’s an intriguing system that could open up a number of unique and variable playstyles. However, much like Bastion, there isn’t a whole lot of balancing between the factions. I do think some personal preference does play a role. I’m not convinced that the mortar in Bastion is considered as good as I valued it. The game encourages experimentation by unlocking dossier details on the functions “history” whenever the player uses it in a different capacity. Thus, I obsessively tried to unlock all the little details though the reward was ultimately rather underwhelming as the information really doesn’t provide any greater revelations to the Transistor story proper. It also meant I discovered that there is a ‘fail state’ in the game when I hilariously waddled into the second boss fight with only a single actual attack equipped and promptly got it disabled the first time my health bar depleted.

Which brings us to a second curious difference between Transistor and Bastion. Instead of outright dying when your health reaches 0, Red will instead find one of her functions disabled while she pops right back to full health. In theory this gives the player a second and third chance to get through the combat. In actuality, this really diminishes the game’s difficulty even with multiple limiters installed unless the player has a combat style that is reliant on one single attack. This, to me, was highlighted in the final battle where your opponent has transistor like abilities and will also not be defeated the first time you empty his health bar. The first time I fought him, I was–once again–loaded with some useless functions I was trying to unlock. After I lost my primary attack and had some hilarious running around of pulling the opponent to me which just set him up for repeated Turns, I fixed up my load order and while he managed to take out my primary attack, I was victorious three times in a row that a true failure was still well away from occurring.

I think part of the problem with this system lies in the fact that the transistor power is so strong on its own. The ability to freeze time in order to execute a furious combo generally left the opponent obliterated. I took the faster Turn refresh passive and would spend time between freezes skirting the periphery of battle until I could leap in, murder a target and rush out before anything was capable of retaliating. On the other hand, Bastion required a lot of timed rolling and dodges to keep alive in some of the more hectic combats though my strategy there was quite similar in that I would dance around the edges of battle only that time I would lob great explosive mortar blasts that generally did the trick before I faced the maker.

Granted, the player won’t really ‘break the system’ in Transistor right away. This is mostly due to the fact the game gives you no direction in how to play or what the hell is going on. It is a prominent ‘narrative device’ with both games and I was a little surprised to see it spill over to the gameplay this time around. On one hand, I do like the element of discovery and the lack of hand holding in a day and age where games provide the player with hours of forced tutorials. On the other hand, it takes most of the game to really understand what the hell you’re doing in a battle. It seems to me that the greatest pleasure in the system comes from planning and executing complex procedures during each of the player’s Turns and you won’t really ever get there until the game is coming to a close. I’m going to give the game a ‘recursive’ play (which means doing the damn thing over to get achievements but at least the new game+ mode keeps intact all the functions you had on your first run) so maybe I’ll have more fun the second time around.

There is, of course, one big stumbling block. Accessed from http://fashion-artexpression.com/wp-content/uploads/2014/07/transistor-screenshot-2.jpeg

I really don’t like Transistor’s story.

Now, I wouldn’t have said Bastion’s story was something praise-worthy. It existed in a functional sense and there general confusion of the world was an alright motivator for keeping the player intrigued. Truly, the biggest draw of Bastion’s narrative was the narrator himself. Had they a less robust and powerful voice actor, I think the plot’s general lack of… well… everything would have cropped up more in criticism. Transistor has that problem. It’s sole voice, some unidentified benefactor who took the sword blow for Red in the opening, is an alright actor. He is no Rucks but it is a passable performance. Unfortunately, because he doesn’t have that engaging delivery, the fact that the vast majority of time he’s called upon to spout nonsense really stands out. He also narrates perhaps one of the least convincing love stories since the latest Final Fantasy release. What really got me, however, is how more obtuse Transistor is. Bastion wasn’t particularly forthcoming with its narrative structure and really we don’t have much more than racist scientists make a stupid superweapon that backfires and destroys their city. However, this seems like a coherently thought out and well developed line compared to Transistors.

Which is unfortunate because there’s some neat ideas floating about Transistor’s head. The game takes place in Cloudbank, a supposed futuristic super democracy where everything is tied to voting and public discourse. One of the examples that comes up frequently is that the citizens have the power to vote and decide the weather on a day to day basis. The villains of the game, a shadowy group called the Camerata, do not like this arrangement. They developed the transistor to stop this… because.

Motivation is super lacking in the game which makes some of the story’s twists seem rather… well… hollow when they occur. From what I can gather, the Camerata developed the Process–Apple-esque robots which serve as the primary mooks Red runs her circuitry through–in order to stop the constant changes in Cloudbank. And, in true Supergiant fashion, the Process immediately spiral out of control and are the force that are destroying the city… for reasons. Just like the Camerata, if you’re expecting some justification for these actions then you’re putting in more thought than Supergiant did. The villains’ goals are hand-waved away with a paradoxical creed that even on the shallowest look comes across as meaningless: “When everything changes, nothing does.”

The hell is that suppose to even mean? Don’t expect transistor to explain. There’s also the element that all the functions in the transistor are powered or fueled or inspired by individuals the Camerata identified and absorbed… also for reasons. Nothing makes sense because there appears so little effort to tie the ideas together. I couldn’t help but think how the game’s themes could be stronger and tie into the gameplay better with just a little more planning and forethought. For example, the player comes across a number of OVC terminals which generally just dispense news but always allow the player to either participate in a vote or comment on the news. What I would have liked to see is the idea that the player’s voice in these matters really means nothing. Have it so no matter what the player chooses, the end result is always the opposite of what they picked. Make it even more clear that no one is reading the comments and have that impact the story’s progression. This would tie in nicely with the protagonist’s literal loss of voice and the transistor could shift less into some bizarre weapon meant to–I think–have complete control over the city’s malleable form and turn it into a repository for individuals and their consciousness. The Camerata could view themselves closer to a stewardship rather than moustache twirling mad scientists who see the loss of valuable individuals in the overwhelming sea of public opinion. Their prior targets, instead of being prominent people always poorly excused for why no one found their disappearances distressing, be instead individuals who had great merit or skill but either fell from grace or could never curry the public’s favour to get the recognition the Camerata felt they would deserve.

Accessed from http://www.modvive.com/wp-content/uploads/2014/05/Transistor.pngThis would elevate the game from a simplistic bad guy wants to take over the world and perhaps take a look more at problems in a system that its audience is going to consider inherently good. Red could, instead of being a highly successful singer overly self-conscious about her public impact into a struggling artist adorned by few and failing to build the fanbase she needs. Then, perhaps, her mysterious lover’s sacrifice and consistent loyalty would be all the more powerful. All I felt over the closing montage as relationship to Red was revealed was how absurdly hamstrung it felt. The sword first confesses his love to Red when high off Process vapors (or whatever) as though this confession were some great secret when it’s made immediately clear that the two were in a relationship when she pointlessly commits seppuku by his body.

Like I said, the love story is atrocious. But really, the story in general is atrocious because, much like the combat system, Transistor struggles from having too many disparate elements with no clever way of tying everything together. It’s a poor mish-mash in the end that reveals far too starkly how reliant the company is on the success of its first product. And really, you had the perfect set-up for there to be four main boss battles with the different Camerata members. How the company bungled this opportunity still baffles me.

The art, though, is really pretty. I think it’s the only thing I like better than in the original.

