Tag: sci-fi (page 13 of 35)

IT CAME FROM NETFLIX! The Adventures of Buckaroo Banzai Across the 8th Dimension

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

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

We call them Renaissance men, polymaths or omnidisciplinarians. The last two are more friendly for people of all genders who dabble with success in multiple fields of interest, but one of the first was Leonard da Vinci. Benjamin Franklin is another, but neither he nor da Vinci ever developed supersonic cars, practiced neurosurgery or battled evil space aliens. That we know of. For confirmed antics of that sort, we must turn to a lesser-known but quite impressive polymath by the name of Buckaroo Banzai. In 1984 a docu-drama following an adventure of his was released, sub-titled Across the 8th Dimension. Sure, it may seem like a mash-up sci-fi adventure parody, but I’m sure it’s just as much based on a true story as most things Hollywood slaps that label on these days.

Courtesy MGM

Dr Banzai began his adult life as a neurosurgeon, but a brilliant career in medicine felt too boring to him, so he took up super-science and crime-fighting as well as a rock career. His latest invention, the Jet Car, is supplemented by a tiny device of secret origin called the Oscillation Overthruster, which means the car not only achieves supersonic speeds but also drives through solid matter. The Overthruster was first tested in 1938, an incident that not only failed but lead to the possession of one of its inventors by the evil overlord of an alien race called the Red Lectroids. Thirsty for conquest but ill-equipped, the Red Lectroids were defeated by their peace-loving cousins the Black Lectroids and banished to the 8th dimension, which Buckaroo just drove through. Instead of citing him for speeding, the Red Lectroids try to get their paws on the Overthruster to free the bulk of their forces, which puts them in direct opposition of Buckaroo Banzai and his Hong Kong Cavaliers. Let’s just hope they save the world in time for their gig in Atlantic City.

If you think this premise sounds a bit silly on paper, you’re not far from the truth. In addition to the special effects and music that place this chronologically smack in the middle of “the big 80s,” the do-nothing-wrong Buckaroo may seem a bit stale for some, even verging into author or audience projection. Most of the special effects budget appears to have been spent on the Jet Car and the facial appliances for the various Lectroids, as the miniature work for the spacecraft we see is laughable even by the standards of Star Wars before Lucas started messing around with it. The movie certainly isn’t going to be blowing your mind with clever narrative construction or even that many interesting characters.

Courtesy MGM
What a guy.

Then again, neither did Flash Gordon or Total Recall. Buckaroo’s story has got its tongue firmly wedged in its cheek, and the smiles that pass between the Hong Kong Cavaliers are pretty infectious. Like any good parody, the movie is in on its jokes and knows it shouldn’t be taken too seriously. It’s one of those times where the MST3K mantra comes in handy. Unlike some other parodies, though, Buckaroo Banzai doesn’t go so far as to address or even acknowledge the fourth wall. The film is, for better or for worse, mostly concerned about doing its own thing.

In fact, that’s one of the biggest selling points for this admittedly silly and campy flick: it’s original. It’s indicative of a time where filmmakers, actors and special effects houses were keenly interested in trying something new and different. In this case, the goal was to create a character that harkened back to the pulp adventures of two-fisted yet erudite men of action like Doc Savage while including elements of super-science of the nuclear age. While Buckaroo’s polymath portfolio does verge on the ridiculous at times, the way in which he’s presented seems more along the lines of Ace Rimmer from Red Dwarf than any straighfoward Mary Sue type. You may scoff at his ability to pull hitherto unknown devices and parachutes out of his ass, but you can’t help but like the guy. He can’t spend too much time thinking about how great he is, dammit, there’s a world to save!

Courtesy MGM
“VAT DO YOO MEEN ZEY DUN LIKE ZE MOVEE?”

