Friday, September 18, 2009

Hulu Recommendation Friday: Angel and the Badman

John Wayne didn't receive formal accolades for his acting ability until his 1970 performance as Marshall Reuben J. "Rooster" Cogburn. It is often argued that the reason the Oscar, and Golden Globe, was awarded is due to the fact that in playing "against type" John Wayne finally proved that he was a capable actor. Those who make this argument often point to the John Wayne film, The Shootist, as another example of how the "usually cardboard" Wayne was able to bring another powerful performance to screen.

Those who believe that John Wayne only came into "deep" acting later in his career are wearing some fairly narrow blinders and have to ignore a long list of worthy performances.

Wayne's performance in The Quiet Man is simultaneously vulnerable and powerful, passionate and reserved, melancholy and puckish. The film is a joy to watch for a wide variety of reason, but John Wayne's wonderful performance is one of those reasons.

In The Man Who Shot Liberty Valance, a movie where Wayne simultaneously plays the stereotype and breaks it wide open, Wayne's performance uses the audience's knowledge of his past films to good effect. Audiences were used to seeing the tough Wayne who met challenges head on, kills the bad guy, is fawned upon by the community, and who often ended up with the girl -- a perfect example of this character is Wayne's performance in Rio Bravo or Stagecoach. But Tom Donophon, Wayne's character in Valance, only accomplishes two of these line items. Donophon does that most remarkable of things. He gives credit, and all the rewards due to the individual to whom credit is given, to another man -- a man he believes to be better than himself. The film is a perfect argument against Machiavellian style politics, and a presentation of true heroic virtue. Donophon refuses to take any credit for a heroic deed, even though it means he must live without the woman he loves. He does this because the community needs him to do it. Wayne's performance is powerful in this film, and his heartbreak is palpable.

There are several other examples in Wayne's career of great performances, The Searchers and Red River also immediately jump to mind, but one of those performances that is often overlooked is Angel and the Badman a film in which we see glimpses of the actor's potential to break free from the cardboard hero in a screenplay were the audience, like in the later Valance, can see that there is more to the Western than good guy kills bad guy.



In Angel and the Badman, we see Wayne without the scaffolding of Howard Hawks or John Ford. This time, Wayne is directed by James Edward Grant who is better known for his screenplays than his directing, and who no one would argue was an auteur. The film is a vehicle for Wayne as "John Wayne," but it ends up being much more than that.

The film's story is a simple one. Quirt Evans is a man of the West. He largely lives outside the law, taking what he wants, and living life to its hedonistic fullest. Quirt isn't a purely evil man, but he is an amoral one and his flexible morality has come into conflict with another outlaw named Laredo Stevens.

So far, the names and character types are almost caricatures from a bad dime novel. Quirt? Laredo? These aren't names of characters one expects in a film of substance. That's typically true, but Grant -- who also wrote the screenplay -- is about to take our expectations of a cardboard tale and throw it for a loop.

As might be expected, Quirt gets injured in a rundown with Laredo. Quirt's injuries are not small and he ends up demanding to be cared for by a family of Quakers named Worth. Penelope Worth (Gail Russell) -- again with those obvious names -- takes a high interest in Quirt and the two eventually develop an emotional attachment. In the end, Quirt must choose between love and violence, between living a moral life or defending those he has come to love by murdering the villain Laredo.

This would all be typical stuff, and the audience can see which way the wind is taking Wayne by the color of his hat in a given scene as it alternates between black and white, except that Grant is making a more sophisticated argument than one might initially expect -- and Wayne is able to portray the moral complexity of the character required to advance that argument. Grant doesn't merely give us a tale where pacifism equals moral virtue and violent action equals moral vice. The film is as complex as High Noon in the way it balances legitimate authority and pacifism.

The Worth family, while happy, is suffering due to their religious practices and it is only Quirt who can convince their neighbor to give them the water they need to thrive. It is the threat of implied violence that accompanies Quirt that initially changes the mind of their Scrooge like neighbor to share water with the Worth family. The neighbor shares because he is scared that Quirt will kill him if he doesn't comply. What makes the scene powerful is that Quirt went to the neighbor unarmed, and with good intentions, and that the bond of neighborly friendship is cemented by the kindness of the Worth family. There is another scene where the threat of Quirt using violence saves the lives of the family.

Grant's argument in the film seems to be that violence, and the threat of violence, isn't in itself evil, but that the application of violence is only moral when done through proper authority. There are some great parallels between this film and the earlier mentioned High Noon, of particular interest is a comparison of the endings of the two films, and both films require subtle performances from underrated actors. Wayne's portrayal of Quirt begins as you might expect a Wayne performance to play out, but as it continues and Quirt transforms from Badman to Man it is Wayne's performance that makes it work. One can see glimpses of the performances Wayne would later bring to the screen, and one also gets to see how a writer can use the clichéd tropes of a genre and manipulate them into a more complex tale than one usually expects.

Unless You're Dressing Up, Don't Talk Like a Pirate Tomorrow. Try Playing Like One Instead

Last year, I began advocating that people should celebrate "Play Like a Pirate Day" rather than participate in "Talk Like a Pirate Day." My contention was that one of the most irritating things you can hear your co-workers say is, "Aaaargh, Avast, Ye Mateys" a couple times an hour in some half-hearted participation in a day of international live action role playing. Even worse are the inconsistent uses of "Yar!" I think what makes it most irritating is the fact that these small offering of participation are lackadaisical at best.

I would rather my co-worker show up dressed in full "Age of Sail" apparel, blunderbuss and cutlass in hand, and charge into the office while staying in character as much as is possible for the day.

That might be fun, in the "employees showing up to work in costumes on Halloween" kind of way. You know... like when a person comes to work in their full blown Optimus Prime costume -- one where they can actually "transform" from robot to big rig -- you are truly impressed with your co-workers commitment. On the other hand, when your other co-worker shows up with only a pair of "cat ears" on and a mild scowl on their face, it's annoying.

Most participation in International Talk Like a Pirate Day is of the cat ear type, and not the Optimus Prime type. That's why I still believe that it is time for the phenomenon to die. That doesn't mean that we should no longer have a day "celebrating" piracy and the outlaw attitude, or as the founder of Talk Like A Pirate Day called it "Piratitude." Pirates are still awesome (though not as awesome as Transforming Robot Pirate Ninja Dinosaur Mutant Demon Hunters), it's just talking like a pirate that is lame. I think gamers, and geeks of all kinds, should lay claim the holiday and re-cast it as "International Play Like A Pirate Day." That way the costume role players can "play pirate" and other people can play pirate themed games, read pirate themed novels, or watch pirate themed films.