The Most Lonesome Road

Obsidian hates endings. I make this bold proclamation after going through the wonders of Neverwinter Nights 2, its expansion Mask of the Betrayer, Knights of the Old Republic II: the Sith Lords and–to a lesser degree–Alpha Protocol. Neverwinter ends with a rather lackluster battle followed by a super unsatisfying ending told through slides about how your noble and courageous party were all crushed by falling rocks in the evil baddies inevitably structurally unsound lair. Mask of the Betrayer’s start pulls a fast one by revealing that you didn’t actually die but are now part of some near immortal campaign against the Lord of Death’s wall of damned souls. You gather your allies, storm his city on an extradimensional plane and… stumble around the most barren municipality before the Lord of Death shows up, slaps your soul into your hands then sends you on your way with a pat on your bum. No one needs to go into detail about how rushed the Sith Lords was nor how its ending is bafflingly incoherent if you haven’t peered into the design documents to glimpse what was meant to be fashioned before the game was packaged and kicked out the door before it was done.

Alpha Protocol’s was probably the best of the bunch though its set battle pieces were rather ham-fisted given how reactive the rest of the narrative had been up to that point.

Accessed from http://fallout.bethsoft.com/eng/vault/diaries_diary15-9-20-11.php

Fallout: New Vegas, Lonesome Road and all other trademarks belong to Bethesda and Obsidian in equal turn.

Of course, Fallout: New Vegas continues Obsidians writhing hatred for closure. The battle for Hoover Dam is, much as Mask of the Betrayer, pretty lifeless and uninspired given all the work you’re tasked with leading up to it. I suppose a plane flies over at some point and fire bombs some suckers which is kind of fun.

What does this have to do with the downloadable content? Well, my prior reviews of New Vegas’ DLC had talked about how they were building up this personal, interwoven and persistent antagonist. Unlike the foes at Hoover Dam who basically sort of pop up at the last moment to be slapped around a little like eager puppets in a whack-a-mole distraction, the player has three separate stories constantly speaking of this mysterious Ulysses. In fact, Ulysses had been ghosting the player’s steps long before Obsidian even got around to creating these final four morsels to round out the remaining ideas of their long cancelled Van Buren. One of the first things the player learns is that the courier mission which saw them to the world’s shallowest grave wasn’t initially even meant to be performed by the player. It was Ulysses who passed on the simple task after seeing you were next in line for the position. This uncharacteristic action haunted me until Lonesome Road was finally released. Here, at last, would be a grand personal reveal that would carry far more weight than the detached foes of Caesar’s Legion and the New California Republic who are far more obsessed with water and power than some shmuck who spends his time running up and down mutated roads.

Needless to say, there was a lot of build up for this story and thus there exists no word which can properly describe the disappointment felt when Lonesome Road concluded and its ending slideshow rolled across my screen.

Now, most people complain that the primary problem with Lonesome Road is its incredible linearity. I take no issue with this. It seems clear to me that Lonesome Road was conceived as the ending for New Vegas which Obsidian had no time or manpower to create. Honestly, its title insinuates that there isn’t going to be much to this story. I was fully prepared for a long, narrow walk down an uncompromising path with only my will set against Ulysses. In my mind, this would be the culmination of a very specific technique of narrative development Obsidian has toyed with multiple times in the past. The Sith Lords is perhaps the most elegant execution. Your character is one of maybe a handful of individuals who have been cast from the Jedi Order. However, the exact details for this expulsion and the motivation for you to accept it are somewhat shaped by the players own decisions. A lot of it is smoke and mirrors, of course. Despite their interactivity, video games will never have the same sort of creative back and forth between designer and player as a  tabletop role-playing game. There is a fascinating interplay between player and character knowledge in the game, however. The player learns things which the character knows while simultaneously making decisions often with only half the understanding. Based on those decisions, the character’s past motivations are determined. It takes a very specific view of role-playing. Instead of making the character, the player is taking on a specific role. This comes up again in Alpha Protocol. While the player has control over the motivations and reactions for Michael Thorton, they don’t create his entire back-story or personality.

Not actually Lonesome Road but my screenshots were pretty limited.

Not actually Lonesome Road but my screenshots were pretty limited.

It had been my hope that Lonesome Road would take the same risks. Given how much Ulysses prattles about how your actions formed him just as severely as the world of Fallout was formed by the cataclysmic nuclear war, I anticipated personal revelations which would reshape my entire view of the New Vegas story proper.

This doesn’t happen. Instead, Obsidian has fabricated some complicated scenario which ravages a place simply called The Divide. I can’t help but taste wasted potential across the entire length of the story. To me, Obsidian wanted to tell this kind of story but they simply didn’t know how. Maybe the build up had proved too much, I can not say. However, the themes–as limited as they are–on the Lonesome Road all explore the stripping away of the superficial differences between Caesar’s Legion and the NCR. Here, both serve as enemies as the endless red dust storms and radiation have reduced both to near mindless ghouls who work together insofar as to destroy any intruders into this ruined sanctuary. Ulysses is unabashed in denouncing you for creating this particular wasteland. You as both the player and character are equally baffled by this judgement. It does the story no justice that most of it is told through Ulysses’ discarded journals which require discovering. Ulysses himself is far too obtuse and poetic to communicate anything and unlike the other DLC there is no supporting cast to offer further clarification. The only friendly entity is a copy of the robot ED-E who only beeps (and only beeps about some stupid children’s show because it’s far more important to detail a robot’s background than the protagonist’s).

Through the rambling, it seems the player made a delivery to a town on the Divide which somehow started up because the courier made frequent passes through the Divide while doing deliveries. It’s hard to gauge a chronology partly because there’s so few points of reference and partly because Ulysses prefers the sound of his own voice over making sense. I can’t help but feel some of the vagueness is in part because it was so hard trying to wiggle Lonesome Road’s story into the greater New Vegas whole. At some point it was a major focus in the fight between the NCR and the Legion even though no one talks about the Legion penetrating that far into NCR territory (or even that the Divide was that necessary of a supply line). Another major problem is that the player determines the Courier’s age, so it seems really strange if you’re playing a young Courier how they could have possibly been employed long enough to discover, chart and ultimately lead enough people to the Divide for a town to grow up before the Courier ultimately delivers a package which brings about its end.

This mysterious package, it turns out, is the activation code for the numerous nuclear warheads scattered throughout the Divide. Apparently, in the Old World, the Divide was a major military outpost with hundreds of nuclear armaments pointed towards China. Ulysses’ plan is to return to this location and launch the warheads at both the NCR and Legion–since he sees them as one and the same. He requires your presence for some sense of poetic justice, I think. From what I can gather, he was in the Divide when the Courier unintentionally delivered the package that tore it apart so he was one of a few “sane” survivors. The Courier, somehow, delivered the activation orders and pissed off before the explosions since there is at no point any response that indicates the character’s knowledge differs from the player’s. And the player certainly doesn’t know anything about this place before stepping in it.

Real bad-asses don't look at explosions.

Real bad-asses don’t look at explosions.