In the end, The Adventures of Buckaroo Banzai Across The 8th Dimension is harmless, campy and very unique fun. I can’t say every modern viewer is going to tolerate some of its dated effects and conventions, as it was created before ironic artistic expression was as huge as it is, but it’s certainly not looking to be taken seriously as art or make a lasting impression on genre fiction. There are quite a few mainstay actors from the fringes of the cinema present, from Peter Weller’s aw-shucks Banzai to John Lithgow’s extremely insane evil overlord, from Clancy Brown’s warm and friendly cowboy to Christopher Lloyd’s acerbic nefarious crony. It won’t be the best science fiction, action/adventure or comedic spoof you’ve ever seen, but I can pretty much gurantee that when you watch Buckaroo Banzai, you’ll agree that you’ve never seen anything quite like it. And in a world of derivative spin-off cash-ins and adaptations ranging from reasonably faithful to face-palmingly atrocious, that’s absolutely nothing to sneeze at. Give it a try, and remember… no matter where you go, there you are.

Courtesy MGM
“Sir, I’m going to have to write you a ticket for breaking both the sound and dimensional barriers…
…and for not making the Jet Car out of something more aerodynamic.”

On The Grim, Dark Far Future

Artist unknown, will happily credit
Practical armour and sweet hats are in this season throughout the Imperium.

I’ve gone through a few periods in my life where I’ve had more disposable income than I’ve known what to do with. Actually, I take that back, I knew EXACTLY what to do with it: buy more games! I used to play Warhammer 40,000 on actual tabletops and I was into Magic: the Gathering way back in high school. Since then I’ve lost most of my old cards and miniatures, the former because I was a blinking idiot who just gave away tons of valuable cards and the latter because minis can sell well. Nowadays my primary interest in Magic is the Commander casual variant, mostly because I no longer have those piles of cash, and as for 40k, I’ve discovered that I’ve enjoyed the lore and setting more than the painting and dice-rolling.

Being a storyteller, I’m more interested in the motivations and personalities of the figures that march across tabletops around the world than I am in their ballistic skill and toughness. It’s not just because character sheets, pencils and a bag of Doritos for a game of Dark Heresy is cheaper than a 1,000 point army. There are other reasons, grounded more in the setting itself.

The Far Future is Baroque

So many things about the galaxy 40,000 years in the future is so ostentatious I can’t help but smile. Just look at the cover art for any of the Space Marine army books. There’s ornate armor with ridiculous shoulder pads, guns the size of compact cars and gilded skulls everywhere. It’s the sort of baroque sense of style that would make the architects of the Vatican blush.

For some reason, the design mentality of the fashions and buildings of the 41st century is rooted deeply in the 17th or so. These structures, constructs and trappings have the feeling of a people desperately trying to impose some order and permanence to a galaxy in constant turmoil. “If we weigh these things down with heavy gold accents, seals of the Imperium and grim iconography, they won’t just get swallowed up by the Warp or a tide of Orks or some other xenos invasion!” Whatever the motivation behind these design choices, it makes the worlds of the Imperium stand out, at least in my mind.

Corruption Done Right

There’s a joke going around that every Blizzard plot is centered around corruption. Dragon X becomes corrupted and it’s down to Spastic Group of Players Y or Knaak Author Avatar Z to sort it out. Swap “dragon” with “Queen of Blades” and you have StarCraft. Swap “Queen of Blades” with “everybody ever” and presto, a Diablo plot. Like more than a few things, Blizzard has been cribbing notes from Games Workshop on this, except that Games Workshop does it right.

Instead of just “whoa, big bad voodoo whatsis over there is corrupt, let’s go destroy/try to redeem it!”, any 40k story worth its bolter ammunition steeps itself in paranoia and doubt. It’s not just that someone or something has become corrupted by Chaos or psyker-induced madness or a heretical idea like unity of races or freedom of thought or the Eldar being pretty. You, yes you, may become corrupted in the course of the narrative, especially if you’re in a tabletop game. Like proper Lovecraftian/psychological horror, the truly terrifying things aren’t just what you can smack with a chainsword, they’re what coil around inside of you, the fear and the doubt and the ambition and the rage. Things like this form the basis of good drama, character development and tension, and while a lot of Blizzard’s stories gloss over this sort of thing, fiction and tabletoping in 40k thrusts you right into it.