As I wrote last year, "from now on September 19th will be a day when families and friends get together and enjoy some form of Piratical Recreation. Such recreation can include celebrating by talking like pirates, certainly role play (in the traditional sense) is play. Our celebration is inclusive, not exclusive. But families and friends will no longer be limited to listening to the 'yars' and 'aaarghs' of everyone around them. Some might choose more formal ludographic participation -- that's game play."

Here is a list of recommended activities for this year's festivities -- thankfully the Day doesn't fall on a Weekday this year:

1) Play a pirate themed roleplaying game. In particular, we recommend Pinnacle Entertainment Group's excellent PIRATES OF THE SPANISH MAIN. This is highly recommended for those who want to talk like a pirate. It encourages such behavior in an appropriate venue. Besides, by role playing (in the game sense) participants can act far more Piratical than is allowed under modern mores and laws.

If you want a more heroic bent with mystical aspects, you can always play Pinnacle's 50 Fathoms instead.



2)If you own a copy -- and not many do -- play an exciting session of the classic Broadsides and Boarding Parties



If you don't own a copy of Broadsides, try one of these two excellent pirate games from GMT Games.

3) Blackbeard: The Golden Age of Piracy. The game is a redesign of Avalon Hill's classic game of the same name. The new version is suitable for 1 to 5 players and has less "down time" for players who aren't in their current turn.



4) Winds of Plunder is a quick and fun game that is more in the style of the "Eurogame" than Blackbeard or Broadsides.


5) You can play the previously reviewed Sword and Skull.


6) Lastly, we recommend watching one of your favorite pirate films. We've included some of our favorites in the carousel below.



Or your can sing "For I am a Pirate King!"

Thursday, September 17, 2009

"Classic Hollywood Versions" of Gen X Classic Films

Stefan Blitz, of the excellent Forces of Geek blog, posted a couple of youtube videos yesterday. The videos were mash ups of classic Hollywood films cut into "fantasy" trailers for films like Raiders of the Lost Ark and Forrest Gump. In the fantasy versions, the starring role of Indiana Jones is played by Charlton Heston and Forrest Gump is portrayed by Jimmy Stewart. The concept alone is inspired, but what makes the clips work is Ivan Guerrero's dedication to detail. His use of scenes from Harvey and Mr. Smith Goes to Washington as key moments in the life of Forrest Gump is brilliant, particularly the scene from Harvey which captures the "feel" of Forrest Gump to a T.

It doesn't matter if you are familiar with the works Ivan Guerrero uses in his Raiders clip, as he also tends to release a "clip by clip" comparison with notations describing the scene he selected, where it is from, and why. I don't know exactly were this falls within the copyright wars raging around the world now, but I will say this. This is exactly the kind of content that those who are reasonable on the copyleft are trying to protect. It also happens to be something that I think, especially with the "annotated" versions, could become a poster child for what could be considered fair use. At no time is Ivan trying to profit from, or dilute the value of, another IP, instead he is trying to share a love for Classic film and classic Gen-X films.

Here is the Raiders of the Lost Ark trailer.



Here's the Raider's trailer with annotations.

Wednesday, September 16, 2009

Magic Potions for Sale: Jones Soda is Offering "Dungeons and Dragons Spellcasting Soda"

For many this will be old news, as it has already worked its way around the geekernet Wil Wheaton and Felicia Day have already tweeted about it), but I think it is still pretty cool news. I first read the story on the excellent Nerdvana blog on the East Valley Tribune website. I have no idea why an eastern Phoenix newspaper is the home to this excellent blog, but maybe it has something to do with Flying Buffaloes.

To make a long story short, Jones Soda is offering a new limited edition 6-pack of sodas under the brand name Dungeons and Dragons Spellcasting Soda.



Each pack comes with six Dungeons and Dragons themed flavors, though not all the names are exactly "spellcasting" related. The flavors are:

  • Dwarven Draught
  • Healing Potion -- the one diet beverage
  • Sneak Attack
  • Bigby's Crushing Thirst Destroyer
  • Eldritch Blast
  • Illithid Brain Juice


  • The names of the flavors is pretty hit or miss. I could have done without "Sneak Attack" or "Eldritch Blast," but that is more than made up for by the 1st edition referencing "Bigby's Crushing Thirst Destroyer." Given that Bigby was famous for his hand/fist related spells, it is a little bizarre imagining drinking this soda being the equivalent of swallowing a liquid fist -- but that's beside the point.

    I'll be ordering a couple of packs today and hoping that "Illithid Brain Juice" is a cool as it sounds.

    Tuesday, September 15, 2009

    Responding to Things We Think About Games -- Gaming Expectations: Heroic Endings or Doomed to Failure (Case Study One: Robotron 2084)

    In 2008, game designers Will Hindmarch and Jeff Tidball released a very useful book entitled Things we Think About Games. The book contains 101 statements by the authors, with a couple of additional statements by guest gamers/designers. Some of the comments are common sense, some are blunt, and all are thought provoking. Things We Think About Games is a book that belongs on every gamer's bookshelf, and Will and Jeff's website belongs on every gamers rss feed.

    At the San Diego Comic Con this year, I asked Jeff Tidball if he would allow me to write a series of posts featuring the statements from the book. Each blog post would be a gamer reacting to one of the statements in the book, and eventually I'd like to address all the statements made by the various game designers. I will also continually belabor the fact that Will and Jeff asked Wil Wheaton, and not me, to write the introduction to the book. While this is a common mistake, it is one that I will point out at every opportunity. Yes, Wheaton is more famous (and is in Secret of Nimh which I recommended as last week's Hulu recommendation), but I am less likely to use expletives.

    This being a blog, and not a Thesis or Dissertation, I will address the statements in no particular order, but I do hope to address them all. Today's blog topic is inspired by the 101st entry in the book.

    STATEMENT 101
    Know Why You Play Games.


    The statement is simple enough, and is a gamer's version of Oracle of Delphi's famous dictum Gnōthi sauton or "Know Thyself." It is a statement seems to have an underlying claim that some ludophile Socrates might adhere to, "the unexamined gaming experience isn't worth playing." That may, in one way, be the whole point of Hindmarch's and Tidball's book, but this quote provides a nice starting point for any discussion regarding games and spurs one on to think philosophically about the subject.

    It was this thought that was lurking around my subconscious when I read an article at Gamasutra about Robotron 2084. The article is an historical article about the game and its legacy with regard to game play. A good amount of time is spent discussing the games innovative use of a two joystick system, an innovation that couldn't be accurately emulated in a "home experience" for many years. It makes for interesting reading, but there was one quote which mixed with STATEMENT 101 to inspire me to think about why I play games. The quote was a simple one, "The player is tasked with the grim, desperate, and ultimately futile task of saving the last family of Humanoids (emphasis added)."



