Tag: sci-fi (page 14 of 35)

IT CAME FROM NETFLIX! Bugs

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

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

We all need reminders from time to time. Soldiers visit war memorials to remember why we fight. You can turn on the television or look up a few political websites to remember why you vote the way you do. And when you’re involved with entertainment, especially if you review movies for one reason or another, you need to remember that they’re not all great cinematic storytelling experiences. Some of them are absolute stinking piles that not only smell on their own but give off a stench of a deeper, more intrinsic problem with the industry. To that end, I give you Bugs.

Courtesy Universal Pictures

The City (which goes unnamed out of a sense of shame) has built an ultra-modern subway sytem using ancient, as-yet-unexplored tunnels. Thanks to unscrupulous business practices, the construction crews unwittingly awakened the tunnels’ former occupants: giant prehistoric insectoid predators. One of them skewers and partially devours a police officer who was in pursuit of a dangerous transient. An FBI agent is called in when the cops think it’s the work of a serial killer, but evidence on the body prompts the agent to bring this to the attention of a smoking hot entymologist. Together with the supervisor of the tunnels’ construction and a SWAT team of expendables, they head into the darkness to exterminate the bugs.

Being an original TV movie for the Sci-Fi channel, back when it was spelled like the abbreviation for the science fiction it features, Bugs can’t be expected to attract the kind of talent or produce the sort of narrative or visual appeal in larger works. Some corners had to be cut to fit a meager budget but the biggest problems with the movie have very little to do with money. While the CGI is laughable, the acting tends to be more wooden than a carpenter’s assortment of cabinetry and the premise and plot points lifted bodily from other movies, Bugs suffers from three major issues. It’s inconsistent, derivative and, at times, utterly boring.

Hudson from Aliens!
Sorry, Hudson, it’s a bug hunt. …WHUPS! Wrong movie.

The tone of Bugs, at first, seems to lean towards that of B-movie horror, going for a semi-creepy splatterfest as opposed to anything largely cerebral. After all, thinking is for squares, daddy-O, and sometimes a flick is just there so you can turn off your brain, right? But that’s a discussion for another time. In the case of Bugs, if it maintained a bit of camp and tongue-in-cheek awareness it might have risen above the mire of other similar tripe. However more than once, Bugs tries to shift into areas that try to go for pure suspense, tension or emotion, and falls short every time.

The tongue-in-cheek feeling would also help it feel more like an amateur homage to Aliens rather than a blatant rip-off. The chitinous enemies with acidic blood and horrible means of dispatch; a rag-tag cross-section of ethnicities and genders toting guns and acting badass right up until they meet the enemy; the slimy corporate douchebag only interested in the bottom line – heck, there’s even a moment where our hero, Antonio Sabato Jr, climbs into some construction equipment to do battle with the queen. There are shout-outs to the likes of Predator as well, because why stop at ripping off one classic action flick when you can rip off several?

Angie Everhart! Courtesy ABC
I can’t find pictures from this movie anywhere, so here’s a photo of Angie Everhart instead. You’re welcome.

These two problems coupled with bad direction and a laughable script tend to defang the action and pushes the characters into a mental area of “what the hell ever, just get it over with.” What movies like Bugs and Saw’s sequels and just about any other splatterfest flick fail to grasp is that it doesn’t matter how many ways you can eviscerate a human body if we don’t give a damn about the persons inhabiting said bodies. When the badly-written and worse-acted stock characters are thrown into a meat grinder, what I presume to believe is an action thriller is reduced to a rather dull and tedious lesson in how not to make a movie. You don’t want to write, direct, act or produce in any way like what we see in Bugs.

The only thing that can be said positively is that some of the actors aren’t terrible. The foreman who heads into the tunnels he helped build is easily the best of the bunch, playing his character with reserve and aplomb in a manner clearly deserving of a better movie. Angie Everhart was never a fantastic actress, but she at least delivers her lines and manages some emotion a lot better than some of the other folks involved, and she’s always nice to look at. Our leading man only leads with chiseled handsomeness and acting skills a notch or two below Ms. Everhart’s. Everybody else is so stock they should be traded on Wall Street.

RH Thomson!
This might actually be our hero. He certainly out-acts every other member of the cast.

