Tag: Reviews (page 26 of 36)

Card Revisited

Orson Scott Card

It’s been brought to my attention that, in a previous post, I might come off as somewhat unkind to Orson Scott Card. That certainly wasn’t my intent. I’ve only read a few of his works, but I admit that what I’ve read so far has impressed me. Here’s why.

Ender’s Game

As far as I’m aware, this is pretty much Card’s seminal work. The presentation of the Battle School, Ender’s struggle as a ‘Third’, the characterization of Peter and the way in which the story ended broke a few rules and wrote some new ones. I recommend that anybody interested in writing speculative fiction in either the short or long form read this book if they haven’t already. It’s full of realistic characters, a well-realized future for humanity that’s within reason, and some pretty riveting conversation. Ender’s one very intense kid.

Enchantment

Orson Scott Card probably isn’t a name that springs to mind when you think of period romance or high adventure. However, Enchantment does a very good job of blending these elements. It’s Sleeping Beauty meets A Connecticut Yankee in King Arthur’s Court with the legend of Baba Yaga mixed in for good measure. Along the lines of Ender’s Game, this is well worth the reading if you’re a fan of or interested in writing fantasy stories or romances.

Ultimate Iron Man

Marvel’s Ultimate universe is a darker, grittier version of the one with which most are familiar. In that universe, Tony Stark isn’t just a genius, he’s a genius with his brain matter distributed evenly throughout his body. The downside of this is that he has nearly constant pain from contact with everything around him due to the over-stimulation of his neural tissue. Card pens the two mini-series (also available as graphic novels) that bring us through his difficult birth and childhood through the early uses of the Iron Man armor that place him, along with Captain America and Thor, among the ranks of the Ultimates, which is what that universe called their Avengers. Card’s pacing and powerful dialog are here along with some striking artwork.

So yeah, he’s sparing in his descriptions. That’s because the room is taken up with awesome characterization and conversations.

Ignore his politics. Focus on his prose. It’s worth reading.

Game Review: BioShock 2

Courtesy 2K Games
“Somewhere… beyond the sea, somewhere… waiting for me…”

I mentioned in my review of the first BioShock that Rapture is a living, breathing entity. One of the biggest impressions made by its sequel is that the underwater city didn’t just up and disappear after the conclusion of the first game. Rapture marched on without us, and when we return to it, the city is both instantly recognizable and possessed with the feeling that something has gone horribly, horribly wrong.

…Okay, Rapture wasn’t that great a place to live to begin with, at least when we’re first introduced to it. But whereas in the first game the Splicers felt like a disorganized and individualistic mob of gibbering pseudo-zombies driven mad by their psychic powers, here they have been given purpose, direction and even promises of redemption. There are still forces struggling to control Rapture and maintain the flow of the precious material known as ADAM that functions as the life-blood of the city.

Into this volatile mix of elements comes Subject Delta, a prototype Big Daddy awakened from hibernation. Unlike the other not-so-gentle giants, Delta can use plasmids and shares a bond with a particular Little Sister. Like Jack, the protagonist of the first game, we as Delta are presented with both overarching obstacles to overcome and the means, through our choices and actions (or inactions), to change Rapture forever.

Since the introduction of Something in the Sea, I was looking forward to this release. The first game did a fantastic job building atmosphere, telling a story and actually having underlying themes and concepts that extended the game beyond yet another exercise in shooting bullets at things until they fall down. So how did the sequel fare?

Stuff I Didn’t Like

Courtesy 2K Games
“What’s that? There’s a lack of innovation? NOOOOOOOO!

BioShock, for all of its echoes of, callbacks to and inspiration from System Shock 2, broke new ground in the realm of console shooters. Its narrative complexity, philosophical grounding and unique aesthetic set it head and shoulders above others in the genre, most of whom are trying to capture the money-making magic of Halo. BioShock 2 feels much less innovative. While there isn’t anything wrong with taking what worked in a successful title and attempting to improve it, the feeling that we’ve been here before can water the enthusiasm of the player somewhat. The first half of the game, beyond the novelty of Delta’s abilities as a Big Daddy, feel awfully similar to most of the preceding title. There’s something about the story’s structure and pacing that feels somewhat “safe”, at least at first. It’s difficult for me to fully articulate why this bothered me. Reinventing the wheel isn’t necessary when making a sequel, after all.