    Ultimately futile -- the words echoed in the back of my mind.

    Why would I want to play a game that I cannot, no matter how skilled I get at it, "win?"

    What particularly bothered me about this statement is that it pointed to a contradiction in my game playing habits. I have been a fan of Robotron 2084 for decades and have played it uncountable times. In that time my skill level has migrated, from poor to excellent to poor to average, depending on how often I have played the game during a given time period. I am not always in the mood for Robotron, but I never find the game -- as it was designed -- to be a bad game. As big a fan as I am of this particular futile effort, I was seriously disappointed by the end of Dawn Of War. After many hours of game play, and total victory over the forces of Chaos, I watched as all my hard work evaporated in a "1970s Satan has eaten your soul Bad ending" as my Space Marine Captain unwittingly released a new demon into the universe.

    The futility of all my hard work playing Dawn of War was made clear to me during the final animated narrative sequence. Lucien Soulban's scripted ending undid everything I had struggled for in playing the game -- and it seriously aggravated me. I was all the more aggravated because an author/game designer I respect was the one who dropped the "futility bomb" on my head.

    Why was I experiencing such a strong emotion that was, on its face, a contradictory sentiment to my thorough enjoyment of the equally futile Robotron 2084? To answer this, it was helpful to contemplate statement 101.

    Why do I play games?

    I play different games for a variety of reasons, but one reason that keeps me coming back is "story." I like the way that games, of all kinds, tell stories. It's one of the reasons I am a "good loser." I don't mind losing to someone who is better than me at Chess, all I want is my learning experience to be a good story. Candyland, with its pre-determined gameplay, taught me the importance of story in play and de-emphasized "winning." Both Robotron 2084 and Dawn of War contain story elements. Robotron's appear to be "weak" at first, but they are deeply embedded in gameplay -- if simple narratively. Both games contain narratives where the actions of the player, in the end, result in failure -- so there must be some element of the game and how it interacts with story that allows me to enjoy one in its entirety while feeling dissatisfied with the ending of the other.

    Aha! It isn't the futile ending that is disappointing. It is the fact that the futile ending was not a part of game play -- it was a forced narrative tacked on to the end of the game. When the player inevitably loses in Robotron it is because the game has finally become too hard to finish, the game has literally beaten you. When you "lose" at the end of Dawn of War, it occurs after you have achieved "final victory." The contradiction lies in the interaction between the mechanics and the story -- a contradiction made even stronger by the underlying expectations of Real Time Strategy games. The underlying expectation of an RTS is that you can win, any advantage in supply or troops the computer opponent has is usually made up by an imperfect AI -- necessarily imperfect as a perfect AI would likely win all the time and lessen the fun.

    Would I have felt differently if I had actually lost the final scenario of Dawn of War rather than have a scripted 70s ending? Not if the game had followed standard RTS genre conventions, the player "must" have a chance to win in the conventional. If the game progressed in a manner similar to other RTS games, each level getting slightly more difficult but winnable, with a final impossible level, the game would have likely been as unsatisfactory. This dissatisfaction would likely have been accentuated by the interstitial narrative clips.

    On the other hand, if the game lacked interstitial clips and the narrative left only to game play I would probably have accepted an unwinnable level. At least possibly, especially if I knew going in that the game eventually becomes unwinnable as each level becomes more difficult than the last. But that isn't the central conceit of an RTS campaign, the central conceit of an RTS campaign is that the player is unlocking a heroic narrative. In this case, each victory leads to a new chapter in the hero's tale. A hero can hit a low point, like the one at the end of Dawn of War, but that ought not be the end of the story. In this case, it is. There is no sequel to the narrative, though there are many sequels to the game. My Blood Angels forever stand defeated in their victory, where my mutant defender of humanity just ends up dead after finally facing overwhelming odds.

    I think it would be interesting for someone to design an RTS where each level becomes more difficult than the last, with no end in sight. Then the story changes from how my victory was taken from me, to how far I was able to get and who is able to get to the farthest level. I think I might prefer traditional RTS games -- with victorious endings -- to that "futile" RTS, but given my love of Robotron 2084 I'd probably like that killer RTS more than the end of Dawn of War because the ending would be driven by the mechanics of the game.

    I don't mind losing when it's a part of the rules, but I hate losing when I won fair and square.

    Monday, September 14, 2009

    One Who Walked Alone: Solomon Kane Preview

    If you were to take a random sample of Americans and ask them to name a hero created by Robert E Howard, arguably the creator of the Sword and Sorcery genre, their most likely answer would be Conan the Barbarian. For the past forty years, since Lin Carter and L. Sprague De Camp resurrected the hero for mass consumption, Howard's man of gigantic mirth and gigantic melancholies has appeared in a wide variety of media for public consumption. People have encountered Conan, or some approximation, in film, video games, comic books, television shows, and numerous pastiches written by more recent authors. Never mind the fact that the Conan of popular culture bears only passing resemblance to Howard's barbarian, the character has become a deeply ingrained part of the American Mythos.

    From time to time some devoted soul, will attempt to resurrect another of Howard's heroes in the hopes that they too will become a part of the American psyche.

    A little over a decade ago we saw the release of Kull the Conquerer starring Kevin Sorbo. Kull was a proto-Conan and the first published Conan stories is a re-writing of a Kull tale. The film meandered between the swashbuckling stylings of a Harryhausen Sinbad film and the camp of the Batman television series, and in doing so failed to capture the character or any real audience.

    There have also been attempts to bring Howard's dour and deadly Puritan, Solomon Kane. In the 70s, Marvel Comics released a number of Solomon Kane comics, recently Dark Horse has done the same. In fact, Dark Horse is publishing the reprint trades of the Marvel books. In the 90s, Baen Books released a collection of Howard's Solomon Kane stories with and introduction by Ramsey Campbell. Campbell also used the Bael edition as an opportunity to "collaborate" with Howard in a manner similar to de Camp and the Conan tales. Del Rey released a beautiful edition of the Solomon Kane tales, with wonderful artwork by Gary Gianni, in 2004 -- an edition still in print -- that collects all of the original tales with a few exclusive story fragments. The Del Rey edition is Kane as Howard wrote him. Solomon Kane has even been the subject of the excellent The Savage Worlds of Solomon Kane role playing game by Pinnacle Entertainment.

    Kane is among my favorite Sword and Sorcery heroes. His combination of a forthright pursuit of justice and his unforgiving personality makes for an interesting take on the "religiously motivated" hero. Howard describes him as, "a strange blending of Puritan and Cavalier, with a touch of the ancient philosopher, and more than a touch of the pagan...A hunger in his soul drove him on an on, an urge to right all wrongs, protect all weaker things...Wayward and restless as the wind, he was consistent in only one respect -- he was true to his ideals of justice and right. Such was Solomon Kane." Like so many of Howard's heroes, Kane was -- like Howard himself -- One Who Waled Alone.