Ultimately, it’s a jumbled mess. Even as I try to write this review, I can’t recall the content very well. Unlike the last three, there’s very little that’s memorable about a journey which should have been the crowning achievement for the entire game. I know I was grossly disappointed with how slap-shod all the prior references to Ulysses ended up becoming. His meddling in Honest Hearts, Dead Money and Old World Blues turns out to be incredibly incidental. His plan is haphazard and carelessly thrown together. The player is offered a choice at the end of the road–whether to bomb the NCR or Legion (or both or none)–though there isn’t any truly compelling reason given to do either. Ulysses’ desire is framed as villainous though it’s not justified nearly as well as any of the other antagonists. One of the highlights of New Vegas, for me, is how understandable Caesar is when you sit down with him. Sure, he’s a slaving, misogynistic asshole hellbent on a megalomaniac conquest spree but at least you can understand how he got where he was. Likewise, Elijah’s obsession is well established and explained so when you hunt him down and see the extremes he’s gone to you know how he got to the end of his road. Both offer far more compelling antagonists than Ulysses and neither had as much time devoted to them.

Lonesome Road is simply yet another disappointing ending in a long series of disappointing endings. Perhaps its best accomplishment is its visual design which does convey a sense of tragic destruction near wiped clean from the greater Fallout universe with the passage of time. You look over the Divide and get a sense of what the world would have been just after the bombs fell. Standing atop the ruined overpasses running through a city seared of its identity, there’s an awesome horror at the massive sense of loss and destruction. The best way to enjoy the Lonesome Road is probably by walking it alone, turning off Ulysses’ prattle in your ears and ED-E’s chirping by your side. A solitary stroll down a path the Fallout world has tread again and again across a land thrice devastated. With wind whistling through empty concrete windows like souls bemoaning from the abyss, you can’t help but truly think, “War. War never changes.”

New Year, Old World

‘Tis a bright and new year and what better way to start if off than with the age old tradition of retreading the works and achievements of yesteryear! Why, I couldn’t possibly imagine a better method of looking bright-eyed into our glorious horizon than staring straight behind at the road we just tread. Come with me on this fantastic journey as I go over the entertainment which I explored in glorious 2014 but had not got around to discussing.

I had, on a previous entry, espoused my love for Fallout: New Vegas and explained in subtle, vague terms how it was so much better than that derivative drivel Fallout 3. I looked at its first two DLC–Dead Money and Honest Hearts respectively–with  a lick and a promise that I would cover the final two when I got around to them. Good new! I finished! Bad news. You get to hear about it.

Old World Blues was the third DLC released and is generally considered the best of the bunch. I can not refute this statement. In my prior post, I detailed how I enjoyed the ideas behind Honest Hearts and Dead Money even if the execution left a little something to be desired. They were, at the end of the day, an interesting look at the world going to hell. Dead Money revolved around the obsessive need of a billionaire eccentric desperate to keep himself and his little piece of earth from the consuming fires and destruction of nuclear devastation. He had, unfortunately, latched his sail to a sinking ship and when he discovered that the woman whom he would craft an entire world for meant to betray him, he turned his marvelous bomb shelter into an inescapable tomb. There was a very obvious and pulsing vein of greed running the entire course of the DLC and the little addition of personal player greed was a neat touch on an otherwise clunky and straightforward corridor experience. Honest Hearts, however, revolved around a dead and broken man’s devotion to redemption. Joshua Graham hoped to expunge the sins he committed in designing and raising the murderous Caesar’s Legion with the small defence and rescue of the Sorrows tribe from the villainous White Legs. The current running beneath the petty tribal dispute and the one between the last Mormons on Earth was the story of the Survivor and how his personal struggle following the fall of the nuclear bombs had irrevocably changed him as it had the world around him. He, too, hoped to keep the woman of his life alive through his recordings and memories, ultimately falling in the final years of his life with only the scattered memoirs to be unearthed by the player in the most remote caverns dotting the Grand Canyon.

Old World Blues is about talking robots.

Accessed from http://fallout.wikia.com/wiki/Old_World_Blues_(add-on)

Old World Blues and Fallout belongs to Obsidian Entertainment and Bethesda Studios in various legal ways beyond mortal ken. They are not mine.

Franchises are a curious thing. They, more often than not, live long past their creators and what they come to mean is often quite different than what was previously intended. Ask ten fans what Fallout is and you’re apt to get ten different answers. The first two DLC explore some rather personal and grim outcomes of total nuclear devastation. However, Fallout has never been entirely dark and emotional. There’s a bold splash of zany anachronism and otherness. It is slapped right on the front of the cover as a cheerful cartoon of Vault Boy often stands smiling and winking over a blazing mushroom cloud. It is the lingering fifties Americana wrapped about golden age science fiction devices which work through vacuum tubes and prayer than honest science. Turn on the radio and you won’t hear some futuristic sounds befitting a world struggling to rebuild in the year 2281 but the glorious melodies of Roy Brown, Danny Kaye with the Andrews Sisters, The Ink Spots and the Kay Kyser Orchestra. Mad Max-esque punk raiders and cannibalistic tribes are just as much Fallout as brains in a jar and red rocket laser weaponry.

Old World Blues is devouted to that last aspect. Once installed, the player is enticed to head towards Nipton’s Drive-In Theatre to enjoy the Midnight Feature which turns out to be a rather perplexed eye dancing across a faded screen projected from a fallen satellite. Whereas Dead Money you’re lured by the sultry tones of Vera Keyes, inquisitiveness is the only trait which gets the player to touch the satellite before they’re whisked away to the reclusive and secretive Big Mountain research centre. Here, the scientists of bygone America were sequestered in order to develop and prototype weapons necessary to win the war against filthy, Communist China. Part of their development included a holographic fence which served as a shield to shelter from radiation and bombs. Of course, the one thing the scientists didn’t develop against was the simple passage of time and the player is greeted by five floating tri-monitors eerily displaying a pair of eyes and an unmoving mouth as though that were all which is necessary to interface with biological specimens. The Think Tank of Big Mountain conquered death by simply shoving their brains in jars and hoping for the best. While they live on–in a sense–they lost any sort of connection to their humanity or sanity and devoted themselves to the noble and pure pursuit of science for science!

Part of that involved an experiment which destroyed most of Big Mountain and no one ever feels the need to expand further on that incident.

To Old World Blues credits, the Think Tank and their villainous colleague Mobius are well written. You get a sense of their character from their mad ramblings–a brief window into the peoples lives before time and science! stole any shred of individuality away from them. Ostensibly, you are left in Big Mountain to solve the puzzling puzzle of your brain being absent from your body (along with your heart and spine) as per regulation for all guests to Big Mountain. You are outfitted with cybernetic replacements, as are all lobotomites, but you exhibit the curious propensity for speech and thought despite lacking the traditionally required elements for such behaviour. As such, the Think Tank see as a sort of saviour–or at the very least a useful anomaly–capable of aiding their otherwise unarmed and unhelpful robotic forms against the unending tide of robo-scorpions Mobius unleashes on his erstwhile coworkers.

