Tag: sci-fi (page 30 of 35)

IT CAME FROM NETFLIX! The Mutant Chronicles

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

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

Adaptations are a good way to cull an established audience from one medium and transplant them into another to generate more revenue and attention for a given work. Just look at the success of The Lord of the Rings, Iron Man and even Twilight. Novels, comic books, even toys have had some success moving from some iteration of the living room to the big screen. Tabletop games, on the other hand, have had a rougher time, and given the disappointment of The Mutant Chronicles, it’s not getting easier any time soon. The film stars Thomas Jane, Ron Perlman, Devon Aoki, Sean Pertwee, Anna Watson and John Malkovich.

Courtesy Isle of Man Films
“We’ve got the Punisher, Hellboy, a ninja whore, an elf princess and Cyrus the Virus. We can’t miss!”

The year is 2707. Cataclysmic events on Earth have transformed it into a wasteland, where what resources still exist are fought over by four mega-corporations: Bauhaus, Capital, Imperial and Mishima. An artillery exchange between two of these forces causes the unveiling of an ancient, massive and evil machine that turns the dead and dying into vicious mutants. The horde of the machine’s creations spill out onto the world and soon it’s apparent that conventional warfare can’t stop them. Brother Samuel (Ron Perlman), a senior member of a secret religious order on guard against the emergence of the mutants, assembles a small squad of brave men and women to travel into the heart of the machine and put an end to its evil. In exchange, the volunteers are given visas for family or loved ones to depart the Earth for one of the mega-corporations’ colonies on Mars or beyond. To keep a promise made to a battlefield brother, Sergeant Mitch Hunter (Thomas Jane) volunteers for the holy suicide mission, despite the fact he’s the polar opposite of Samuel. While the warrior-monk is courteous, penitent and hopeful, the soldier is apostate, sarcastic and brutal. Still, before the end Mitch shows that he’s a good man, or at least good enough to be chosen by God.

Courtesy Isle of Man Films
“Right, so my motivation for this scene is ‘Finish it so I can go back to pretending to whore myself instead of doing it for real.’ Got it.”

From my perspective, The Mutant Chronicles had a lot going for it. The aesthetic is an interesting mix of World War I and post-apocalyptic steampunk, and it works in giving the film a feel that is at once unique and familiar. The cast is, by and large, character actors who turn in good performances. The film’s opening sequences, with Ron Perlman’s always excellent narration followed by the trench warfare scene, seemed to indicate the movie was aiming high and might hit the mark. And there’s also the fact that you have Anna Watson and Devon Aoki together in the same flick. It can’t go terribly wrong, right?

Courtesy Isle of Man Films
“Devon, I don’t know if they’re going to go for this.”
“Anna, honey, you’re a luscious action babe who doesn’t talk. Trust me. They’ll go for it.”

Unfortunately, as the film goes on, the CG gets progressively worse, the writing takes a bit of a nose-dive and every character killed off takes some of the viewer’s enthusiasm with them. The ending is somewhat predictable, there’s no major character growth or even much character exploration, and the novelty of the aesthetic wears off once the team is in the old city and it becomes another expedition into your standard-issue dark rocky corridors. A lot of this, in my opinion, can be chalked up to bad direction. The director, Simon Hunter, makes the mistake of trying to focus on the spectacle rather than the story. Now, in this case, the story isn’t that great either, but it bears mentioning that even movies with huge budgets in comparison to The Mutant Chronicles fall into this insidious trap.

Let me take you on a tangential example. Say you have a couple of script-writers. They write two different scripts, which get made and released in the same year. One is lambasted by critics despite being a commercial success, and the other is lauded by audiences and the majority of critics alike. Logically, this cannot be the fault of the writers alone. Yes, both scripts have some issues and similarities in style that can have critics calling both films “poorly thought-out and kinda stupid.” However, the first film in our example is directed by someone who is known – perhaps even infamous – for distracting the audience from the weaknesses in the story with massive explosions and slender, panting actresses. The second is directed by more of an auteur, his visions on both the small and big screen noted for their innovation, strong characterization and level of mystery. The latter focuses on the characters, the situations they are in and works to have the audience invested in what happens to them. The former, on the other hand, goes the “tits and explosions” route. The Mutant Chronicles isn’t quite that blatant, but it does fall into the former category.