    Kane's star is certainly rising in the popular psyche, but how great a place the Puritan will hold will greatly depend on the upcoming film starring James Purefoy as the title character. If the preview is any indication, the character of the film will not be Howard's character "made flesh," but Purefoy's Kane might just be Howard's character in spirit.

    Friday, September 11, 2009

    Hulu Recommendation Friday: The Secret of NIMH

    Sometimes it seems as if we've forgotten how wonderful hand drawn animation can be and the sense of marvel it can convey. Digital Animation can be, and often is, a wonderful medium in which to view stories, but there is something about hand painted cells that -- when well done -- captures the imagination in a spectacular way. Don Bluth's 1982 masterpiece, The Secret of NIMH is a film that manages to show off many of the advantages of hand drawn animation, while exhibiting few of the weaknesses. Digital animation still lacks the fluidity of well executed hand drawn animation, but that is only a matter of time.

    What is special about this kind of animation is the same quality that is special about paintings in comparison to photographs. Photographs, particularly digital photographs, have a crisp quality of realism where paintings -- even spectacularly realistic paintings -- have a sense of the surreal about them. The same is true when comparing digital animation and hand drawn animation, the digital always "feels" a little more real than the hand drawn -- somehow more abstracted from reality.

    Both types of animation have a well deserved place in entertainment, but sometimes we get so obsessed with the new that we forget the transformative nature of the old.

    The Secret of NIMH is one of the rare movies that Jody and I own actual animation cells from and they are among our most prized possessions.

    Thursday, September 10, 2009

    Cinerati Book Review: The Mall of Cthulhu by Seamus Cooper


    In the movie My Favorite Year, Alan Swann (Peter O'Toole), in quoting another actor, claims that "Dying is easy. Comedy is hard." While the origins of the quote are relatively unknown -- being attributed to several sources -- the spirit of the quote is none the less true. It is very difficult to write an engaging work of comedy of any length. Nowhere is this more evident than in comedic Science Fiction and Fantasy writers.

    While there are those like Terry Pratchett, Douglas Adams, and Ernest Bramah who have written what many consider to be consistently high quality SF/F books of a humorous nature, the majority of genre humor writers fall into a trap that Jo Walton succinctly describes in a blog post on her love hate relationship with humor fiction. Walton argues that the majority of humor writing tries to hard to be funny and doesn't let the humor rise organically from the material, and she finds this very frustrating as a reader. As she puts it, "I hate things that are trying to be funny, rather than letting the humour bubble up from underneath." I agree with her sentiment, and I agree that this is a pratfall that too many writers fall into too easily.

    It is a pratfall that Seamus Cooper risked falling into in his recent novel The Mall of Cthulhu. The novel, published by Night Shade Books this past June, attempts to use comedy to synthesize the mystery procedural with weird fiction.

    The book's plot is relatively simple. Ten years ago, a college student named Laura Harker was saved from being turned into a vampire when a geeky folklore student named Ted charged into the vampire's den -- the Omega Alpha sorority -- and slew all of the undead occupants therein. This act of heroism shattered Ted's sanity, and led Laura to pursue a career in the FBI. Ted now works at a chain coffeehouse named Queequeg's hoping that the mind numbing routine of a service job will help him remain sane, and allow him to lead a normal life. Alas, Ted's fate -- and Laura's -- is not destined to be one of day to day doldrums. Ted has accidentally stumbled upon a group of modern day Cthulhu cultists who wish to use a shopping mall in Providence, Rhode Island as a nexus of power to summon the Old Ones to wreak havoc on the world.

    As the back of the book describes it, "[Ted] and Laura must spring into action, traveling from Boston to the seemingly-peaceful suburbs of Providence and beyond, all the way to the sanity-shattering non-Euclideian alleyways and towers of dread R'lyeh itself, in order to prevent an innocent shopping center from turning into...The Mall of Cthulhu.

    The book is an entertaining read that hits all of the right plot points for a first novel in a series of comedic weird tale procedurals. The two main characters, Laura and Ted, are extremely likable and Cooper's writing has us empathizing with them as real people in relatively quick order. Especially engaging, for me, was Cooper's ability to convey just how mentally damaging slaying an entire pack of vampires might be -- particularly when the person doing the slaying is an everyday kind of guy. Laura is also affected by the night of mayhem. Nearly being turned into a vampire by someone she was attracted to has had lingering affects on her ability to form long term romantic relationships -- she has a hard time trusting the women she meets.

    As a procedural, the story works its way through the mystery at a nice pace and we get to see how Ted's impulsiveness -- and laziness -- interacts with Laura's trained professionalism and adherence to routine. It makes for some nice narrative tension when Ted gets into trouble and Laura comes running to help. Is she too late? The only real problem with the underlying mystery is that it opens feeling like a grand conspiracy and ends as what feels like a few guys with a chip on their shoulder acting out. I understand that mass conspiracies are implausible and unsatisfying, but so is a small group who don't seem capable of some of the tricks they pull early in the plot. I didn't need a huge conspiracy, but one that was a little bigger would have been beneficial. With that small complaint, the book's procedural elements were interesting enough to keep the reader engaged.

    The book has a good pace, likable characters, and is an entertaining procedural. But...is it funny or does it fall into the trap of trying to hard to be funny? The short answer is both. At times Cooper has me laughing inside my head at one joke or another. It's pretty amusing to read about a character so disturbed by the mind numbing timelessness of R'lyeh that he begins kicking Cthulhu in the head in the hopes that the Old One will awaken. It's also funny reading about someone sitting in a dumpster, using a milk filled garbage bag as a pillow, while reading a version of the Necronomicon through the eyes of a character in a Sims-like video game. The book also avoids an over-abundance of puns. There are "easter eggs," to be sure, but Cooper refrains from making every other line of the book a pun.

    The comedy does break down a little bit in three distinct ways.

    First, there are both too many, and not enough, internet porn references in the book. Had Cooper used only a couple such references, they would have remained funny. Had Cooper tossed one out every couple of pages, they would have become funny again. Sadly, Cooper used them to the point where they lose comic value, without using them enough to where they become funny again -- though the foot fetish porn comment was in itself amusing.