Anyway, the only thing persistent from the first game that really continued to bug me as I played was the knowledge that what Yahtzee calls “that side-tracking shit” was going to get pulled on me any time the objective at hand seemed simple to complete. In fact, my wife and I both quoted the Zero Punctuation review of BioShock many, many times as I played through. The main antagonist in BioShock 2 is female which makes it feel even more like she’s SHODAN with skin on. Again, this is a minor complaint, and to be honest it’s really the only complaint I can make.

Stuff About Which I’m Ambivalent

Courtesy 2K Games
A new section in my reviews. Shocking, no?

So I dove into the multiplayer that I spent some time saying we didn’t need and I’m ambivalent about it. I don’t love it but I’m also a bit surprised in that I don’t loathe it. As much as I appreciate its attempt to mix up the online shooter formula with trials, unlockable loadouts & items and something that vaguely resembles a story available through your apartments’ radio announcements and audio logs, it’s still an online shooter. There’s some fun to be had as you combine plasmids with firearms and especially when you stumble across a Big Daddy suit, but I stand by my initial feeling that it’s a little tacked on.

Stuff I Liked

Courtesy 2K Games
Gives new meaning to the phrase “Drill, baby, drill.”

First of all, you’re a Big Daddy. You’re a towering, ponderous, super-strong giant in an armored diving suit and your melee weapon of choice is a huge drill. There’s nothing about this concept I don’t like. Now, if you’ll recall, in the first BioShock Big Daddies can be taken down by either our silent protagonist or a mob of Splicers. What differentiates you from those other unfortunate Big Daddies is the fact you have (at least I’m hoping) a functional frontal lobe. Tactics actually come into play in this game beyond “chase down the bad guys and set them on fire”, which is something I’ll discuss in the next section.

The slight changes to the weapons loadout work well. Having the drill & rivet gun definitely add to the “You’re a Big Daddy now” feeling, and wielding a double-barreled shotgun made me wonder how Bruce Campbell would fare in this situation. A chainsaw isn’t that far removed from a drill, after all. Anyway, there’s also the fact that you can use your plasmids at the same time as your other weapons, which not only saves time in switching from one to the other but also allows for some of that creative thinking stuff. The game actually rewards you for being creative and switching things up with the research bonuses.

While the voice-acting isn’t quite as immersive as that of the first BioShock, it’s still quite good, especially when it comes to the characters of Eleanor and Alex. I’ll stop my train of thought at that station because I don’t want to spoil it for you. Finally, the plumbing system from the first game is replaced with a much more straightforward mini-game for hacking. Unlike the replacement systems for decryption and bypasses in Mass Effect 2, it’s far less tedious and a bit more challenging to hack something, and it’s quite rewarding when you pull a hack off while under enemy fire.

Stuff I Loved

Courtesy 2K Games
…Oh God.

“You might stop fearing death,” said a member of TV Tropes about the games Vita-Chambers, “but that doesn’t stop you from being afraid.” No character drives this point home more than the Big Sisters. Originally planned to be a single recurring villain, the Big Sister is an extremely elite sort of antagonistic creature that really, really doesn’t like you messing with her pint-sized dress-wearing barefoot counterparts. Unlike the huge and often passive Big Daddies, Big Sisters actively seek you out, chasing you through Rapture and using combinations of lithe acrobatics, highly evolved plasmids and a wicked sword-like ADAM extraction needle to encourage you to stop. The knowledge that you can pop out of a Vita-Chamber nearby after she hands you a severe ass-kicking never stops the blood-curdling screech they emit as they track you down from being terrifying.

The game tells you to “Prepare yourself” when the Big Sister is coming for you. Thankfully you can channel your fear into those preparations by laying traps, hacking security systems and loading up on more effective ammunition. BioShock 2 rewards creative thinking, as I’ve said, and this includes setting up some very nasty surprises for enemies coming your way. Both when dealing with a Big Sister and watching over an adopted Little Sister as she gathers ADAM from a corpse, the best way to ensure your survival and conserve your resources is to examine the area, plot out possible routes of approach and trap them accordingly. The dead strewn about Rapture lets you pick and choose where your gathering operations take place, and on more than one occasion I’d come into a room with a vent and smile, because I knew exactly where I’d be meeting the Big Sister. This didn’t make the experience of fighting them less harrowing, for me, and I played on Normal difficulty. I suspect future playthroughs will have me cursing more and voiding myself less when the screaming Big Sister comes at me out of a haze of fire and terror.