Of course, in order to properly assault Mobius in his ruined bunker to the north you must gather the three great MacGuffins scattered throughout the complex. It’s a rudimentary plot device meant to encourage the player out of the Dome and into the various laboratories around spacious Big Mountain. Old World Blues is less on linear narrative and more on Valve’s environmental telling. Most of the player’s understanding and learning of the complexes history is discovered from poking in every nook and cranny of the crumbling place. Here, too, is the ever persistent allusions to Ulysses and ‘the Grand Plan’ to be revealed in Lonesome Road but they are more in vein with Honest Hearts where it’s a rudimentary connection at best. There’s a bit more explanation for Christine Royce and what actually happened here to cause Dead Money to transpire but nothing of true note is discovered other than Ulysses supposedly learning something “important” from the Think Tank which they can’t remember or can’t be bothered to remember. For the most part, the narrative is well executed in this manner. It pulls on the sense of discovery and exploration which I enjoyed in Honest Hearts and some of the revelations tie back to the New Vegas proper like the origins of the dreaded Cazadores.

My biggest issue with Old World Blues, however, is that it is safe. There’s really nothing deeper beneath it. When you confront Mobius, the floating brain isn’t some madman with some gloriously thematic reasons for his nefarious actions. He’s just a rambling old brain addicted to Mentats and barely keeping his thoughts together. He realized that after their “immortality” the Think Tank lost all sense of their humanity and, should they ever get the motivation to expand beyond their protective bubble, they would turn into tyrannical science! tyrants far too willing to enslave and destroy the wider world outside to keep bodies fueling their ever more demented experiments. Thus, he reasoned that if there were a persistent threat upon their lives they would be more than happy to squirrel up in the basement of the Dome. Mobius didn’t so much steal your brain as rescue it from the plumbing and is more than happy to give it back–assuming you can convince your brain to come back with you.

Old World Blues most interesting moment is a dialogue challenge to convince your brain to join you on your grand, stupid adventures. It’s an interesting climax for a story, especially given how reactive it is to some of your prior exploits. It also is the perfect highlight of the absurd experience of Big Mountain though there is a cursory confrontation with the Think Tank where you can convince them to be good people if you’ve fulfilled the prerequisite Sunday Morning Special morality lessons for each of them. Or you can shoot them in the face. They really don’t have much in the way of defences even on very hard. And you’re apt to be armed to the teeth with barking mini-guns or singing sonic emitters.

Accessed from http://steamcommunity.com/sharedfiles/filedetails/?id=197809318Which I applaud the design for Big Mountain in that one regard. Unlike the past two DLC, Old World Blues is more amicable to wider character builds. There are energy guns, conventional weaponry and melee items with which to defend yourself. It’s–ultimately–the inverse of the prior DLC. The execution and design is top notch but the themes and motifs underlying it are rather shallow and uninteresting. Its light-hearted (to Fallout’s degree) and the characters are entertaining so the writing remains consistent. I couldn’t help but shake that I was treading through cut content, however. There was a feeling that Big Mountain was more a museum than a laboratory which preserved all the ideas and locations which simply couldn’t make it to the final release. It doesn’t help that loading up New Vegas’ map shows a conspicuous large ‘crater’ in the northern corner which could very easily once hold the saucer remains of Big Mountain. And much like Dead Money, there’s an alternative ending depending on potential decisions to make in this space. It’s impossible to go through the area and not think “what if this were part of the original experience and it was integrated into the final act.” If, much like Dead Money, you could participate in the battle for Hoover Dam with crazed robots and lobotomites along with hologram fighters and a rust death cloud, I feel like the “gather your allies” story of New Vegas would have been all the richer.

As such, Old World Blues exists in the New Vegas world much as it does here: an optional place plucked from time and sheltered in its own little sphere waiting to be poked, prodded, probed and ultimately abandoned.

Happy Holidays

Yes, it’s been quiet around here lately and yes, I’m certain many people aren’t coming over because of all the work that has yet to be done. And if you are coming over, why haven’t you finished all the work that has yet to be done! Oh, you’ve finished and have better time management skills? Do you do coaching?

We here at somewherepostculture–if you haven’t noticed–are not the best at juggling multiple obligations at the best of times. Through in the Christmas season and you’ve got a frantic recipe for disaster. As usual, I blame Derek. I mean, really, when was the last time he posted?

Anyway, today’s update is to confirm that we are now on holidays and will be taking a hiatus from the site while we enjoy time with family, friends and imaginary family and friends. It is our wish to you that your holiday season is filled with mirth, good cheer and fantastic presents. Perchance we could even convince you to join us in our futile attempts to resurrected that age old tradition of wassailing. Unlike caroling, this one ends with beer!

From all of us here, we wish you the merriest Christmas, the most festive holidays and the bestest New Year! See you all in 2015!

Accessed from http://upload.wikimedia.org/wikipedia/commons/f/f7/Adolph_Tidemand_Norsk_juleskik.jpg

Norsk Juleskik by Adolph Tidemand (1846).

The Power of Speculation

I had not heard the term “speculative fiction” until the last two years when Derek decided he was going to be incredibly educated in an incredibly niche field. For me, all that stuff had been “fantasy.” It was the sort of hushed about genre. I come from a family of readers but when I was growing up, mystery was the king of the household. As a wee little lad, I had the romping adventures of the Hardy Boys to spark my imagination. My sister, naturally, had Nancy Drew. My mom read pretty much any detective fiction that was ever printed. There was also a series of books we read which followed two kids as they solved mysterious across Canada. I want to say they were Eric Wilson’s Tom and Liz Austen series?

However, this was not to last. When I was in Grade 4 I got very sick with appendicitis. While bemoaning my imminent death, I was bed bound for a few weeks at home. A child is apt to get bored during that time and no doubt I complained incessantly about there being nothing to do. My mom eventually returned with the entire Chronicles of Narnia by C.S. Lewis. These were on video since it was far easier to put them on and let me drift off and on in sleep as I recovered.

I found these films absolutely fascinating. Perhaps it was the drugs but the bewitching idea of being transported through an old wardrobe (did not understand what they were for the longest time) into a magical land was incredibly appealing. I learned quite a lot of useless information from those books. Information that did not translate well into my own world. Primary among them is that Turkish Delight, despite its appearance, is not tasty at all.

Accessed from http://www.wga.hu/framex-e.html?file=html/i/ibbetson/balloon.html

George Biggin’s Ascent in Lunardi Balloon by Julius Caesar Ibbetson (1785).

Regardless, the fantasy world was revealed and I dove in enthusiastically. I was far more prolific in my reading when I was younger and it, no doubt, prompted my desire to write. On the heels of Narnia came the Hobbit and Lord of the Rings as well as my nostalgic Thieves’ World anthology. Even into high school I was chewing through the fantasy genres and I had a couple of friends who suggested their own favourite series for me to read.

It took about five years but I eventually discovered that I don’t particularly like fantasy anymore. It’s primary focus is on escapism and epic battles between ultimate forces. It was all… incredibly samey. Each series was just like the last, sometimes blatantly so. The genre certainly became very rigid in its portrayal and as it grew more and more entrenched, I found myself drifting further and further away.

Now, I hadn’t entirely ignored science fiction. Both genres had been smashed rather inelegantly together in every library and book store I visited. I picked up a few, read a couple more that were recommended. The Hitchhiker’s Guide to the Galaxy certainly had the greatest lasting appeal but even the Left Hand of Darkness is something I look back on with ever growing respect. My first novel is a fantasy and though I feel it deviates from the norm, I’m not entirely convinced it does it to any remarkable manner. When I started my short stories, I was hesitant to start into the science fiction genre. I didn’t feel I was properly equipped to write within it. I haven’t read a lot of the seminal works nor am I particularly familiar with its most prominent tropes.