That’s a shame, really. There are good things about the film, and while I did feel it was overstaying its welcome towards the end, I didn’t consider having watched it a complete and utter waste of time. If nothing else, it’s reinforced my opinion that the good things about a film, be they actors, the script or the overall concept, can be let down when they’re put in the hands of someone inexperienced or incompetent. I’ll elaborate more on these points in tomorrow’s post, but for now, I will say this. If you like any of the listed actors, or want to see a dark future where capitalism is shown to be pretty damn evil, or if you like the idea of steam-powered flying machines, queue up The Mutant Chronicles in Netflix. On the other hand, if you’ve played the tabletop game, you might want to skip this. You might find things to like about it, but on the other hand, you might be like those fans who went to Stark Trek this summer and declared it RUINED FOREVER.

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.

Trek through Trek: The Animated Series

Trek

You might be expecting me to discuss Star Trek: The Next Generation next in this series, but that would be disingenous to the actual chronological order in which the universe of Star Trek developed over the years. For 2 seasons, the blink of an eye by the standards of some series, Star Trek returned to television in the 1970s, but these adventures of the Enterprise and her crew were not filmed – they were drawn.

Courtesy Paramount

Star Trek: The Animated Series aired between September 1973 and October 1974. It was the only Star Trek series to win an Emmy as an exemplary television series. Granted, it was in the same category as Captain Kangaroo and the Pink Panther, but an Emmy’s an Emmy. The original cast with the exception of Walter Koenig returned to lend their voices to their iconic roles, while new characters and concepts were introduced that would not have been possible given the original show’s budget.

Despite the flexibility offered by the animated medium, an unfotunate side effect of going in that direction especially in those days is the occasional color discrepancy. From time to time, you might see Captain Kirk wearing a red shirt instead of his usual gold, while McCoy might wear gold instead of the typical blue. Additionally, some footage might get recycled, showing officers standing where they shouldn’t or an away team with more members than originally shown. Finally, the show’s director, Hal Sutherland, had a particular form of color blindness that affected or even amplified the color issues, especially in the case of the tribbles in Kzinti. To Hal, pink was light gray. So, when sci-fi novelist Larry Niven brought his fearsome feline Kzinti into the show, instead of seeing this:

Kzinti

…the Kzinti appear like so…

Pink Kzinti

…which doesn’t quite have the same impact.

Still, the Animated Series continued to break new ground in television. It remained consistent in its championing of diversity and fearlessness. It introduced us to the holodeck (then called the recreation room) and continued storylines established in the original series such as the misadventures of Mudd and the rivalry between Kirk and the Klingon captain Kor. It also introduced us to Lieutenant M’Ress:

M'Ress

And so, Star Trek furries were born.

At a mere 22 episodes, the Animated Series had the shortest run of any Star Trek show before or since. For a while, the episodes were not even considered canonical. However, references to aspects of the show began to sneak into other iterations, from the appearance of Caitians (M’Ress’s race) in Star Trek IV to callbacks to full episodes in Next Generation and Deep Space Nine. Despite the somewhat dated look of the series, there’s solid writing and memorable characters that rivals the original series, and if you can find the DVD of these animated adventures of the Enterprise, you’re bound to have fun watching.

Building Character: The Adversarial Ally

Goofy

As Heinlein once pointed out, heroes and villains come in complimentary pairs. Sometimes the protagonist of a given tale will spend more time with or thinking about the antagonist than they do their significant other. One might even find fiction that turns the antagonist into the hero’s significant other. However, it could be argued that a more interesting story occurs when an adversary, for one reason or another, becomes an ally.

This discussion involves some spoilers for a couple popular science fiction series, so consider yourselves warned.

Consider the case of Q, from Star Trek the Next Generation.

Q

As I mentioned in my brief overview of his history, Q enters the series at its premiere as a clear antagonist. He is a seeimgly omnipotent being from an inscrutable interdimensional race holding the crew of the Enterprise responsible for the nature of humanity, described as a “savage child-race”. As the series progresses, Q takes a more personal interest in the humans aboard the Enterprise, Captain Picard in particular. He even goes so far as to put Picard in a situation where he can alter the past to correct a mistake he made, then shows Picard the ramifications of that correction to demonstrate that those things we do, as mortals, that sometimes cause us shame help define who we become through the hard lessons we learn. By the end of the series, Q and Picard have put aside their differences and come to respect one another for a variety of reasons, but mostly because Q has stopped acting solely as humanity’s judge, and Picard has realized that this former adversary has become an ally.