This brings me to the Little Sisters.

Courtesy 2K Games

Maybe my paternal instincts kick in hardcore when I see one. Maybe the team at 2K have really made them more sympathetic over the years. Maybe I’m just a pussy. However, when the Little Sister looks up from the broken body of “Mr. Bubbles” only to smile brightly at you, and in some cases hop up and down excitedly (“Are we going to be together now, Daddy?”), there’s no way in hell I can bring myself to tear them apart for the sake of holding a flailing sea slug in my hand. And killing Little Sisters, besides guaranteeing one of the games ‘bad’ endings, would deprive you of some very funny and rather heartwarming lines of dialog.

For example, carry a Little Sister on your shoulders, then zap a Splicer with the Electro Bolt plasmid and/or pelt them with bullets from the machine gun. “Look, Daddy!” the Little Sister cries with glee. “He’s dancing!” And if you’re in the middle of a gathering operation, and one of the Splicers gets to your Little Sister, rush over with your drill in full spin. As you reduce the would-be pederast to little bloody chunks, the Little Sister proclaims “Nobody messes with my daddy!” Finally, there’s the “Daddy? You always save me from the monsters” line when you pick her up after a harrowing battle, and the very soft and heart-felt “Thank you” spoken to you after some of them crawl into their vents after being rescued.

Again, maybe it’s just me. Maybe you’ll go into this game with the intent to rip every single one of these toddling terrors to shreds. That’s your call. For me, protecting and rescuing the Little Sisters added depth to the game and really pulled me into the experience. We learn a lot more about them, what they go through in the rather horrific process that creates them and how they see Rapture. Especially after those experiences, harvesting them for their parasites rather than setting them free seems as cruel an act as anything perpetuated by the game’s villains.

BioShock 2 isn’t just BioShock with a fresh coat of paint and a few cool new weapons. It’s not entirely different, either, and if you haven’t played the first game you might feel a bit lost, confused or even disinterested. Fans of the first game are in for a treat, and while it doesn’t really push the envelope in any way, it does what the first game did very well and, in some cases, better. In a world where sequels are often an ever-extending litany of disappointments in light of the original title, BioShock 2 does what good sequels always should.

Bottom Line: You may want to play the first game before picking this one up. But even if you don’t, in my opinion, it’s worth your time, it’s fun to play and it still tells a good story that has something going on besides loud gunplay and teabagging. Buy it.

IT CAME FROM NETFLIX! Sneakers

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/sneakers.mp3]

If some of the screenwriters and directors in Hollywood are to be believed, computers are magical devices. Hook yours up to a wall socket, type really fast, and hey presto, the Pentagon’s your bitch. Some hackers out there are so good they can do this while being held at gunpoint, or shall we say ‘pleasured’ by a hot blonde or even both. Of course, computer networks really don’t work like that, especially high-profile governmental and military targets. It takes quite a few elements to breach the security of even pedestrian marks such as banks and research labs, from tapping phone lines to bluffing your way past the front desk. For a great cinematic example of how this sort of thing really works, as well as one that ages well, look no further than a little 1996 film called Sneakers.

Courtesy Universal

When he was in college, Martin Brice and his buddy Cosmo played digital Robin Hoods, hacking into the financial resources of prominent jerkass politicians to redistribute their wealth to people who need it – the National Organization to Legalize Marijuana, for example. One of their attempted hacks gets Cosmo caught while Martin was able to flee the country, due to a rather serendipitous pizza run. Years later, Martin’s operating (under a nom de plume) a small group of misfits called a ‘tiger team’ which basically puts security systems through acid tests. The team consists of an ex-CIA operative, a conspiracy theorist technical adept, a blind man who’s a consummate phreak due to great hearing and a juvenile delinquent genius. Everything is going swell until a couple of shady NSA agents contact Marty, call him by his old name and tell him that he needs to steal something for them if he wants to stay out of jail. …And that’s all I’m gonna tell you.