Accessed from http://www.wga.hu/framex-e.html?file=html/g/gautier/backfema.html

Back of Female by Jacques-Fabien Gautier-Dagoty (1746).

However, I find I am enjoying it more and more as I write. There seems a far greater avenue to write on topics which are relevant to the present without needing tireless research into fields which I am uneducated. There is also a kind of perverse pleasure in thinking about current scientific theory and inquiry and imagining the future implications of them. There’s something very… sharp about science fiction. And my short stories certainly take a greater and greater focus on the present now than they did when I was writing purely for pleasure.

Not that entertainment is a terrible thing. There are just less rules to follow in science fiction and that freedom is both liberating and daunting. You don’t have key great works to point at and say definitively “this is what science fiction is.” Aasimov, Le Guin, Herbert and Gibson are about as varied as the topics they cover. Even now, I’m puzzling out the ramifications of modern American capitalism and the possibilities of what corporatehood would be when taken to its greatest extremes. My last short story looked at the existential question of what constitutes individuality and the relationship between mind and body.

There’s a fleeting sensation of being the Oracle of Delphi when tossing your mind against the future and the direction society could take in its endless march. Most of the time, it’s incoherent and drug induced rambling but every now and then I feel I stumble upon a genuinely though provoking idea. For all our learning and understanding, there’s so much we don’t know and even less than we can predict. I will never have the impact of Gibson or create a world that hits as many realities as his but I don’t need to either. All my speculative worlds essentially examine questions we struggle with now or will struggle with in the future. How will body modification affect as both on an individual and societal level? What will it mean to be human when we are able to replace large portions of our body with plastic and steel? These are certainly not the first time the questions been raised but that we have no right answer means that there is room for novel results.

Future earth worlds are also infinitely easier to create than fantasy worlds as well which is also a large plus.

Transform the World

Windy is a terrible person. He takes unnatural delight in his cult practices, hidden away in dank basements or shadowed groves in order to perform his profane chants and adulations. I can only assume old, musty robes and plenty of candles are involved. I do know that this communion is with the most vile and unholy spirits because it–without fail–interferes with my chances of victory.

The contributors of somewherepostculture (barring one by her own volition for which we shall all shame her) have been obsessed with a little German game called Terra Mystica. I am not certain how to describe it. Kait says it’s ‘ugly.’ I don’t know if that’s really a good, qualitative assessment but when you first open up the box, it does look intimidating. My first encounter with the game was during one of our many forays to a board game cafe. While waiting for significant others to arrive, Derek wanted to give a game a spin that would certainly be less enjoyed by the fairer sex while he had the time.

Accessed from http://www.terra-mystica-spiel.de/en/index.php

Terra Mystica is designed by Helge Ostertag and Jens Drögemüller. It is published by Feuerland Spiele. Check them out at http://www.terra-mystica-spiel.de/en/index.php

Two hours later we were buried beneath a mound of little pieces trying to puzzle out how to get our respective race/factions to trot further along the victory point (VP) border while I madly searched for a way to wage war against my counterpart. There isn’t any, outside of actual physical aggression and this game is certain to inspire a little of that. But in a good way.

The closest analogy I can give for Terra Mystica is the game Settlers of Catan. Every player is trying to create the best infrastructure on a limited map with only so many resources to go around. There aren’t any outside threats and the only random element is during the game’s initial set-up. Not a dice is to be seen, which is a quality that always piques my interest. So there is no robber running around to grab your sheep and there’s no sitting forlorn as turn after turn goes by without any of your damn forests producing wood.

Another large departure from Settlers is the multiple avenues for generating VP. There are two scoring qualities at the end of the game (three with the new expansion Ice and Fire where the third is, once again, randomly chosen at the start). Players are ranked by how large their connected settlements and towns are and how far they’ve advanced in the earlier mentioned cults. The first three players get descending point rewards for their efforts. Connections and infrastructure scores better than taking the lead in the cults but there are four cults which have the potential to score you more if you dominate them.

Accessed from http://www.terra-mystica-spiel.de/en/index.php

Even laid out organized, this board scares me.

Potential is the keyword here. For it is quite easy for your opponents to muck up your plans. There is no way to wage bloody combat on your nemesis and thus the game focuses around the scramble to gather the limited pool of resources and hexes upon which you build your fledgling outposts. The last major departure from other games is that Terra Mystica features asymmetrical game play. For every different terrain hex in the game, there are two factions which call that landscape home. The ultimate goal of each faction is to transform the world into their preferred environment, like tourists immediately descending on air conditioners wherever they vacation. Each faction brings different strengths and abilities to the table. There are the dwarves, renown for their tunneling ability and to pop out of the ground to raise mountains out of molehills where once you thought they were cut off. There are the mischievous darklings who delight in nothing more than sending their priests out to convert all those wonderful rivers and plains into delicious, delicious swamps. Or there are the engineers who would rather not fuss around fighting for scraps of land but like to concentrate their efforts on raising magnificent bridges to connect their homes in awe-inspiring design.

The trick (because there always is a trick) is that the terrain transformations cost different numbers of spades depending on how different your detested land is from your home land. If I love swamps, then it only takes one spade to change rivers and hills into them (presumably because they’re already wet?). However, it takes three spades to change wastelands and mountains. Spades, by their nature, are incredibly hard to come by (unless you’re those rascally halflings) and thus factions will naturally steer away from the lands of their complete opposites. The game doesn’t allow factions of the same land in the game, so even in your choice of who to play there exists a strategic element. Do you want to be the neighbourly auren and fight those dwarves for their precious mountains or choose the cultists and politely avoid much conflict over terrain?

There’s a further complication in planning. Every faction has five different kinds of structures they can erect with each providing different bonuses. Dwellings provide homes for more workers. Temples give you favours from the divine and train priests. Strongholds unlock a special ability for your faction to demonstrate your true might or make your inherent ability even better. The dwarves are able to use less workers to create their tunnels when they have the awesome might of their fortress to inspire their drunk asses.

And resources are scarce so you’ll never have enough coins or workers to build what you want. You also need shipping levels if you want to cross those pesky rivers bisecting the map and there’s your ‘dig level’ to upgrade if you don’t want to throw legions of workers at that damn mountain to turn it into more pleasant desert. Each round also rewards building different structures. When a Dwelling Bonus round turns up, you can expect a massive explosion of homes from every faction across the board. But do you hold off building your dwellings for those bonus rounds or do you plunk them down for more return in your investment as well as staking your land from would be thieves. You can’t lost any hex you’ve built on which is the only assurance you have in the game.

It’s a complicated game, that’s for certain. However, that initial overwhelming sensation when you dump the thousand pieces out of the box belies the game’s simplicity. The core mechanics are pretty simple once you get a hold of them (with the sole exception of the niggling rules for your power bowls) and the hardest part of the game is all the different factors coming together for each turn. There’s a lot of cognitive load to balance when you take an action. Do your enemies have enough resources to block your natural expansion? Are they going to take the bonuses that you need in order to get your temples up on their bonus round? Will Windy ever stop taking the damn cult tile?!

Accessed from http://www.terra-mystica-spiel.de/en/index.php

The dreaded Darklings (who may or may not be my favourite faction). Mad props to you if you can understand what any of that board means on first read.