    Second, the commentary about Lovecraft's racism, and his "ambiguity," became tiresome. No one who has read any Lovecraft can walk away from his fiction without the strong feeling that Lovecraft had some peculiar ideas about race -- and likely eugenics -- but readers don't need to be reminded every chapter. Cooper attempted to use this conversation, as well as a couple of rough asides about role playing games, as witty banter -- banter that also served as an important connection between Lovecraft and the cultists -- but it gets a little over played. It might have seemed less overplayed if Cooper had included more specific examples of Lovecraft's racism by including quotes from stories where Lovecraft's racism really shines through. This is a place where it would have been nice to have been shown rather than told. Give the reader a couple of passages from Dunwich Horror and have your characters talk about how disturbing they were. The same can be said for the mocking of Lovecraft's use of "indescribable." Though it should be noted that Cooper does have a good comedic moment in R'yleh which is only made possible due to previous complaints regarding Lovecraft's prose. Once again, it would have been nice to get some more actual Lovecraftian passages. The purple prose might have been comedy enough all by itself.

    Third, Seamus Cooper's attempts at political humor largely fall flat. The best political comedians skewer both those they agree with and those with whom they disagree fervently. Cooper's political jabs can be summed up as simply as Republicans underfund paranormal defense and Democrats fund it appropriately. Their was one gem of a joke where the post-94 Congress wanted to restrict a certain agency to using only "Biblical Based Defenses." Anyone who has read a Chick tract should get a good chuckle from that conversation, but by and large Cooper misses a couple of real opportunities for humor. For example, why wasn't Nancy Reagan's use of an Astrologer included? One can easily imagine a dozen jokes stemming from that concept alone.

    What if Ronald Reagan, after he fired the striking Air Traffic Controllers, had the replacement military controllers have planes fly paths prescribed by the Astrologer? And what if those paths corresponded to a particularly dangerous summoning ritual? One could have a field day with that, as one could also have had a field day with Clinton needed a special anti-Succubus Secret Service Agent, or how Tipper Gore's anti-D&D statements in her book Raising PG Kids in an X-Rated Society led to some D&D obsessed "occultists" using a ritual they thought was fake against her? There is no limit to where these jokes could go.

    Were I Cooper's editor, I would have had him unpack a lot of the political comments and have him transform them into more specific jokes. There's a lot of humor, on both sides of the aisle, to toss around and the book would have been better for it.

    These complaints aside, The Mall of Cthulhu was exactly the book I needed when I read it. The book is an enjoyable and light-hearted yarn where underfunded, and under-powered, good guys have to fight against larger than life enemies -- including a hundred plus year-old sorority member vampire priestess named Bitsy.

    Wednesday, September 09, 2009

    I'll Be Watching TRON on December 17th, 2010 and Avoiding GREEN HORNET Like the Plague

    December 17, 2010 will be a very busy day at the movies. That day will see the release of The Smurfs, Yogi Bear, Tron: Legacy, and The Green Hornet. The Green Hornet is the only one of these films that won't be released in 3-D, and it is likely the only one of the December 17th films I won't see at some point. I am eagerly awaiting Tron: Legacy and my daughters will be 33 months old at that point and will likely pressure me into taking them to see the other two.

    The reason I will be avoiding The Green Hornet (or should I write Seth Rogan is The Green Hornet?) like it was the H1N1 virus is that of the four movies coming out next holiday season, it is the only one that will be mocking its underlying IP. One imagines that Yogi Bear will be a loving adaptation targeted at 5 year-olds -- and their parents -- the same can be said of the upcoming Smurfs film. One finds it difficult to believe that the studios would turn those animated features into stoner humor parodies of the original cartoons. As for Tron: Legacy, it speaks volumes that the film includes much of its original cast in what appears to be an attempt to capture what made the original so engaging.



    None of this guarantees that the non-Hornet films will be any good, but all signs are that the filmmakers are at least attempting to make enjoyable fare that pays homage to the original.

    This is not true of The Green Hornet -- Seth Rogan is The Green Hornet -- which seems to not only be meandering through the production cycle with delays in release date and changes in director and actor during the production phase of the film. It is not usually remarkable when a film changes directors or cast during pre-production, but it is remarkable when the film pushes production because of the changes. The film can't even keep Nic Cage on board, and he's a big enough geek to put up with a lot. In fact, the loss of Cage pretty much eliminates any geek street cred this film could have churned up.

    The film had already lost Hong Kong star, and director, Stephen Chow. Last December Chow cited "creative differences" as the reason he could no longer direct the film -- a big hint that the film wouldn't live up to any fan's expectations as a "comedy kung fu film." One can accept a comedy kung fu film directed by Chow, he's one of the best directors of the genre, but when he drops out it's a signal of bad things to come. At that time, Chow was staying on as Kato, but as of this July he has dropped out of the project entirely. Now there's footage of an "accident" on the set of one of the shoots (scroll down to the bottom and watch the video). Apparently Britt Reid is giving a press conference when a shoot out breaks out and Kato has to drive to the rescue...or some such nonsense. The accident link also includes photos from the shoot.

    It just looks awful, but at least they pushed the date to "post-Comic Con" so we can get extra hype next summer and have people try to convince us that the film will be good. My thoughts are that if you were to create a drinking game counting the number of bong references and fart jokes in the film, you would be dead by the end of act II. On the positive side, at least they are shooting in Los Angeles.

    Tuesday, September 08, 2009

    John Carter of Mars and The Queen of the Iron Sands



    The 90s were a decade of either no news, or bad news, for fans of Planetary Romance, but during the 00's these fans have been experiencing a roller coaster ride of positive news and worrisome news.

    For the uninitiated, Planetary Romance stories are a kind of speculative fiction that straddles the line somewhere between fantasy and science fiction. The stories are fantasy in that they often incorporate magic systems, princesses, and mystical experiences. They are science fiction in that they often take place on other worlds.

    The genre was largely created by the Edgar Rice Burroughs novel A Princess of Mars featuring Burroughs' second most famous character John Carter of Mars. In story, readers encounter the Civil War veteran -- who is of indeterminate age and possibly unaging -- John Carter as he mystically transports himself to Mars (or as the Martian natives call it, Barsoom) after being near fatally injured. While on Barsoom, encounters alien races, falls in love with the most beautiful woman in the universe, and participates in large scale war. The book established the basic tropes for the genre, tropes which have been used to great success in literature and film in everything from Leigh Brackett's John Eric Stark stories to George Lucas' Star Wars films. There is a reason that Brackett was selected to write a draft of Empire Strikes Back and that reason is that Star Wars sits firmly in the genre of Planetary Romance -- as does Flash Gordon.