Courtesy Universal
Michael Weston was taking notes from these guys.

There are some specific dates given over the course of the film that would normally cause it to feel too dated. However, the charisma of the team’s members, the whip-smart writing and the very nature of the capers helps the story not only age well but remain grounded and therefore more interesting to watch. The quasi-magical nature of computers in, say, Hackers is replaced with practical and mostly realistic things such as directional microphones, motion sensors sensative to body temperature and careful planning. When computers and encryption do get involved, the underlying math is not only explained but shown, giving the elements weight and helping them serve the story rather than dazzling us from seeing story weaknesses with flashy graphics and ludicrous jargon.

Courtesy Universal
“Check it out, Marty, it’s the latest in ‘I don’t want to get my head blown off when the mooks find me here’ fashion.”

While there are some weaknesses in the story – the way in which things appear after they’ve been hacked, for instance – they’re not bad enough to break the film’s flow. Rather, they’re smoothed over by some great performances. Robert Redford is one of the consummate leading men of both my generation and that of my parents. Sydney Poitier’s stoic, cautious nature is played beautifully against the manic mind of Dan Akroyd. The late River Phoenix aquits himself very well as the youngest member of the team, while David Straithairn convincingly shows how a blind man would operate in these situations and how valuable he is in spite of his disability. Mary McDonnell is remarkable as Marty’s Girl Friday and Ben Kingsley pulls off being both charming and menacing with ease. And all of these front-line well-rounded actors work with a script that never seems to fall flat or even miss more than one or two steps.

Courtesy Universal
Okay, the film is a little dated. That mainframe behind those two could probably fit on an iPhone now.

If I were asked to describe Sneakers in one word, I’d likely have the same reaction I do when I see someone slapping an aribtrary numerical score onto a review (which involves some very unpleasant indigestion) but the word I’d end up using after downing some Pepto-Bismol is “intelligent.” The film’s premise, mechanics, relationships and even humor never feel dumbed down or half-assed. It’s not the kind of movie that talks down to its audience, which can be rare given some of the pedantic fare running around the local cinema. Still, this braininess means that it’s focused more on character development and concept exploration than sex and violence, which means that some of the twitchy attention-deficit action junkies might consider this film too ‘boring’ and file it away with Empire Strikes Back or Gattaca while they clamour for the Avatar sequel. If you want to watch a caper film that’s every bit as funny as any of the recent Ocean’s Insert Incremental Number Here films while being at least a few notches smarter, Sneakers is waiting for you on the Netflix streaming service, and I’m pretty sure you’re going to enjoy it. Otherwise, Halo:Reach still isn’t due out until autumn. Sorry to be the bearer of bad tidings, there.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

Game Review: Dragon Age: Origins

Courtesy BioWare
All that blood means this game is totally dark and edgy. Totally.

I’ve ragged a bit on the length of Dragon Age: Origins as well as the infamous memory leak that completely devoured at least an entire day of my life. But how did I feel about the game overall? How does its writing compare to Mass Effect or even its spiritual ancestor, Baldur’s Gate? Read on, and find out.

Dragon Age is a fantasy setting based in the world of Thedas. Origins introduces us to this world through the nation of Ferelden, which is facing the threat of invasion by twisted creatures known as darkspawn. The only force with the knowledge and experience capable of ending this threat, before it becomes a full-blown contagion of violence and destruction called a Blight, is the elite order of the Gray Wardens. It is this order your character will be invited to join after you get to know the race and/or class you select at the opening of the game.

Stuff I Didn’t Like

Courtesy BioWare
“A little club soda will get those blood spatters out of your dress, sir.”