The writers of Bugs, Patrick J. Doody & Chris Valenziano (a.k.a. thetwojerks.com), went on from this little turd to write Silent Hill: Homecoming. This is sad on several levels. First of all, it means that with a little effort the first American Silent Hill could have been a better experience that didn’t completely miss the point of what makes Silent Hill great. In the same vein, it means that the producers of that game saw Pat & Chris’s resume and presumably their work, and judged it worthy of a Silent Hill game. The worst part about Bugs isn’t how boring it can get or the way it rips off Aliens the same way many sci-fi shooters do. The worst part is that it’s evidence that so-called producers don’t care about things like good storytelling or artistry or even decent production value. All they want to do is fleece easily-amused idiots with some shallow spectacle that deepens the pile of gold in their pockets. And if they can do it while tacking on extra cash for a 3-D experience and selling big plastic cups of barely-flavored corn syrup, so much the better, right?

Bugs as a movie is bad enough. What it implies about the entertainment industry is absolutely repugnant. If you can, stay far away from both. At least when you rent or call up a movie via Netflix, you have some control over the experience, and your entertainment is in your own hands. Go to a cinema and it’s in the hands of the executives, and they’ll drop you on your face once you hand over your money. And they’re not going anywhere. It’s a thought far more frightening than any blob of CGI scuttling towards Angie Everhart could ever be.

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.

The Art of Thor: Close Air Support

Courtesy Blizzard & StarCraft Wiki

He who is skilled in attack flashes forth from the topmost heights of heaven.

StarCraft 2 encourages aggressive play. It’s why we see so many infantry rushes. But your foot soldiers are not the only weapons at your disposal if you want to bring the battle to a swift end. Not every player will agree, but the mid to upper echelons of the tech tree hold some very powerful tools – air units.

Air power quickly came to dominate the battlefield in the 20th century, and the battlefields of StarCraft 2 are not terribly different. Producing units that fly not only provides vital and rapid intelligence but often opens up options that might not normally be available with earlier technologies and forces. While every race has the means to carry out drop play, that is a subject for another post, as there are some general aspects of that tactic that apply to all races. In this article I wanted to discuss specific units from each race that can cause a major swing in momentum.

Zerg – The Mutalisk

One of the first mutations available to a Zerg player that spawns a Spire is that of the dreaded Mutalisk. It’s a versatile and relatively inexpensive flyer with good range, splash damage and the capability to target both air and ground units. As in the first StarCraft, even a small flight of Mutalisks can form the spine of a fearsome airborne Zerg swarm.

When accompianied by Zerglings or Banelings they are particularly resilient to return fire from the ground. They’re effective at harrassment and assaults on the enemy mineral line. Also worth considering is the fact that every moment your opponent spends chasing your Mutalisks or building anti-air defenses is one less moment they’re spending building units to attack you directly or counter a mixed ground assault. These are all uses for Mutalisk to consider as your Spire emerges from the creep.

Protoss – The Void Ray

Like all Protoss units the Void Ray is a lovely construct of sweeping curves and glimmering crystals. It is not, however, terribly fast and is somewhat fragile when it comes under focused enemy fire. This is balanced with its cost, its range of vision and the fact that the longer its beam is active, the more effective it becomes. At their apex they burn through buildings with frightening speed. Like the juggernaut, a well-managed flotilla of Void Rays may take a few moments to gather momentum, but once they do they are very hard to stop.

It is important, then, to ensure the Void Rays get where they’re going unmolested. Scouting routes, distracting the enemy’s units and feinting at their base entrance all increase the longevity of your flying glass cannons. Ideally, your opponent should not know that a dozen Void Rays are reducing their buildings to slag until the moment they turn their beams on the base. I’ve heard of some players who turn their Void Rays on each other just before making their assault. They switch targets at the right moment, of course, before destroying their own units, but this is something of an advanced technique. I’ll be the first to admit I don’t know much about it – I play Terran.

Terran – The Banshee

Bashees, unlike Mutalisks and Void Rays, cannot attack air units. Like Void Rays, they’re somewhat fragile. Like Mutalisks, they’re relatively inexpensive. However, what sets them apart from the other racial air units we’ve discussed is a seperate technology that must be researched: the Cloaking Device.

Invisible to all but detectors, Banshees with active cloaks are every bit as effective at harassment and mineral line assault as Mutalisks. They also shine in support of an infantry or tank advance, where they can surgically remove problematic units while the ground units soak up damage and push forward. As with Mutalisks, they can cause an opponent to scramble in building detectors or air defenses, allowing you to rapidly respond with a follow-up attack or a quick change in tactics.

Of course, all three races are vulnerable to early attack if they go for air tech early in the game. Base defense and proper build execution are crucial. However, if you can hold off initial rushes and keep your economy flowing, the power and versatility of these relatively basic air units may surprise you.