Another fine example is the Cylon model known as Six from the re-imagined Battlestar Galactica.

Six

From her numerous iterations both on Cylon-occupied Caprica and the refugee fleet, Six demonstrates that she is loyal to the Cylon cause. And yet, her appearances in the mind of Gaius Baltar appear to be assisting humanity. She claims that she is an instrument of God, putting her in direct opposition to the polytheistic belief held by many humans in the Lords of Kobol while simultaneously assisting in their survival. While many copies of Six exist in keeping with the other Cylons in the series, on more than one occasion we see the character acting in ways that assist humanity rather than opposing it. This is especially the case with ‘Caprica Six’ who saves Baltar’s life during the initial attack on the Twelve Colonies. Her later actions put her in the same category as the Cylon model Eight who later adopts the callsign ‘Athena’ when she returns with Karl ‘Helo’ Agathon from Caprica.

Conflict is the foundation of drama. You need someone who opposes your protagonist(s) by presenting them with obstacles to overcome or situations to endure. However, a villain who simply twirls their moustache and cackles at the thought of doing evil tends to be one-note and somewhat boring. By having them act in a way that ultimately helps the heroes accomplish a goal, you color the antagonist differently and give them a dimension of depth. This especially holds true if the villain’s assistance not only helps the hero accomplish their goal but also helps the villain achieve some other aim. Audiences love a clever antagonist, which is why the Xanatos Gambit is so popular.

Having your antagonist look like Tricia Helfer doesn’t hurt, either.

Game Review: Mass Effect

Courtesy BioWare
“Don’t argue with me. You’re the one who killed the last keg, so you’re getting us a new one!”

In preparation for the upcoming Mass Effect 2, I thought it would be appropriate to see how this new series of sci-fi role-playing games began. As a caveat, I played the first game on the X-Box 360. After playing Dragon Age: Origins (which I also hope to review soon) on the PC I believe I might be getting ME2 via Steam, partially because the PC control scheme seems more suited for RPGs and partially because GameStop no longer takes pre-orders for the Collector’s Edition. Jerks.

The year is 2183. Humanity is, as far as the rest of the galaxy is concerned, a new kid on the block and with their violent and xenophobic history, somewhat unpredictable. They’ve only just discovered the disparate ways of manipulating mass effects, which are phenomena of physics that allow what we understand as physical laws to be bent. On a personal scale, this permits certain adepts known as ‘biotics’ to manifest telekinetic powers, while starships with the proper equipment can interface with ancient mass relays to catapult themselves across the galaxy at speeds exceeding that of light. As humanity struggles to gain more recognition among the established democratic government of the galaxy, based on a space station called the Citadel, Terran officer & player character Commander Shepherd encounters a dire threat to all sentient life.

Stuff I Didn’t Like

Courtesy BioWare
“I said ONE keg, not THREE! How are we supposed to scale that cliff with all this extra weight?”