    Planetary Romance stories are more about adventure, romance, and the unknown than they are about science or political commentary -- though there are exceptions. There are many wonderfully written novels and stories within the genre, but there is also material some consider to be offensive drivel. I can remember stumbling upon the Gor novels of John Norman because of some basic underlying similarities between it and Burroughs' Martian novels. Traditional Planetary Romance novels advocate Victorian sensibilities about virtue and heroism, much like Arthur Conan Doyle's The Lost World (an interesting experiment is to read The Lost World and The Heart of Darkness back to back), and love is presented as an ideal akin to Courtly Love. The heroes of Burroughs' novels nearly swoon with affection for their beloved, a beloved who is perfect beyond compare. The Gor novels turned this on their head as Norman's novels were erotica disguised as Planetary Romance. Let's just say that this came as quite a shock to my 8th grade self, and to this day I don't have an appreciation for the Gor novels.

    Needless to say, Planetary Romance is a rich and important sub-genre of fiction and one that I highly recommend.

    Some of the roller coaster peaks in recent years have included:
    • The University of Nebraska Press editions of Edgar Rice Burroughs' Martian Stories, Moon Stories, and Venus Stories.
    • The Planet Stories line of books by Paizo Press.
    • Chris Roberson's Paragaea
    • Jon Favreau being selected to direct the John Carter movie. Even though he seemed overly influenced by the art of Frank Frazetta, and not enough influenced by the art of Michael Whelan or Frank Schoonover, Favreau was a great choice...before he had to leave the project and make an awesome version of Iron Man.

    Some of the roller coaster valleys have included:
    • The selection of Robert Rodriguez to direct the John Carter of Mars movie. I'm a Rodriguez fan, but the thought of his "lowest budget possible" mentality underlying a John Carter film just rubbed me the wrong way. Sure his Harryhausen homage was fun, but...John Carter in DV Cam isn't my idea of cool.
    • The recent three Star Wars films which hinted at how good Planetary Romance can be, while simultaneously showing us how bad it can be.
    • The recent Flash Gordon series. Seriously, WTF?!


    As noted above, a lot of the news -- good and bad -- for Planetary Romance fans centers around a John Carter project. One is still slated for production by Disney with Andrew Stanton at the helm, and Michael Chabon attached to the screenplay. So far that seems like good news for the Planetary Romance fan...but there is news about the project that should make fans worry too.

    One can easily overlook that Stanton hasn't done a project like this before, Doug Liman hadn't directed a spy movie before Bourne Identity, because Stanton's other film work has been extraordinary. That's not what is worrisome. What is worrisome is the casting.

    Taylor Kitsch (Gambit from Wolverine) has been selected to play the title role. Unless his performance in Wolverine was atypical, I cannot imagine him as remotely capable of capturing the charm and power of the Carter character.

    I am less worried, but only cautiously optimistic, regarding the casting of Lynn Collins as Dejah Thoris. After all, who can play "the most beautiful woman in the universe?" That's a pretty tough title to live up to, but I like the fact that the casting director didn't equate beauty with "ultra-voluptuous" and try for Scarlett Johansson or someone similar.

    Then there's the casting of Willem Defoe -- who has recently become a parody of himself -- and Dominic West -- who I loved in The Wire but who was ridiculous in Punisher: War Zone.


    It's gotten to the point that every piece of news I read regarding the upcoming Disney film version of John Carter of Mars has made my inner geek want to run away and hide. Will it be good or will it be awful? The inner 8th grader cannot stand the pressure and needs some new Planetary Romance distraction -- a quality one.

    Thankfully, Fantasy author Scott Lynch has recently released a free web-book (at least the first few chapters) of exactly the kind my inner geek needs. A few weeks ago, Lynch began e-publishing Queen of the Iron Sands. He's releasing the story as a "serial novel" and simultaneously paying homage to the classic of Planetary Romance and the serials of the early 20th century.

    My inner geek now refuses to hide no matter how bad the news regarding the John Carter film gets and it's all to Scott Lynch's credit. No matter how bad the John Carter film ends up, I know that planetary romance as a genre will live on because talented people are still applying their skills to the genre.

    Friday, September 04, 2009

    Hulu Recommendation Friday: Heavy Gear


    In the spring of 1994, Dream Pod 9 released its popular Heavy Gear tactical miniatures game. The game featured a grim and gritty universe where giant humanoid shaped vehicles did battle on the battle scarred landscape of Nova Terra -- and throughout the galaxy. The game featured an easy to learn tactical game system that could be easily scaled to a companion role playing game, so players could use the same characters in both the rpg and the tactical miniatures game. The components were high quality, and the sourcebooks were -- and still are -- engaging.

    Dream Pod 9, a company that started business as the creators of a licensed setting (Jovian Chronicles) for another company's role playing game (Mekton), emerged as a force of their own with the creation of Heavy Gear. Eventually, Dream Pod 9's Jovian Chronicles setting would be translated from the Mekton system into the DP9 in house Silhouette system. From small beginnings, the company became a gaming establishment whose product line diversified and whose IP became desirable commodities. Their Heavy Gear game has been licensed as video games and as an animated series. The company has also shown an ability to adapt to changing market forces and have released new editions of their game lines.

    In 2001, Sony's 40 episode animated series based on the Heavy Gear IP was released worldwide -- though it seems that there was not much advertising in the American market for Heavy Gear gamers who might have wanted to watch the show. I know I certainly never saw any advertisements for the show, and I was actively looking.

    The show had a similar animated style to Reboot, which should come as no surprise as both shows were produced by Canada's Mainframe Entertainment -- now Rainmaker Entertainment. Where the role playing and tactical Heavy Gear games featured a grim setting, the animated series toned down some of the darker elements and aimed a a younger audience. The gear battles at the beginning of the series take place in an arena in formalized, almost athletic, competitions. The show's tone was a far cry from the setting established in the games.

    The original press release hints at what the initial concept for the show was intended to be. It appears that the initial concept was closer to the original IP than the end product. That release stated:

    The animated series' storylines will focus on the soldiers who pilot the Heavy Gears combat machines, combining state-of-the-art storytelling with the fascination of heroic dogfighter pilots and the dynamics of Japanese mechanical warriors. It will also deliver a tremendously rich storyline that lies beneath the action of Heavy Gear: politics, love, religion and unexpected mysteries as well as unexpected enemies all play their part in the saga of Heavy Gear.


    In the end, the show ended up focusing on a character named Marcus Steven Rover whose characterization is close to that of Luke Skywalker in the Star Wars films. Watch the opening episode with A New Hope in mind and you can see how being a Gear Pilot can be seen as analogous to going to the "Academy." The end product, as DP9's current site describes it is:

    The Heavy Gear: the Animated Series followed the adventures of Marcus Steven Rover, a young Gear pilot just recruited into the Shadow Dragons, a special independent dueling squad of the Southern MILICIA. His team is pitted against the Vanguards of Justice, their counterparts from the Northern Guard. Both squads meet in a series of events and battles in the arena desert town of Trash City to determine who will take home the coveted Heavy Gear Championship cup and its associated glory. Major Alexander Wallis III, the leader of the Vanguards, will let his team do anything to secure a victory against the ragtag team of Southerners.