The Art of Thor: Attacking Strategy

Courtesy Blizzard, Art by Shiramune
Ghosts are the sort of units made for this type of attack. Art by Shiramune

Thus, what is of supreme importance in war is to attack the enemy’s strategy.

The very genre of StarCraft 2 lends it and the study of its nuances to tactical reasoning. It’s called a real-time strategy game for a reason. If no actual strategy was involved, it’d be a real-time blowing-crap-up simulator. And while lots of stuff blows up but good in your average StarCraft 2 match, most of those explosions are due to at least one of the players involved implementing some form of strategy.

Therefore, when you’re preparing to attack the enemy, your actual aim becomes to undermine their strategy with yours. There are multiple ways to do this, and I’m going to discuss three in particular, all of which could be subjects in and of themselves in terms of proper execution. And when I figure out exactly how to pull these off well, I’ll be sure to let you know.

Ambushes

Being caught out of position has been the downfall of many a military operation. With a little intelligence and preparation, you can predict the route the enemy is going to take and prepare a force to deal with them in transit. You may try to flank them from one or both sides, wait until they pass to rake their formation or harass them at multiple points. But the biggest damage you’re doing is actually psychological.

Provided you were careful with the disposition and placement of your forces, your opponent will not have seen the ambush coming. They thought they had a clean route right to your front door. They might have already been thinking ahead to the order in which they were going to burn your base’s buildings down. And then lo and behold, their forces are under attack. It’s a plan that can deprive a key push of momentum, buy you time to build up your own forces or simply a way to keep your opponent off-balance.

Feints

Similar to ambushes, a feint sets up your opponent’s expectations and then knocks them down with authority. An example would be using close-range or melee units to harass the defenses or resources of the enemy, pulling them back when their counterattack begins and bringing the enemy into range of the more powerful artillery you had lurking just out of range, hidden by the fog of war. If your force survives you can continue pushing into the enemy position, and even if it doesn’t your opponent must now rethink their units and deployment to compensate for this new information.

Beyond the mere exchange of fire, however, a canny player can work a feint from a different perspective. For example, a Terran player is likely to begin building Marines. If the Terrans’ opponents are the Protoss, and a few waves of Marines or Marauders break on the Protoss defenses but do a little more damage with each push, the Protoss player may opt to build Colossi to compensate. However, the Terran player has actually developed his air power and when the ‘death ball’ approaches, the Protoss player faces a squadron of cloaked Banshees that use the Marines & Marauders as backup units.

This is just one example, and I’m certain you can think of others.

Economic Damage

Ultimately, all of the strategy, tactics and unit composition of any plan hinges on one thing: having enough resources to pull it off. From the start of the match any player worth their salt is sending workers to collect minerals, harvest gas and expand the means of production. They are dilligent, tireless and essential to building bigger, more impressive units.

They’re also quite vulnerable to attack.

A potent strike on the mineral line of an opponent can slow or cripple their efforts. In some cases your opponent will quit entirely (especially if they believe they’ve been cheesed). Early harassment, steathed units or a focused push can absolutely gut their economy. Not only do you deprive them of the resources those gatherers were collecting, they must also expend time and resources to build more. You can use this opportunity to surge ahead in general army count or push higher into your tech tree.

How else would you attack the enemy’s strategy?

The Art of Thor: Talking Terrain

Courtesy Blizzard
Siege tanks love some high ground.

With regard to narrow passes, if you can occupy them first, let them be strongly garrisoned and await the advent of the enemy.* Should the army forestall you in occupying a pass, do not go after him if the pass is fully garrisoned, but only if it is weakly garrisoned.

It can be difficult to learn the ins and outs of every map without quite a bit of time spent out of game or ranked matches looking up every nuance of each one. I’m certainly not going to suggest you do that. Instead, I’d like to touch on some general suggestions and observations when it comes to terrain.

A lot of build orders call for you to send a worker to scout. You may see the pros doing it too. The truth is, other than giving you the initial position of the enemy, this potential loss of an early gatherer does not provide more vital intelligence, as to what your opponent is currently building or when their attack is coming. Likewise, unless they invest in some other means of observing you, they won’t have that intelligence either. Most of these terrain suggestions will provide you with some means to gather that intelligence, and possibly exploit the advantages some of your units provide.

The Higher Ground

StarCraft 2 maps are not flat surfaces. Plateaus, cliffs and ridges run throughout the battlefield. Many historical military engagements have proven that significant advantage exists in positions upon higher ground. In the case of StarCraft 2, if nothing else, you have the capability to look down into a trench or pathway and see where the enemy is going and in what numbers – at least until you’re spotted and they turn your brave scout into a bloody smear.