Yes, The Grimdark

You’ve probably heard the Warhammer 40k tagline: “In the grim darkness of the far future, there is only war.” In addition to baroque trappings and ever-present dangers of becoming something twisted and despicable, you have obscenely high death counts any time armed engagements happen, horrifyingly devastating weapons, a massive empire that suspects everybody and everything of treason or heresy or both, and cybernetic augmentations that are the exact opposite of Deus Ex’s “awesome and visually appealing” ones. In the new game, that is; everybody looks pretty bad in the original Deus Ex.

All of this adds up to an undeniably oppressive atmosphere, the sort of dour doom and gloom present in many post-apocalyptic works. However, in the case of 40k, the galaxy-sweeping catastrophe either hasn’t happened yet or is in fact in the process of happening. It gives the characters in the story something to struggle against other than the villain of the week or a pile of antagonist-shaped statistics. And 40k never goes the World of Darkness route by giving the inevitable end a face and a name. It could come out of the Eye of Terror or in the form of a titanic wave of Tyranids, sure; but it could also happen due to the actions of our protagonists, people with sympathize and root for. Some might decry the apparent absurdity of the ever-present ‘grimdark’ of the universe in question, but to me there’s a great amount of depth and nuance to be had if you’re willing to work for it.

I may never paint another miniature or buy another army book for Warhammer 40,000 again. But I still find its setting and themes oddly compelling. Also, I’m more than willing to start a Dark Heresy campaign in and around Philadelphia if I can find players.

First Impressions: Warhammer 40,000 Space Marine

Courtesy Relic Entertainment

The miniatures wargame Warhammer 40,000 and I have something of a history. There have been periods in my life where I’ve had enough disposable income and free time to seriously consider the hobby. While the atmosphere and lore of the universe created by Games Workshop still holds appeal, more often than not I’ve found myself needing to feed myself and invest in other pursuits rather than properly outfit and paint an army of Eldar, Dark Angels or Black Templars. The Dawn of War RTS games circumvented the need to buy units by allowing gamers like myself to create armies within the context of those games, but the distant viewpoint necessary to corral several units of elite troops meant that things might feel less than authentic. You haven’t been able to properly experience first-hand the awesome size of a superhuman Space Marine, the visceral nature of close combat or the grim darkness of the far future… until now.

Courtesy Relic Entertainment
“Thank you, Captain Titus! But your Inquisitor is in another manifactorum!”

Space Marine puts you in the power armour of Captain Titus of the Ultramarines. Since this is only a demo we don’t get too much in the way of story, but it’s enough to whet the appetite. Savage orks have overrun a forge world, where the weaponry and machinery of the Imperium is created, and they are threatening to seize some sort of powerful device. With the Imperial Guard’s backs against the wall and Inquisitor Drogan missing, it’s up to Titus and his compatriots to fight their way through the tide of greenskins. Unlike some other games set in the 40k universe, the voice acting is relatively subdued when it comes to the humans and appropriately boisterous for the orks. But enough talk of story, we’re here to get our bolter & chainsword on.

Courtesy Relic Entertainment
Just another day at the office.

The very first thing I noticed, which has been said elsewhere, is that the characters and objects in this game feel like they have weight. Space Marines are massive, and not the kind to go bounding from cover to cover like they’re floating an inch above the ground. In fact, the Imperial Guard has a tendency to use the Space Marines as cover when the shooting starts. The ponderous pace of Titus as he tromps towards his foes, the barking sound of the bolter or bolt pistol and the way the rounds from each explode inside their targets leaves the game feeling authentic, as true to the mood and descriptions in the massive 40k tomes as possible.