    Gone are any mention of politics, love, or religion. All that remains is the quest for the cup and a battle against a team willing to cheat to win. As always, we are rooting for a "ragtag team" fighting against the odds.

    Though the show abandoned a darker tone, which would have appealed more to the gamers who play the game, it is still an entertaining series. It just happens to be a series for a younger audience. One could look at it as a show you get your kids to watch to "prepare" them for shows like Robotech.

    As always...click PLAY...then FULL SCREEN...and ENJOY.


    Thursday, September 03, 2009

    Sporadic Geek Update (9/3/09)

    Once in a while I like to imitate the excellent Morning Medieval Miscellany done by Professor Scott Nokes at Unlocked Wordhoard. Doing a daily update of all things pop culture related would be an absurd task for an amateur blogger. I much prefer doing individual posts highlighting things that interest me, at least as my "regular" post technique. But there are times when it's nice to kick out a Sporadic Geek Update featuring things that might otherwise be overlooked.

  • Following the merger between Marvel and Disney, Sony has backed off on the Spectacular Spider-Man Cartoon. Does this mean that Spidey is headed over to Toon Disney? What about the new Avengers and Iron Man cartoons?


  • SF Signal has a good discussion about what San Diego Comic Con can learn from Worldcon and vice-versa. With the exception of the highly predictable "pretentiously disdainful view from the old guard" by Lev Grossman, the comments are excellent. Notice the difference between his snarky anti-"common fan" rant and the insightful comments by Jeremy Lassen of Night Shade Books. Lassen presents the difference between the SF "tourist" and the SF "devotee" as a good thing and looks at each con in its proper light. Grossman, a critic for Time Magazine and best selling SF/Fantasy, slanders the unwanted popular rabble in a fashion typical for one who favors "literary" works.

    Lassen's Night Shade Books is a publisher of books important to the SF/F historiography. Night Shade keeps alive brilliant writers like Manly Wade Wellman and Clark Ashton Smith by releasing beautiful editions of their works. They also promote exciting, and often overlooked, new talents like Liz Williams and her Detective Inspector Chen series.

    Lassen's trying to bring in new fans and introduce them to classics. Grossman is content to denigrate those who are introduced to SF/F via Hollywood. This is ironic, because Grossman's blog at Time isn't usually so filled with venom, and his writing is engaging. One expects a little, "I wish the casual fan understood how rich the SF genre is," but one would rather not read "the rapid expansion and mainstreaming of -- for want of a better term -- nerd culture is a dangerous thing." This isn't to say there isn't room for criticism of SDCC, and how commercial it has become, just that I would have rather read it without the snark. Snark is so 90s.


  • Matt Tarbit has done a wonderful job in creating a visual representation, with links, to all the games featured in Green Ronin's wonderful Hobby Games: The 100 Best. If you are looking for the perfect resource as an introduction to "Hobby Gaming," you cannot do any better than this book and Tarbit's webpage gives you the pictures the book lacks.


  • Wolfgang Baur, and his exciting Open Design Project, have announced three new projects that are awaiting patron support. I am particularly excited about Red Eye of Azathoth, though I wish they were offering it in Gumshoe format in addition to Pathfinder and Basic Roleplaying.


  • Kobold Quarterly has an excellent interview with Joseph Goodman regarding the state of the role playing game industry.


  • Catalyst Labs, the Battletech people, have a good blog post about role playing gaming and "those kids today."


  • Topless Robot -- Village Voice Media -- provides us with a trailer for the next installment in the Star Blazers saga. Like the writer on that site, Star Blazers was my first anime. I eagerly awaited each new episode as a kid. I have embedded the preview below, but head on over to the website and give them some traffic.





  • Progressive Boink has a demonstration of the typical immature fanboy hatred of Rob Liefeld. Liefeld is certainly not among the best artists in the field, but in a field filled with talented artists who are constantly behind deadline Liefeld is a worker. I remember reading in the introduction to a Hawk and Dove trade paperback that Liefeld was one of the most tenacious "submitters" in DC Comics history. He was constantly submitting work and had a huge productivity level. He is also one of those who expanded artist's rights within the industry, took on powerhouse Marvel, and was one of the founders of Image Comics. Image is to this day one of the shining lights of the industry and promotes a number of excellent titles -- books like Invincible, or a number of other titles. Sometimes an artist's legacy isn't in the work itself, but in what that artist has done for the field as a whole. He still cannot draw feet, but he certainly didn't deserve the treatment he received from "Yellow Hat Guy."
  • Wednesday, September 02, 2009

    Bill Plaschke Eats Penis

    I cannot tell you how many times, as a Trojan fan, I have wanted to say something similar to that post title. What has kept me from it is the realization that while Plaschke may frustrate me from time to time as a USC fan, he is an engaging writer. But I had to use that title after seeing this.



    Thanks to Matt Welch for the tip.

    Tuesday, September 01, 2009

    Remembering World War II -- Playing a Game to Better Understand the Terror of War

    On September 1, 1939 the German army invaded Poland, an action which signaled the official beginning of the Second World War. A little more than a week before this invasion, on August 23rd 1939, the Soviet Union and the Nazis signed the Molotov-Ribbentrop pact -- also known as the Nazi-Soviet Non-Aggression Pact. In addition to articulating an agreement of non-agression, the Pact included terms for the territorial and political rearrangement of the countries of Eastern Europe. To quote the relevant articles:

    Article I. In the event of a territorial and political rearrangement in the areas belonging to the Baltic States (Finland, Estonia, Latvia, Lithuania), the northern boundary of Lithuania shall represent the boundary of the spheres of influence of Germany and U.S.S.R. In this connection the interest of Lithuania in the Vilna area is recognized by each party.

    Article II. In the event of a territorial and political rearrangement of the areas belonging to the Polish state, the spheres of influence of Germany and the U.S.S.R. shall be bounded approximately by the line of the rivers Narev, Vistula and San.

    The question of whether the interests of both parties make desirable the maintenance of an independent Polish States and how such a state should be bounded can only be definitely determined in the course of further political developments.

    In any event both Governments will resolve this question by means of a friendly agreement.

    Article III. With regard to Southeastern Europe attention is called by the Soviet side to its interest in Bessarabia. The German side declares its complete political disinteredness in these areas.


    This agreement enabled the Nazis to invade Poland without fear of a Soviet reaction, so long as they kept to the pre-determined territorial rearrangements. The document's legacy extends beyond providing the Nazis the confidence to begin an attack against Poland, it created the basis for geographical lines and political struggles that would endure throughout the Cold War.