  • The game’s intent of being a ‘dark’ fantasy is apparently the reason even the briefest of melee encounters will see you and the members of your party spattered in blood. It’s as if Jackson Pollock runs from one member to the other armed with a brush dipped in red paint, giggling with childlike glee. Having this happen in the wake of a bloody close-up kill would work a lot better than having these people constantly covered in gore. It actually becomes kind of hilarious if you try to talk one of your party members after a fight. They will casually talk with you and even joke, without bothering to even wipe the blood out of their eyes. I know it’s foolish to expect complete realism in a fantasy setting, but this always struck me as a bit off.
  • There’s a lot of loading that happens in this game, at least in the PC version. Especially when playing for longer than an hour or two, due to the aforementioned memory leak. I started seeing the slowly spinning tribal-influenced loading graphic in my sleep.
  • The Codex of the game is very dry. I’ve started to get used to sparing glances at posted information or an overheard conversation dumping a ream of text into my journal, but in Mass Effect there was some narration on the major entries that helped convey some interesting and world-building information. Now, while Dragon Age’s Codex isn’t essential as most of the background and world-building happens in the course of conversation with others, but the fact remains that the full text presented in-game can be difficult to sift through. Browsing a wiki for the information outside of the game is more informative and interesting.
  • Quests in fantasy games can often feel a little contrived. Stationary NPCs, especially those who are reputed to be powerful or fearsome, often give tasks to the players that they could easily accomplish themselves if not for some plot-imposed restriction. And in the course of your travels, it’s easy to begin to lose sight of your motivation as you try to hurdle one obstacle after another in what should be a straightforward affair. The two biggest culprits in this area are the tower of the Circle of Magi, and the Deep Roads extending from the dwarven city of Orzammar. Unlike the optional side quests posted on various boards around Ferelden, these areas contain sequences that require you to move from one map to another in what I assume was an attempt to give the game scope but really just felt like they were trying to make a long game even longer. Now, as I said I’ve already had a gripe about the game’s length, but having finished the game it did feel like a sweeping epic which is something I’ll discuss more in a bit. But the Deep Roads in particular just felt overly tedious. When I finally reached Caridin at the end of the Roads, I half expected the big guy to take me through an exchange that’d go something like this:
  • Courtesy BioWare

    “YOU WILL GO TO THE WAYOVERTHERE MOUNTAINS, TO THE VERY PEAK OF MOUNT NOOBDEATH, AND BRING ME THE TEN HAMMERS OF AWESOMENESS TO PROPERLY DISPOSE OF THE ANVIL OF THE VOID.”
    “Is the anvil bolted down?”
    “…WHAT DOES THAT HAVE TO DO WITH ANYTHING?”
    “Well, if isn’t bolted to the stone, why don’t we all pick it up and heave the thing into the molten lava flowing below us? Hell, even if it is bolted down, I’m a mage, Oghren’s a mighty beer-drinking dwarf, Alistair’s pretty badass when he stops whining and snarking, and both you and Shale are immortal super-strong golems. Why don’t we eliminate the bolts, THEN hurl it into the lava? That’d do the job nicely, right?”
    “…YOUR SOLUTION IS NOT EPIC ENOUGH.”
    “But it just makes more sense to use what we’ve got here than to wander all the way out and up into the mountains…”
    “EPIC SOLUTIONS DO NOT MEAN LOGICAL SOLUTIONS. GET ON WITH THE QUESTING.”
    “…”
    “THERE’S EPIC GEAR IN IT FOR YOU.”
    “Fine, whatever.”

  • Speaking of Shale, it boggles my mind that one of the best characters in the game is only available via DLC. Shale is interesting, useful, deep and absolutely hysterical, but if you didn’t get the right retail copy or don’t have the $15 necessary to download her, you’re shit outta luck, friend.

Stuff I Liked

Courtesy BioWare
This view is why the PC version works very well for me.

  • Regarding the game’s length, while some of the sequences did feel a bit long in the tooth, the overall arc of the game is like that of Lord of the Rings or Chronicles of Narnia, in that we have a sojourn across a foreign land in the name of an epic quest. Seeing the story through to the end, while a frustrating slog at times, is very satisfying. It was like the first time I finally finished all three Lord of the Rings novels. I didn’t really care about Tom Bombadil’s hat or how green the grass is in the Shire, but it was pretty damn awesome to see how everything resolved in the end.
  • There’s a lot of replay value here. Beyond the different origin stories, there are a lot of choices to make with a given character both in terms of dialog and specialization. No two playthroughs are guaranteed to be the same. In fact, I’ve thought of going back to an earlier save of my mage and tweaking his build just a bit, to make him more of a magic knight and less of an armored healer. Hell, I could change his build entirely and just nuke everything in sight.
  • The politics and religions of Thedas in general and Ferelden in particular feel three-dimensional. The main NPCs you’ll encounter in your travels also come across as more than cardboard cut-outs, despite their somewhat stiff uncanny valley appearance.