Terra Mystica is a fantastic game. For a board game, it’s pretty complex but compared to something like Magic: the Gathering or Netrunner it seems positively straightforward. However, after eight games I still don’t grasp the best nuances of its strategy. And the more players you add, the more you have to wiggle around their petty plans. There’s something to be said where your rise and fall is solely determined by your ingenuity and ability to predict the actions of your opponents. It’s the kind of game play that gets you coming back week after week to face your friends. With so many different factions and even new boards (in the expansion) there’s so much variety that ‘the perfect strategy’ is never clear and always changing.

After all, exploitation of your enemies needn’t be so blatant as a cudgel. You can instead figure out their goals, let them commit their resources to expanding their network, then snatch that last bridge or hex before they’re able to connect it all and leave them with two disjointed and pathetic settlements and no other alternative for getting victory. Assuming, of course, they stop sending their priests to that damn air cult!

Even civil engineers can be uncivil.

NaNo Post Mortum

Sure, this is a bit delayed but the world required me to complain about teenage fiction!

Anyway, today I want to natter about my NaNo experience. In case anyone doesn’t know what NaNo is yet (and how can you not?) it’s National Novel Writing Month. It’s exactly what it says on the tin. I’ve decided to make two NaNo events official times in my life. November is my standard writing experiment while April is my “Double NaNo” marathon. Thus, April I write the first draft of something I expect to get published as it’s around 90,000 words. That leaves November as my experimental month to try something new.

My first NaNo really set the tone. I wrote it at the start of the superhero craze which is dominating popular media at the moment. I wanted to do my own Watchmen story which focused more on the real world implications and outcomes of people getting super powers. I hadn’t seen Heroes at the time but the comparison would probably work. I don’t know a lot about Heroes but in my story, a group of random individuals develop super powers after experiencing a horrific subway accident which occurs beneath a biomedical research centre. The story follows three high schoolers (because comic book idealism really only works for a teenage audience) and how developing the powers of telekinesis and regeneration wouldn’t solve all their problems.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/andrea/castagno/3_1450s/06julian.html

St. Julian and the Redeemer by Andrea Del Castagno (1453).

It didn’t even turn them into crime fighting celebrities. Course, complications arose when one of their group never gained superpowers and his jealousy sort of developed into an increasing issue for the others. The kids tried to hide from these doubling real world problems by falling more and more into the personas, culminating in a confrontation with one of the survivors who was abusing her powers in a pseudo-villainous manner. That fight, however, made the primary character realize that comic book idealism just isn’t realistic and he ultimately turned himself and his friend over to the biomedical company who was gathering survivors and whisking them away to distant, isolated research labs to examine what exactly went wrong as well to contain a small group of people with abilities well beyond the average individual.

My second NaNo came about after a lengthy discussion with my sister while hiking. She is a huge fantasy buff and she made me realize that, while I do write in the Science Fiction and Fantasy genre, I don’t generally hold to the standard format or setting. The closest work I’ve done are the D&D stories which I’ve posted on this blog before. But those were always just short little throw-away stories I wrote between projects. Essentially, the writing equivalent of doodles.

So, NaNo took became a traditional fantasy. Once again “realism” was brought to the forefront as I examined genre tropes and tried to apply them to a setting that focused more on hyper-realism. So, no, there were no wizards, fireballs and pointy eared elves. It was a wandering monk and outcast knight trying to navigate medieval society as they searched for evidence of the mythical and otherworldly at the behest of a bored aristocratic lord. Ultimately, the pair rubbed brashly against the established norms of the numerous Dark Ages communes which they stumbled across. Some where enlightening while others did not appreciate how neither fit their rigid definition of proper social order. This story necessitated a lot of research into medieval society itself which was highly illuminating for me.

But don’t ask my to tell you anything I learned.

This brings me to this year’s NaNo. Once again I set off to write something outside my comfort zone. This time, I was going to tackle the horror genre. I’m not a big fan of it though I do like King and Lovecraft. As with the others, I wanted to take a standard genre set-up and try and navigate it with my own voice. This story was slightly different than the other two: I had tried to write it before. I did the “Novel in a Weekend” challenge and a version of this story was the product of those efforts. Of course, due to its time frame, it was only 25,000 words and well away from anything I had hoped to construct. A full year of rumination had focused more of the narrative I wanted to tell and the story became about a young man working part of a family run ‘medium and exorcism’ business arriving at a supposedly haunted house under renovations. The story examined the relationship between the boy, his mother and the owners with very few of them actually believing in ghosts.

Course, that changed by the end of the story. I feel I learned a lot but more than anything I still feel confident in my prior assessment: horror is dead.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/altichie/1/3george2.html

St. George Slays the Dragon by Altichiero da Zevio (1378-84)

Granted, I am not the best person to make this proclamation. My story was, in my mind, an abject failure. Granted, all my NaNo’s are bad so in that sense, the ghost story is hardly outstanding on that front. However, I still struggled with the essence of the genre itself. As I mentioned in my analysis of Elder Signs, the hardest hurdle for the horror genre to cross is rationality. Basically, in order for my story to work, I had to systematically strip the grounded foundation in which the story was set. For the most part, my characters were too smart for the genre they inhabited. I had to subvert their cozy view of the world but the rationality for that subversion wasn’t any greater than ‘just because.’

In preparation for my novel, I read a number of blogs and articles by horror authors. I have to agree with their assessment that horror is good people making bad decisions. More than that, horror needs to press forth a world view which I inherently disagree. The way horror works is by feeding on ignorance. The primary struggle is of the protagonist standing in the dark while all manner of who-knows-what prowls around them. The hero tries to navigate the darkness with their flashlight, but that light is always on the brink of burning out. They can never truly shine the light on the noises which haunt them or else you banish the horrors which plague them.

The Horror genre ultimately plays on one of the basic, most primal emotions: fear. It and lust are the two fundamentals for an organisms survival and it does not surprise me that they can be found in equal measure in the genre. It is a body of work explicitly devoted to “the feels” and instilling in the reader those primal sensations, attempting to override the fight mechanism and send them into outright flight.

Unfortunately, I feel that we’re progressing beyond that. The human condition is far more than these primordial directives. Our lives consist more than living long enough to continue the next generation. The very act of reading a book demonstrates that. So successful have we been in an evolutionary capacity that we’re capable of more than those two extreme expressions. Hell, we’re capable of holding the flashlight in the first place. Thus, horror is trying to drag the advancement of human development back to those early roots where ignorance and bewilderment dominated decision-making. The author has to cheat in order to tear away the systematic conquering of our environment in order to reach there. It’s why supernatural opponents continue to abound in horror writing despite them never making logical sense within their own world.

For example, if ghosts were both a common phenomenon and as dangerous as they are required to be in order to induce the fear of a horror story, then people wouldn’t be surprised or shocked when they came across them. And, because of our capabilities of passing on survival instincts and information to others, we would readily pass on how to properly avoid if not outright deal with ghosts so they aren’t an issue. As the author, to knock that flashlight out, I have to heavily cheat my character in order to do so.

And this is where horror falls apart for me. It’s that the creator must rely on his “supernatural prowess” (read: the fact that the author is god and is creating a world) in order to get the story to work. So much of Lovecraft’s stories get silly with how predominant cults and dark magic is but yet every new protagonist that stumbles over it is shocked that such things were capable of existing.