  • The Mako. I know it’s trendy to rag on the vehicle sections of Mass Effect, and this might sound like me baying along with the rest of the herd. To be honest, I’m not entirely sure what went wrong here. It’s an excursion vehicle that allows the crew to cover a lot of ground on a planet’s surface, it’s capable of moving quickly over all sorts of terrain even in defiance of gravity, and it’s reasonably well armed. I think part of the problem is that it’s not terribly well protected, and when you hit the button to make repairs, the ENTIRE vehicle shuts down and sits there idle, just waiting for the Geth to shove rockets up its exhaust pipe. While the Mako sections could be somewhat tolerable if a tad tedious outside of combat, going from one plot point to the next in the thing whilst navigating a gauntlet of Geth had me nearly spiking my 360 controller on more than one occasion. It’s one thing for a game to be difficult, but Braid never made me want to break things and Mass Effect, while overall a good game, is no Braid.
  • As an aspiring novelist, I appreciate long passages of prose, and knowing that there’s some thought and foundation involved in the universe being created is, to me, both a comfort and an inspiration. That being said, a video game does not need to unceremoniously dump reams of text into my online codex just becase I glanced at a monitor in the course of the game. As fascinating as I find mass driver weapons technology and the concepts behind different forms of interspecies communication, I’m a bit busy trying to save the galaxy or at least salvage something cool from the nearby planet and don’t have the time to read all of this stuff. Save it for a wiki or online database. Unless you want to include a minigame of Shepherd on the toilet.
  • This is a minor nerd quibble, but the gravity on all of the planets I explored was apparently the same. Shepherd and the team never had trouble walking around the surface of a planet at their normal brisk pace, and the Mako was capable of scaling rock faces regardless of the planet’s location. Footage of astronauts on the moon showed that a reduced amount of gravity can change how humanoids move from A to B while on foot. Given the amount of work (and text) put into things like the red & blue shifting involved with faster than light travel and the particulars of the hand-held weapons systems, I would’ve thought somebody at BioWare would have taken the time to refresh their memories on how space exploration has been going so far.
  • The lack of a tutorial, the abrupt nature of some combat encounters and the sporadic way in which the game automatically saves means that Mass Effect has something of a steep learning curve. It’s also unapologetic in the occasionally brutal way it’ll kick your ass. Ignore a certain adversary entering the fight or forget to use a particular ability and whammo, Shepherd’s twisting in a grotesque way as the dire and deep ‘Game Over’ music plays. Some of my deaths might have been alleviated in the PC version of the game, given my experience with Dragon Age.
  • Along with lots of exposition, the game likes to dump scads of weapons modifications into your inventory. The micromanagement of equipment does allow the player to match the weapons of the party to the upcoming threat, but it’s rather tedious at the same time. It also means that whatever modifications you don’t need can be sold or broken down into the goop that repairs the Mako and hacks crates, which goes a ways to solving any money problems you might have.

Stuff I Liked

Courtesy BioWare
“If anybody makes another crack about Robot Chicken, I will turn this ship around!”

  • The SSV Normandy feels like a military vessel. It’s compact and sleek, clearly designed for speed and maneuverability. In comparison to dreadnaughts and other large capital ships, it appears small, almost tiny. I feel this is more appropriate for a game where you are a special ops agent and need to get from place to place quickly, rather than having the Powers That Be say, “Well, you’re the protagonist, so here’s our shiny new flagship that’s 172 decks tall and bristling with firepower. Try not to scratch the paint, now!”
  • The powers of biotics are well-realized and seem more grounded than the magic powers in some other games. You won’t be shooting lightning from your hands or setting things on fire with your brain, but tossing objects and people around, surrounding yourself with a protective barrier or stunning an oncoming baddie are all possible. The most potentially outrageous power is the creation of tiny black holes, but considering the powers tie into the manipulation of mass and whatnot, it’s not as far-fetched as the whole Force lightning thing.
  • Despite my annoyance at pausing the game to swap equipment around every few minutes, I like the weapons the party uses. The devices all collapse down to a portable form when not in use, and they’re light enough that everyone can carry a few at once. This means you can visually see a character swapping one weapon for another rather than it magically appearing in their hands. It compensates for the breaking of immersion by the micromanagement bits, and adds a feeling of dynamic action when you tap a single button and watch your character holster their pistol to reach behind their shoulder for the assault rifle.

Stuff I Loved

Courtesy BioWare
“Kegs are stowed and tapped. Set course for the nearest intragalactic strip club!”

  • The galaxy map is one of the best realized aspects of the game. Now, this might only be my opinion since I’ve been a space nerd since I was knee-high to a corn stalk, but seeing things like the Horse Head Nebula displayed in vivid color with different worlds of all kinds to explore kept me very happy for quite a while. I almost forgot about the impending doom of all peaceful life in the galaxy as I sent the Normandy from one system to the next just to poke around and see how many habitable or near-habitable worlds existed. I was reminded of days gone by when I’d play ‘Privateer’ until all hours of the night just taking cargo from one place to another because I wanted to see new systems. I think I’m going to stop on this point, however, because between this and the gravity quibble, I’ve just demonstrated how incredibly dull I am.
  • As much as it’s fun to give BioWare a rough time over the sheer amount of text they toss at you, the writing that they produce is always good. Mass Effect is no exception. I’ve heard some people complain that the games produced by BioWare are somewhat formulaic. I will admit that but I’d also ask the question of why it’s a bad thing. The last time Coke tried to drastically change their formula, things ended horribly. Applying archtypical characterization to different people in different genres isn’t necessarily a deal-breaker. It’s like killing an established character – it’s all in how you do it. And BioWare has proven they do this quite well.
  • The conversation system is another key to the success of Mass Effect’s immersion. It’s one thing to hear an NPC give their exposition then choose from a number of responses ranging in tone from “Selfless defender of the downtrodden” to “Dickhead.” It’s another to pick a general mood you want to convey, and have the voice actor convey it for you on command. Not only does it maintain the flow of the story, it allows us to be surprised at Shepherd’s choice of words.
  • On top of everything else, the game looks fantastic, even on the X-box 360. The expressions of the characters perfectly match the excellent voice work. You get an appropriate sense of scale from the way things are put together and despite being a science fiction game, the ships and structures have a realistic feel to them.