Outside of the exciting prospect for fanboys of a ‘proper’ 40k game, there’s other aspects this shooter/spectacle fighter has going for it. You can carry more than a few weapons on your person, and there’s a good deal of variety. The Stalker-pattern bolter allows you to do a little sniping, and the Vengeance launcher provides the means for tactical set-up of a coming battle. And don’t think you can just duck out of the way and your health will magically come back to you. The force field that protects your armour will regenerate but your health does not. To get that back, you must channel the fury of the Emperor (which you can only do occasionally) or execute a foe. And these executions are brutal. Being reduced to a mere sliver of health only to manhandle an ork and pull off a wince-inducing kill in order to keep fighting is deeply satisfying in a way I should probably discuss with a professional.

Courtesy Relic Entertainment
So, sometime in the next dozen millenia we’re going to get our damn jet packs.

The demo provides two relatively short missions, one to give you the feel for a scenario start-to-finish and one to tease you with some jump pack action. Assault marines are some of the fastest and nastiest units in 40k and strapping a jump pack on has the same authenticity of the other aspects of the game. Hopping into the sky only to slam down onto an enemy placement intent on sniping your buddies with rockets (sorry, in ork speak that’s ‘rokkitz’) is just as satisfying as hefting one into the air, body-slamming it and stomping on its face. It’s very difficult not to enjoy the experience.

On the PC, the controls are smooth and fully customizable. The game has a great look and feel to it, with excellent sound design and a full orchestral score. While this title will mostly appeal to fans of the universe and spectacle fighter veterans of God of War and Bayonetta, from what I’ve seen Relic is doing just enough differently from both it’s own previous titles and current industry standards in both shooting games and action games to make Space Marine memorable and worth the time to play. The full game will be released in September.

The Emperor Protects.

IT CAME FROM NETFLIX! Red Planet

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

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

Believe it or else, our planet has finite space and resources. One of these days we’re going to have to take measures to make the most of what we have left or, more ideally, look to the other planets in our solar system for expansion. Our moon is closest but doesn’t have much in the way of atmosphere. Mars is comparable in size but presents other challenges. Red Planet is a film that addresses those challenges… kind of… while being a character-driven tale of the unknown in space… sort of.

Courtesy Warner Bros Pictures

Heading to the crimson world of the title is a crew of six people: the no-nonsense female commander, the young and handsome co-pilot, a senior science officer who’s also a philosopher, two civilian scientists who cover the ‘agnostic’ and ‘naive’ portions of the crew and the ‘space janitor’, a mechanical maintenance expert. Together, they board the experimental craft Mars One and head to the distant sanguine rock to determine of human experiments with algae and habitation enclosures have succeeded. They don’t even get to the surface before things start going wrong.

In a cinematic environment where the likes of Greengrass and Bay have risen to superstardom despite shakey cameras and bewildering choices in special effects, I can’t help but praise a film like Red Planet for clean, sharp visuals. The construction of the vehicles and structures feels authentic, and it takes things into account like the time delay in communications and the low gravity on Mars. Little things like that endear me towards this movie, since there’s some science in the science fiction. It’s not like Pitch Black where the orientation of planets to stars makes no logical sense. So it earns points from me in that regard.

Courtesy Warner Bros Pictures
The wild space janitor in his natural habitat.

However, where Red Planet suffers is in the area of characters. We get… two, maybe three. Carrie-Anne Moss does a good job with her commander character, even if it feels a bit like Trinity with more emotion and snark. Tom Sizemore is always good, and I couldn’t help but like Val Kilmer’s space janitor even if he did pull the dull surprise face more often than he should. The big problem with the characters, other than Benjamin Bratt and Simon Baker being stock cardboard cutouts and Terence Stamp delivering all of his lines with the same amount of stoic gravitas, is that none of them have a sense of wonder about Mars. I mean, yeah, they’re in a bad situation there and they need to puzzle out what happened and why, but dammit, they’re on Mars. It’s pretty significant for them to be there. I mean, Bear Grylls can muster up wonder about the places he wanders around in Man vs. Wild, and that’s stuff here on Earth. These guys are on a different planet and very few eyelashes are batted.