Personally, I feel that within humanity at large there’s enough inherent curiosity that no new threat can remain an enigma long enough to function as a continual source of dread. There are enough people that will return to the dark with bigger and better flashlights until the entire darkness is shone away.

Now, Derek loves horror and he enjoys the breakdown of the neat and orderly world which people like me are so inclined to erect. I can understand and respect that even if I can’t share in it. Unfortunately, if I don’t find the topic sincere I don’t think I’m capable of properly doing it justice.

This isn’t to say that all horror fails for me. I think there is still enough unknown for us to be worried or concerned. Lovecraft, at his best, was in driving his characters mad. I also enjoy Sci-Fi horror and coming across alien horrors. There’s a lot out in that starry void that will be bizarre enough that I can see dread returning to our comfortable world. But for Earth and the world we live in now, we’ve driven the darkness so far back that there’s very few corners left for it to linger. We’re no longer cavemen walking out from our shelter to look on the terrifying world of wonders around us. We’ve documented, studied, built and tamed so much of it now.

Accessed from http://www.wga.hu/framex-e.html?file=html/b/baldung/1/061death.html

Death and the Maiden by Hans Baldung Grien (1518-20)

And with that understanding, horror loses its grip. I don’t know, maybe there will be a way to get it to work but for now I’ll go back to my other speculative fiction. There is, of course, one deep well which I think can always be plumbed for good horror inspiration. While the world itself may become less mysterious, there is almost no end to the actions we will commit against ourselves. No matter how philosophically or ethically we advance, we will never stop being animals. It is so easy to dismiss papers and documents and fall back to those primal instincts, letting disorderly cruelty rule than refined rationality.

That, truly, is a terrifying thought for me.

The Hungriest Games

A winner is me! It’s the post novel writing month and I’m still riding on those loose vapours of having conquered the task. Course, for a novel titled Mary Creek’s Blood there’s a conspicuous lack of the sanguine but what can you do?

This joyous time means, of course, we return to our regular posting schedule. And since it is the season to be festive and celebratory, I’m going to begin it with a delightful review! Oh, how wonderful is holiday criticism.

Let’s move on to the typical prefacing. I want to first establish that just because one finds fault or flaws in a work does not make it bad or worthless. Look back across our long history of culture and you’ll find flaws in just about any great work. The Statue of David, after all, has enormous hands and a head. Apollo Belvedere has the exact opposite issues. Nothing crafted by human hands has ever been perfect and even my favourite art has nits which can use some picking. Criticism does not equate to quality or a lack there of. Beneath its surface, criticism is simply an engagement with a piece and the extended conversation between crafter and audience that has always been intricate since the moment some old man gathered his cave-children around a fire to tell them of the first buffalo to roam the plains.

Accessed from http://img2.wikia.nocookie.net/__cb20130420112448/thehungergames/images/e/eb/Effie-Reaping-Bowl-The-Hunger-Games.jpg

And my verdict is!

Now with that said, The Hunger Games is a bad movie.

Alright, this isn’t the most topical of discussions but if anyone thought I was going to be rushing out to the theatre to see the opening feature of the Hunger Games Trilogy then, well, they don’t know me at all. I had full intentions of not seeing/reading/experiencing this teen drama since I had already read Battle Royale by Koushun Takami. And if you’re over the age of eighteen, I think it’s pretty safe to say that you’d consider the Japanese version not only the predecessor but the superior telling of the story.

All that said, I didn’t even like Battle Royale. I felt it suffered the Lord of the Flies syndrome but this isn’t a Battle Royale review so that is neither here nor there. Obviously, I’m going to only examine the film and the unfairly compare it to the much more developed medium of Battle Royale‘s book form. Will anyone be surprised when the film ultimately come across as more shallow? I hope not!

First, the customary preamble:

The Hunger Games follows spunky, go get ’em Jennifer Lawrence as the eponymous Catnis (Catniss? Katnis? Katniss?) of District 12. The movie makes immediately clear the crushing poverty which Catnip lives with her younger sister and ambiguously employed mother in old timey Midwestern Quaker America. She leads an exciting life of hunting boar from the King’s forest and eating the local cake shop owner’s burnt and soggy bread while courting a budding romance with young Throbheart McHandsome. This delightfully dirty pastoral life could not last and her whole world comes crashing down in traditional fashion with the arrival of a spaceship delivering the Queen of the Oompa Loompas.

Here, the quaintly townsfolk are gathered up to perform Shirley Jackson’s The Lottery, replete with coal miners, surprising in the frankness of its name: The Reaping. Course, the twist here is that instead of males over sixteen being candidates, we’ve decided to only make children between the ages of twelve and eighteen eligible. This is for reasons obviously beyond trying to appease the target market demographic, I am certain. There is, of course, some propaganda video with some bullshit reason explaining the historical context for this system which is apparently in place for seventy-five years, but so unbelievable is that explanation that I’ve already forgotten it.

Of course, Catnip’s sister gets selected as one of the “Tributes” to the Capitol (because subtlety is a lost art in the future) and Catnip boldly steps forward to volunteer in her place.

This was when I did a “bwuh?” moment. Anyway, everyone gasps, Catnip walks forward, Strawberry Shortcake draws the male representative and our two heroes board a hover train to be whisked away from their shitty lives of digging in mud to reach the very short terminus of their lives. This is where the story really deviates from Battle Royale, however. And it’s not just because they meet Woody Harrelson aboard the train.

As the audience quickly discovers, Charlie and the Chocolate Factory was apparently the only classic work to survive whatever terrible war tore America apart in this speculative future and everyone is dressed as garishly as possible while they stroll through a city plucked from the doodlings of Steve Jobs. Here, Catnip learns that the games are essentially a gussied up Miss America competition but instead of a swimsuit competition to round off the finales, contestants are instead expected to either starve off their competition (that shouldn’t be hard in a Miss America contest) or bludgeon them to death with whatever item is nearby.

And to think people draw parallels between modern America and the Roman Empire.

The workings of the games, it seems, are based around impressing the crowd in the Capitol and acquiring sponsors to send you little robotic crates like kill streak goodie crates in Call of Duty. We’re then treated to an extended portion where Lenny Kravits tries his best Chris Tucker from the Fifth Element impression while dressing Catnip in the most garish costumes that a fevered teen author can imagine. Catnip scopes out the competition during their four days of officiated training and interviews are held with each contestant before a crowd all to eager to gasp and laugh as though the tele-prompters were all equipped with semi-automatics.

We’re well past the hour before the actual games begin and here we see the second largest departure from Battle Royale. Around half the contestants are killed in the first four minutes of the games and Catnip spends most of the time climbing trees and hanging out with bees than partaking in any actual “game.” Of course, she gets help from some spunky little girl meant to warm the cuckolds of our hearts before she has the grace to be killed by someone else other than Catnip (seriously, what was your plan in befriending the little girl?) which justifies the only real kill Catnip performs in the entire game. She then spends most of her time caring for Peter, the male representative of her Mudville commune while hiding in caves and waiting for the game makers to get bored and release mutant dogs to conveniently eat anyone who happens to be left.