Bottom Line: Since the game hovers around bargain prices in most places and is available on Steam, I say buy it. It’s some of BioWare’s best writing to date, with a compelling story, plenty of content and action… oh, yeah, and sex, too.

On The Tube: Fringe

Courtesy Fox

I have fond memories of the days at university when the lights would go out, we’d sit on the couch or floor with our hastily-cooked meals and wait for The X-Files to come on. We drank in the ambiance, the supernatural nature of the weekly problems and the interplay between Mulder and Scully. Not to mention Scully herself. Since the show left the air, there have been some attempts to recapture that sort of eerie and disturbing storytelling magic. Treshold came close but was let down by a small audience, a bad time slot on Sci-Fi Channel (which has since renamed itself SyFy which should tell you something about the chimps running the joint) and a lack of mystery or real suspense. At least they had Carla Gugino, though.

And then Fringe came along.

J.J. Abrams, Roberto Orci and Alex Kurtzman drew inspiration for their show not only from The X-Files but also The Twilight Zone (remember that one, kids?), the film Altered States and Michael Crichton’s novels, as well as mixing in the procedural atmosphere of Law & Order and the serial nature of Abrams’ previous major success, Lost. Unlike the writers of Threshold, which included Brannon Braga to nobody’s surprise, Abrams, Orci and Kurtzman quickly demonstrated their ability to build suspense, maintain mystery and create dramatic tension between interesting, multi-dimensional characters.

Anna Torv

One of the first casting choices they made was John Noble as Dr. Walter Bishop. The thinking, it seems, was something along the lines of “What’s a show about mad science without a mad scientist?” But unlike the dour Dr. Frankenstein or the madcap Emmett Brown, Dr. Bishop has the somewhat doddering charm of an aging but beloved grandparent coupled with a scientific curiosity that supersedes what most people would consider sound ethics. The good doctor has the answers to the causes behind a string of inexplicable and deadly events being investigated by “Fringe Division,” a multi-agency task force. FBI agent Olivia Dunham, played by Anna Torv, is recruited for this top-secret operation following the mysterious death of an airliner full of passengers and mortal wounding of her partner and lover, John Scott. Her investigation leads her to Walter Bishop, who’s been institutionalized for almost two decades. To get him out, she needs to enlist Walter’s son, Peter Bishop. More than just a means to access Walter as both next of kin and a cypher, Peter is a genius in his own right, a master of several languages and has the sort of shady connections that allow Dunham to go just outside the law to get whatever she needs to solve her case. Peter is played by Joshua Jackson, who got the role after impressing Abrams in his audition for James T. Kirk.

Josh Jackson

The show is fresh and visceral without seeming hackneyed despite it’s inspirations. Characters develop gradually instead of in fits and starts, the science behind the odd events has some rooting in reality and is never a technobabble fix worthy of Star Trek. Unlike Lost, where the plot is obfuscatory at best, the procedural nature of Fringe keeps the events rooted and moving forward in spite of their supernatural aspects. Everything that happens in Fringe feels like it could happen, even when things like teleportation, pyrokinesis and interdimensional travel are introduced. The fact that these things are happening to and around people we actually care about helps make Fringe worth watching, as well.

The first season is available on DVD and the second season is well underway. Thursday nights in January will find me waiting for the innocuous piano music that introduces the show with hints at things like “Dark Matter,” “Suspended Animation” and “Telepathy.” Like those days gone by, I’ll be turning down the lights and wondering what sweet treat Walter’s obsessing over this week. He, after all, very eloquently described the simple appeal of a root beer float:

“It’s heavenly. And earthly, at the same time.”

John Noble (and Gene)

The same, one might argue, could be said for Fringe itself.

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