This could be related to the other major problem with the movie, which is plotlines. There are simply too many of them. I’m all for complex stories built in layers with subplots tying into each other, but every plotline in Red Planet is given the full treatment. Every obstacle and mystery is given equal time which leads to too little character development and too much going on. Just one of the problems at hand – the damage to the ship, the destruction of the habitat module, the disappearance of the algae – could have dominated the plot with others being sub-plots. But Red Planet shoots itself in the foot in terms of pace and plotting by throwing all of this at us with a very minimal sense of timing and prudence. What begins as a plausible exploration of the first steps to colonizing Mars turns into a typical survival sci-fi/horror mix, and at points in the story when things look like they might become interesting, the writers go the lazy route every time.

Courtesy Warner Bros Pictures
The space suits and equipment feel mostly authentic, more Mass Effect than Star Trek.

After all of the big ideas that are part of its setup, Red Planet feels like its playing it safe. Instead of being challenging in its execution, developing complex characters or shining a light on the eventual need for humanity to do something about the state of the planet, it blows right past those interesting ideas to get our characters to an obstacle course about as interesting as one from an episode of Ninja Warrior or Wipeout! but without the hilarious commentary and trappings. It’s disheartening to start strong with an interesting premise and characters with potential only to see them dribble away one at a time as the movie lurches towards its false-tension climax and pat ending. Every time Red Planet should zig, it zags. It’s just kind of sad.

However, the good news is that while it disappoints in story and characters, the execution for the most part makes Red Planet relatively harmless. It’s not as brainy and full of itself as some other science fiction exploration films like 2001 or Mission to Mars, the characters we do get are decent enough, and there are a handful of moments that speak to the potential this movie, this story and these characters might have had. There’s a good time to be had with Red Planet, and you can probably develop a decent drinking game to go with it, so yeah, I’d put it in the recommendation column for at least one viewing if you’re a fan of sci-fi or any of the aforementioned actors. Just be aware that, about the time we see three men take the first piss on Mars, this movie’s also pissing away a lot of potential.

Courtesy Warner Bros Pictures
O HAI

But hey, at least with the clean visuals and straightforward, non-obscure plot, we can understand what the hell is going on. I just wish the goings-on were more interesting. I mean, come on, people… it’s Mars. I guess we’ll have to wait for the screen adaptation of John Carter for things to really pick up on the red planet.

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.

Flash Fiction: Walking After Midnight

Courtesy some ministry in Tampa

For the Terribleminds flash fiction challenge Sub-Genre Tango Part II, here’s a mix of cyberpunk and sword & sorcery.


“Man, I don’t know about this. We’re static if we get caught.”

Van looked over his shoulder at Anton. The shorter youth’s outburst had been no louder than a hiss, but it sounded a bullhorn at this hour. It was after curfew and the Street Sweepers would be on patrol, ready to stasis-bolt anybody wandering the city. If you were really lucky, you’d awaken in a cozy cell with no lights and a bucket in the corner. Anton had been there before, one of the reasons he was so nervous.

“We won’t.” Van grabbed Anton to yank him close. “Not if you keep your taco-hole shut.”

Anton nodded, nearly dislodging the rig attached to his temples. He’d been locked up before due to his propensity for jacking into civil government relays through innocent public kiosks. He was brilliant, but about as calm as a ferret high on sugar and amphetamines. Van brushed dark hair out of his vision and held a finger to his lips.