Accessed from http://images5.fanpop.com/image/photos/26900000/The-Hunger-Games-wallpapers-the-hunger-games-26975706-1280-800.jpg

(The Hunger Games is property of Lionsgate and Suzanne Collins and whoever else)

There’s a customary “battle” of sorts with the one contestant who was dressed as a roman soldier during the opening ceremonies and is blonde haired and blue-eyed so we can only assume he’s meant to be a Nazi stand-in. But even this villain is pretty unconvincing as he taunts Catnip while holding Peter at knife point with such blood-chilling lines like “Kill me. Or don’t. It doesn’t matter.”

He falls off their post-postmodernist pez dispenser and is eaten by dogs before Catnip may or may not have delivered a mercy shot from her iconic bow before the “star-crossed lovers” who may, or may not, be actually in love or just hamming it up before the camera in order to gain more sponsorship, realize that some pointless ploy by the game makers to allow two winners for the games is really a ruse (elegantly revealed by the game makers themselves making a broadband announcement because they feel having 12-18 year olds enact a bloodsport isn’t evil enough). Catnip threatens to do a joint suicide with Peter which forces them to deliver truly on their earlier promise to let the pair live and crown them victors.

Cue the celebration montage and Catnip and her on-again, off-again heartthrob returning home amidst smiling faces and fluttering confetti as though the fact that she killed two children is something worthy of celebration.

Hit the credits, prep secondary camera crews and get filming started on the sequel because we can rake in tons of cash from the teeny-boppers with this nonsense.

Seriously, there’s so much to discuss why The Hunger Games is the poor Midwestern coal miner’s version of Battle Royale. But for me, the lasting issue is I have no idea why this thing exists as a piece of art. It’s purpose is lost on me.

There appears to be three key elements that are more jarringly thrown together than the Halloween costumes of the Capitol citizens and their pristine, clean white buildings.  We have the opening set-up of a post-war dystopian America organized into a tyrannical and yet oddly absent totalitarian government. As though tutu Nazis weren’t intimidating to begin with, the fences erected around District 12 are unmanned and Catnip slips between them rather effortlessly to hunt amongst the plentiful forests with just a half-hearted scolding from Chiseled Dreamman that this is dangerous/bad/mildly unacceptable. There is a sense that the government is suppose to be all domineering, complete with cheap Star Wars Stormtrooper knockoffs that show up to perform the Reaping on the children (which sounds worse than it actually is). Furthermore, the fact that you can volunteer for the games gives a somewhat mild alternative to the cold-hearted ripping of twelve year old children to throw mercilessly into a gladiatorial arena.

I mean, they make mention that one district trains up their children for the games and has them volunteer every year. Why every district doesn’t do this is beyond me. You would think that a responsible community with apparently no motivation to organize an uprising (since they’re not actually oppressed-see the complacent absence of the froo froo Capitol “army” earlier) would at the very least teach some people what skills they can to give their children a fighting chance in the games. I suppose this sort of kindheartedness was lost on the future Quakers because they were too busy making sure their mud was still properly muddy.

Contrast this with Battle Royale. Here, the government chooses a single graduating class amongst all the high schools in the country seemingly at random. Everyone knows this will happen but prays that the odds are in the favour (and generally speaking they are given that only one class is taken and there are a lot of schools in Japan). Here, the government literally kidnaps the students, going so far as to execute teachers who try to interfere with the process. They are then whisked away to some random location in the country which changes every year. The people of said area are forcibly evacuated for the duration of the games without so much a “Sorry Ma’am.” There is a heavy implication that the whole point of the games in Battle Royale is to instill fear and obedience in the populace. The twist, however, is that the government is simply corrupt (shocking!) and they only maintain this barbaric murder spree because it’s become somewhat of a bureaucratic gambling event.

My first instinct given the opening act of The Hunger Games was that we would get this very same “totalitarian governments are evil” shtick. However, when Catnip and Peter are whisked away to the city, there is no sense that we’re really suppose to feel these games are horrific. The contestants are treated like celebrities and past winners languish in comfort and luxury. Furthermore, everyone seems excited and the games is treated more like American Idol than anything else.

Thus, I began to wonder if this was ultimately a criticism of American media and its exploitation of the people it sucks in. An immediate comparison would be the Toddlers and Tiaras show and the whole controversy surrounding child pageants.

Accessed from http://htmlgiant.com/wp-content/uploads/2013/07/the-hunger-games-movie.jpgBut, no, the movie never really explains that the system is bad. In fact, it celebrates the ingenuity of Catnip for manipulating it in her favour. Sure, District 11 gets angry and tries to riot when their little girl gets speared but outside of that, everyone seems pretty damn happy with the conclusion of the 74th Hunger Games. There isn’t any sense that the audience themselves are part of the problem. Outside of the stupid costumes of the Capitol citizens, they’re mostly portrayed as blank individuals there to cheer blindly on for our protagonist as we, the viewer, cheers her on simply because she is the heroine and that is what you do.

Finally, we have the games themselves. Battle Royale is almost entirely composed of its combat. It goes into great detail about each student, often right before they are horribly killed in ever escalating orgasmic feats of violence and murder. The Hunger Games, on the other hand, is incredibly shy about its actual games. It’s like the author didn’t actually want to write about the bloodsport with almost all the people either dying away from Catnip and off screen or to rather mild methods (single shots from thrown spears, arrows or hilarious and not-graphic ‘neck snaps’). There isn’t any real exploration of how this absurdly barbaric event would really impact the people involved either. The “villainous” contestants essentially form a jock squad of bullies going around pantsing the nerds and giving them swirlies. Catnip befriends the outcasts and everyone seems quite content to ignore the fact that they are all stuck there until everybody but one is killed! Seriously. You would think the district which supposedly trains its children the hardest for these games would have drilled into them “Trust no one!” There is no benefit in grouping up with people and then blithely falling asleep at their side. Had Peter been so inclined, he could have slit the throats of about five of the contestants, bringing the movie to its conclusion a good half hour early.

Accessed from https://lh6.googleusercontent.com/-CLm89hlPwyk/AAAAAAAAAAI/AAAAAAACs0Q/R3VP_M8Bem0/photo.jpgSo, I have no idea why this book exists. It’s like three half baked ideas which no one really wanted to explore. The horrors of dystopian totalitarian military states? Nope, that’s never touched. The exploitative and inhuman way media treats and views both its stars and audience? Nope, the media is wonderful and really we just celebrate those that succeed within it! The senseless and gross loss of value in the death of an individual especially for something as banal and pointless as a sport? Nope, we view the survivors as heroes and the losers are very quickly forgotten for adoration and accolades. There is no reason for Catnip, after surviving the games, to blithely answer the master of ceremonies about how she found love and everything is wonderful. She should have condemned Flickman, the audience and even the government for how disposable they were. Why are people all applause and grins when Rue died and no one cares? Catnip went so far as to build a rather extravagant pyre for the girl and then never thinks of her again.

There is no reason to create this cold-hearted set-up if you’re not even going to use it. There’s a whole lot of nothing going on in this movie. There’s no commentary on the value or disposability of life. It’s a watered down, friendly version of Battle Royale which by its nature is neither of those. The Hunger Games is, ultimately, forgettable. At its best, it’s mild entertainment meant to distract and appease for its brief flutter across the eyes of its readers. But there’s no punch to it. There’s no depth. It’s only so much fluffy pink dress and horrible CGI flames that’s all too quickly forgotten after the next spectacle comes rolling through.