Stuff I Loved

Courtesy BioWare
Oghren: “You as sick of runnin’ hither an’ yon for these lazy sodding rutters as I am?”

  • The speaking characters in your party, while requiring some of BioWare’s trademark micromanagement, are a diverse and well-realized bunch. Shale, as I’ve mentioned, is a stand-out character, and Oghren the dwarf had me rolling pretty much any time he spoke. I mentioned Alistair’s penchant for being whiny and snarky, but for the most part it’s more endearing than annoying. I even found myself warming up to Sten, the extremely stoic Qunari warrior. Another reason I want to play through this game again is to further explore some of the stories behind the party members I didn’t hang out with as often. Your mileage may vary, of course. However, the only reason I imagine someone might not like the character of the Dog is if they just plain hate dogs. Otherwise, I would be very surprised if you played this game and didn’t find yourself wanting a mabari war hound of your own.
  • It would be easy for this game, billed as a dark fantasy and covered in blood, to focus entirely on combat as a means to resolve all its situations. But there’s diplomacy, puzzle-solving and even some politicing involved as well. Allowing the game’s storylines to expand beyond the combat engine makes it feel less like a straight hack and slash affair and more like an honest-to-whomever role playing game. Solid writing that compliments the action instead of existing solely for the purpose of shepherding us from one combat encounter to the next makes the game more interesting, immersive and fun. Dragon Age: Origins definitely delivers on that score.
  • There’s a definite feeling that your actions (or inaction in some cases) have long-reaching ramifications in this world. From party members deserting you over a given choice to whole parties of pilgrims getting wiped out in the epilogue because you skipped something, Dragon Age: Origins reminds you that Thedas is much bigger than the microcosm of you and your party. The world is built in this way to such a degree that the Codex feels even more superfluous. Thedas is a rich, deep and rewarding world to explore, and I found myself wanting to spend more time there, darkspawn and ogres notwithstanding.

Bottom Line: If you have any interest in a high fantasy role-playing game that evokes the likes of Baldur’s Gate or Neverwinter Nights, Dragon Age: Origins is worth the investment of both time and money. Fans of straight-forward hack’n’slashers might be better off buying Torchlight or saving up for the upcoming Diablo III. I plan on playing this plenty in the weeks and months to come, which means that for me, Dragon Age: Origins is a great success.

IT CAME FROM NETFLIX! Starship Troopers

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/starship_troopers.mp3]

I’m not going to mince words. Robert Heinlein is the reason I got interested in writing fiction. Granted, it was his novel The Cat Who Walks Through Walls that started the wheels turning in my head, but Starship Troopers was also evocative and fascinating to the nascent mind of this young writer twenty years ago or so. While the book was released and is still enjoyed today by youth, Paul Verhoven’s film adaptation is decidedly not for kids, what with the ludicrous amounts of gore and the gratuitous nudity. But is it good? The short answer is… “mostly.”

Courtesy TriStar Pictures
“Um… sir? Did we remember to pack that bigass can of Raid?”

In the future, veteran soldiers have revamped global society so that citizenship is determined by civil service in the armed forces, meaning that rights such as voting, procreation and higher education are earned, not given. Growing up in this society are Johnny Rico (Casper Van Diem), Carmen Ibanez (Denise Richards) and Carl Jenkins (Neil Patrick Harris). The three friends graduate high school and enter the service just before the malevolent aliens known as “arachnids” or “bugs” wipe out their home town of Buenos Aires with a meteor strike. Carmen enters the fleet as a skilled but unorthodox pilot, Carl disappears into the dark cloister of military intelligence, and Rico, unskilled at math but a determined athlete with a decent head on his shoulders, signs on for the Mobile Infantry, the Federation’s hard-nosed badass rapid-deployment “do or die” answer to the United States Marine Corps.