Anton obeyed, stepping closer to Van in the shadows of the alley. A Street Sweeper hummed softly as it floated by, held aloft on its hover-fans, the men manning the cannons inscrutable behind their dark helmets. To serve and protect was emblazoned on the vehicle. Van waited until it turned the corner to pull Anton back into the street with him.

“Look. I know those bastards scare you. They give me bad tingles, too. But you want to get Sarah out, right?”

“More than anything. I know I was in a bad place, but hers is even worse.” Anton blinked. “Are you sure this is going to work?”

Van shook his head. “Nope. But we’ve already tried remote unlocks and direct runs on their bulwark servers. We gotta go seriously old-school to get in there.”

Anton and Van resumed their quiet walk down the street, on the lookout for Street Sweepers or night cops on foot. Every time he looked south, Van saw the Grand Citadel. It had started life as just another skyscraper. Now the glass gave way around the 50th floor to bright white marble, reaching up to spires and wind-snapped banners. The whole thing had a glow around it, making it even harder to see the stars. The media pundits loved to talk about its warmth and promise of peace, but Van knew the glow was as cold as the corridors in its sub-basements.

“We gotta get her out of there, man.”

“We will.” Anton managed a smile. Van put an arm around Anton’s shoulders and kept him closer as they walked. Finally, after another couple close calls with Sweepers, they came to the address Van had written down.

Anton wiped his nose on his sleeve. “Don’t look like much.”

The row of brownstones were all run down. The one they’d stopped at had boarded-up windows, the first floor featuring bars on top of the boards. The box next to the front door looked like it hadn’t been touched in about a century. There was only one name on it, barely legible: Crystal.

Van exchanged a look with Anton and pushed the button. A burst of static made both youths cringe.

“It’s after curfew, you fool! What in the Hells do you want?”

The voice sounded shrill, at war with the static. Van cleared his throat.

“We’ve come to see Crystal.”

“Oh! Come to point and laugh at the witch, have you? Piss off. Readings happen during normal business hours. And no, I don’t care that my reading lead you to ruin, you‘re the one who interpreted the cards.”

Anton glanced around the street in wide-eyed terror. Van took a deep breath.

“We’re not here about a reading. We’re here about a rescue.”

“I beg your pardon, young man?”

“My sister is held by the Citadel as one of their workers. We need to get her out.”

“Van…” Anton tugged Van’s jacket. Feeling the pull on the leather, Van looked over his shoulder. A Street Sweeper swung into view.

“Oh, frak.

The door clicked open. Van pushed Anton inside, reaching under his jacket for his gun. It was an old autoloader, a crime in and of itself since all non-Citadel arms were heavily regulated. Van aimed at the door.

“She’s on the third floor. Keep moving.”

Anton scrambled up the steps, Van close behind, as the door came open. The night cops were carrying man-portable stasis rifles, shouting for them to stop. Van fired a couple rounds to keep the cops’ heads down and turned to follow Anton. They made it to the stairs outside the door to the third floor space before the cops opened fire.

Van’s hand went numb and the gun fell from his fingers. It was a glancing shot but it’d deprived them of their defense. Anton was putting his hands up when the third floor door came open.

Standing in it was a woman as tall as Van, but full-bodied where he was gangly. Ringlets of red hair fell around her face and blue eyes blazed with fury. A silver sword was in her hand and she pointed it at the boys.

“Get down.”

They did. Lightning snapped through the air over their heads and caught the lead cop in the chest, knocking him and his friends down the stairs. Anton scrambled inside, and the woman grabbed Van to pull him past the threshold. The door closed.

“Van, is it?” Her voice was far less shrill in person, more like dark velvet. She lifted his chin to get a look at his face. “Not bad for growing up hard on the streets. Is it your sister in there?”

“And my girlfriend.”

She lifted an eyebrow at Anton. “Good for you, then.” She straightened, resting her hands on the pommel of the sword as it rested point-down against the floorboards. “We’re safe for now, boys, but if you want to head back out after the girl, we’ll have to make a deal.”

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