The high ground provides opportunities beyond mere observation. Certain units – seige tanks and colossi for example – lay down their fire in an indirect fashion, spreading destruction over a wide area. Doing so from a higher position limits the amount of retribution that can be brought against that position. Such planning can stall or possibly even stop an incoming attack, buying you more time to mount your counter-offensive.

The Path Less Traveled

In most cases, a player with some skill will quickly outgrow their initial placement and need to expand. There are some builds that can take you entirely to success on one base, but sooner or later you’re going to run out of minerals. Expansions solve the potential problem of economic shortfall, but these positions are more exposed to entry, especially from unexpected angles.

Destructible rocks, reeds, smoke and other aspects of the environment will make these approaches less obvious. However, opening these approaches provide some interesting opportunities. Most of them lead almost directly into the mineral line of the expansion. Fast units, such as hellions, speedlings/banelines and blink stalkers, can exploit this placement, bring some damage into the workers behind the expansion, and bug out before your opponent can retaliate. It doesn’t work for every map or every strategy, but with the right timing and units it can be devastating.

Choke Points

Most maps put the players in a position with a ramp that can be walled off and provides some natural defense. Other terrain features can limit the approaches of an opposing force into your bases. As many historical battles can teach us, with the right positioning and preparation, a small force can hold off a much larger one while taking minimal casualties.

Other than the immediate benefit of deterring your opponent, preparing and keeping choke points also allows one the opportunity to build in relative peace. Many players, faced with a daunting defensive position, will throw ever-growing waves of similar forces against it. While they will break through eventually, a canny player will exploit this to build a rapid response and sortie out when the next wave hits.

Of course, if either player goes for air superiority and the other is unprepared, terrain becomes something of a moot point. But that’s a consideration for another time.

* Because then, as Tu Yu observes, “the initiative will lie with us, and by making sudden and unexpected attacks we shall have the enemy at our mercy.”

The Art of Thor: The Tortoise and the Hare

Courtesy Blizzard
The Viking: Fast, smashing anti-air missiles, wide vision area. Great for both offense & defense.

The Art of War teaches us to rely not on the likelihood of our enemy’s not coming, but on our own readiness to recieve our enemy; not on the chance of our enemy’s not attacking, but rather on the fact that we have made our position unassailable.

I’ve mentioned in the past that attacks on your base are inevitable. It’s only a matter of time before some measure of nastiness is going to roll up on all your expensive buildings and high-tech units. Sooner or later you do need to look to your defenses. Some would say that defenses must take the form of static buildings and choke point formations, while others maintain that the best defense is a good offense. For the sake of argument, we’ll call these two standpoints those of the Tortoise and the Hare.

The Tortoise is appropriate for more static defensive tactics. It’s appropriate that this method is called “turtling”. Like the Night’s Watch in Game of Thrones or the ancient Emperors of China, imposing and immobile defenses can deter or slow down enemy aggression with their mere presence. It also is worth noting that maintaining a strong defensive line can provide a measure of breathing room for you to build esoteric, air-based strategies centered around drops, mineral line harassment or top-tier airborne sieges.

The drawbacks to this defensive methodology is that it’s entirely reactionary. You have to scramble if your opponent comes up with a way around your defenses or attacks a weaker side of your position. It also allows ample time for your opponent to build tactics & counters of their own. Finally, even turtle tactics require resources to maintain their lines and expand, and since defenses are so static and getting caught out of position can be lethal for said defenses, you will be susceptible to strangulation if you aren’t careful.

The Hare takes the fight to the enemy. Rather than waiting behind walls and automated defenses, this methodology pushes out as quickly as possible. It’s a fast and aggressive style of play that relies upon repeated thrusts against the enemy position to throw off their timing. The reason why I would consider this a method of defense is that as long as you’re throwing dudes at the enemy, you’re less likely to get dudes thrown at you. This means you can keep building behind each push, and if you aren’t, you should be.

That’s one of the major problems with relying upon offense. If you become focused on the battles and explosions, you might miss a chance to expand or build. If you look at a replay and see your buildings are idle and you’re flush with minerals or gas, you’re doing something wrong. Attacking quickly and repeatedly can also be fragile in the early game, and if an enemy’s defenses continuously repel your pushes and you don’t adapt quickly enough, your next push might be the opening they’ll exploit to ruin you. Constant attacks can deprive mineral line of defenders, which is just another way of saying counter-attacks can be deadly if your macro is not maintained.

Which way do you tend to lean? How do you make your position unassailable?

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