Courtesy TriStar Pictures
Best reason to join the Mobile Infantry? Right there.

What begins as a near-future high school romantic drama turns quickly into a near-future war story. Unfortunately, this transition isn’t a one-way street. Instead of focusing entirely on the horrors of war, the shadow cast by the society in which these characters live or even the nature of the arachnids, the film keeps looking back over its shoulder at the romance plots and the beautiful people caught up in them. The transitions between themes aren’t terribly smooth, and it makes the pace of the film a little disjointed. The writing is fine, based as it is on tried and true science fiction tropes, and the characters are, for the most part, reasonably fleshed out with a few exceptions. It feels a bit like this movie is trying too hard to be too many things at once, which leads to what I feel is its biggest flaw.

Everything that is good in this movie is counter-balanced by something that could have been better. Good performances by the likes of Dina Meyer, Neil Patrick Harris and Michael Ironside are almost cancelled out by the wooden efforts of Denise Richards and Patrick Muldoon. The boot camp sequences that hearken to films like Full Metal Jacket and Jarhead are undermined by plodding, procedural CG sequences of space travel. Any rousing feelings evoked as the Mobile Infantry unit called the Roughnecks pay back the bugs for assaulting our race are watered down with audience-generated questions like “Why are they still using bullets in the future?” and “Why are their weapons so huge and cumbersome if the Mobile Infantry is meant for rapid deployment?” If the film had focused solely on the Roughnecks instead of constantly cutting back to Carmen’s fleet antics, the whole thing would have been a bit more coherent and the overall product would have improved. Yes, we would have had less opportunities to check out Denise Richards, but she’s little more than eye candy in this, and Dina Meyer completely outdoes her in just about every regard.

Courtesy TriStar Pictures
Dr. Horrible visits Himmler’s tailor and kills bugs good. Would you like to know more?

The best part about Starship Troopers, in my opinion, is its undercurrent of fascism. Heinlein wrote this as a cautionary tale against militarism overshadowing democratic process while still being supportive of military action, but screenwriter Ed Neumeier and director Verhoven take a more satirical approach to this aspect of the story. The framing device of “Federation Network” broadcasts that play like old wartime newsreels display a deceptive wholesomeness which conceals an underlying message that one class of society is valued more than another by the government. Even the supposedly helpful prompts of “Would you like to know more?” seem just as much an opportunity to misinform and propagandize as they are an aspect of interactivity. There are all sorts of political and societal ramifications of this sort of structure and the particulars of those ramifications could spark some great debate. But the best part of the film is also something of a disappointment, in that there isn’t more said about it or done with it. A FedNet bit here, a few lines of dialogue there and it’s right back to the violence and tits.

Still, I’ve seen worse adaptations than Starship Troopers, and when it works, it works rather well. When I saw it as a younger man, I thought it was thrilling and exciting despite the fact that Heinlein’s power suits had proven too problematic for the special effects of the day. Then again, maybe that was due to seeing Dina Meyer shirtless (not once, guys, but twice). Having watched it again with a more critical eye, I still enjoyed the majority of it, but some of its flaws are rather glaring, Denise Richards’ performance and the constant cuts back to her side of the story being the biggest two. But if you can get over that and forgive Verhoven his love of excessive gore – this is the man who brought us RoboCop, after all – Starship Troopers does manage to entertain. It does for movie watchers what Halo does for game players for better and for worse. It’s decently produced and nice to look at, but there’s aspects of it that keep it on the level of “average” and hold it back from being excellent. Being available on Netflix’s Instant service, you can watch it just about anywhere, but at over two hours and containing bare breasts and bloodshed aplenty, it’s not recommended for lunch break viewing at work.

Starship Troopers isn’t bad, in fact it’s pretty damn good in places, but overall it’s not that great either. Unless, of course, you’re a political conservative. If you are – and I have no idea why you’re reading this stuff if that’s the case – you are going to love this film. A future where political and military power are practically one and the same, and doctrine both at home and on the battlefield are determined by a select few who survive warfare and have mostly the interests of the military at heart? After watching this, I think quite a few conservative pundits in my country would have to consult their physicians because they’d suddenly be unable to get rid of their erections.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

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