    When one thinks of the Second World War, one often focuses on the struggles of the "Great Powers" engaged in the global conflict. There is a great abundance of historical resources available about the Battle of Stalingrad, The Battle of the Bulge, and the invasion at Normandy. What is often overlooked when remembering the Second World War are the struggles of weaker forces battling for independence from the larger powers. We don't often read about the Lithuanian June Uprising or the Warsaw Uprising of 1944. When it comes to games about the era, these events are almost completely overlooked. It is easy to find wargames covering The Battle of the Bulge. In fact, it is a joke that every wargame designer must at some time design a "Bulge Game" -- a fact that led Steve Jackson to design One Page Bulge. There are some excellent wargames covering the Battle of Stalingrad and the battles between the Nazis and Soviets on the Eastern Front. But even games that simulate battles on the smallest level, games like Squad Leader, often overlook these important struggles.

    Thankfully, Jason Morningstar has written a game that powerfully captures the spirit of freedom and the tragic costs of war exemplified in these battles for liberation. Morningstar's Grey Ranks is a game that simulates the 63 days of the Warsaw Uprising -- in particular the actions of child soldiers. As Morningstar puts it:

    In this game, you will assume the role of a young Polish partisan before, during, and after the disastrous 1944 Uprising against the Germans. Together with your friends, you'll create the story of a group of teens who fight to free their city, one of the countless Grey Ranks "crews" that take up arms. Your characters -- child soldiers -- will have all the faults and enthusiasms of youth. Across sixty days of armed rebellion, they will grow up fast -- or die.


    The game uses a chapter structure which enforces an adherence to the real events of the uprising and which forces players to make increasingly difficult decisions. The game also includes several quotes from Hans Frank, the man who was the Governor General of occupied Poland. Grey Ranks is a narrative driven game system that creates powerful stories and focuses on an often overlooked part of the Second World War. Though the game focuses on the struggles of child soldiers during the 1944 Uprising, one can see how its system might be expanded to look at other similar struggles as well.

    For a look at Lithuania's struggles, I recommend Darius Udrys' Road to Freedom (embedded below). His film covers more than the Second World War, but the multimedia presentation is worth the viewing.

    Monday, August 31, 2009

    Movies Christian Loves, But Shouldn't #2: Trancers



    In the mid-90s, my roommate Rich Berman introduced me to a number of wonderful geek entertainments I might otherwise have overlooked. It is because of him that I am such a big Wing Commander (the video games) fan and it is because of him that I am buying the reprint editions of the Lone Wolf Books that Mongoose Publishing is slowly but surely getting out the door. These products have provided me with untold hours of entertainment and continue to do so years after they were initially released.

    For the most part, if Rich recommended it then it was worth the time and effort. As much as I trusted Rich's recommendations, there was one recommendation I had ignored for almost fifteen years. There was a series of movies that Rich enjoyed that I just couldn't quite talk myself into watching. That series was the Trancers series of films by Full Moon Video. I don't know if it was anti-D2Video snobbishness or Full Moon's association with the Puppet Master series that prevented me from listening to my friend's advice and plopping the film in the VCR to enjoy the ride. More than likely it was the Puppet Master, since any anti-D2Video bias I might have didn't prevent me from watching, and enjoying, classics like Full Eclipse starring Mario Van Peebles. It wasn't until last week that I finally got around to watching Trancers and found yet another one of Rich's recommendation's to be enjoyable.

    The film's plot is simple enough. Jack Deth (Tim Thomerson) is an Angel City (Los Angeles) police officer -- they are called Troopers in the future -- in the year 2247 who is obsessively hunting down and "singe-ing" Trancers. As Jack's opening film noir-esque monologue put's it:

    "Last January, I finally singed Martin Whistler out on one of the rim planets. Since then, I've been hunting down the last of his murdering cult. We call them 'Trancers:' slaves to Whistler's psychic power. Not really alive, not dead enough. It's July now, and I'm tired. Real tired."


    Just when Jack thinks he's defeated the last of the Trancers, he discovers that Martin Whistler -- the psionic head of the Trancer cult -- is still alive. Whistler has traveled back in time to 1985 where he is murdering the ancestors of those who opposed his rise to power in the 23rd century. By eliminating the ancestors Whistler is eliminating all of his enemies as well. It is up to Jack Deth to travel back in time, eliminate Whistler, and prevent all of Angel City from becoming members of the Trancer cult.

    The film has noir elements, a psionic powered mastermind, psionically influenced "zombies" who spontaneously combust after they die, time travel, a future Los Angeles completely submerged under water, and a young Helen Hunt. The film is an enjoyable romp that spawned a number of sequels, but it is a film that oughtn't have its narrative scrutinized to closely. It really falls apart under the microscope.

    Here are some examples of the "ragged edges" of the film:

    • When told he has to go back in time to stop Whistler by the Council. The Council openly talks about the one Council member Whistler has already eliminated. Given that that Council member has now -- at this point in the plot -- never existed, that is quite a feat of metatemporal memory.
    • Your physical body cannot travel back through time -- your consciousness must possess that of an ancestor -- but physical objects can be sent back for your use.
    • Jack Deth killed Whistler on one of the "rim planets," but there is no other mention of planetary travel.
    • Time travel is a "condition" that can be given an antidote vaccine which brings the person back to the future.


    One could probably write an entire book about the flaws of the film, or write a snarky "better than thou" review of it. Such efforts would be misguided though. Trancers is one of those movies that if you watched it on Mystery Science Theater, you would want the guys to shut up because you were having a fun enough time without the snark.

    Trancers doesn't pretend to be something it isn't. It doesn't put on airs or quote philosophy. The movie is a straight forward action romp where a future cop hunts down psionically controlled zombies in "modern day" Los Angeles -- a city he only knows about because of his frequent scuba diving excursions.

    Can you really ask for more than psionically controlled zombies? I can't -- especially when one of those zombies is a "mall Santa."

    Friday, August 28, 2009

    Hulu Recommendation Friday: Journeyman

    When NBC released Journeyman for the fall 2007 schedule, I was a bit skeptical. It was hard for me to imagine a "lost in time" television series without thinking of it as a derivative of either Quantum Leap or Time Tunnel.

    The show's premise seemed similar enough. Dan Vasser is a time traveler who jumps from point in time to point in time without being able to control his destination. At each point in time Dan has to help some person from the past achieve his or her destiny. The lack of control regarding the destination in time the time traveler ends up at in each episode is a unifying factor for shows of this kind. As a narrative device -- it is also a feature of the Gen X cult time travel show Voyagers -- the "lost in time" trope allows for almost any story to be told. It frees writers in that it allows them to write episodic narratives, with little concern for continuity. Though in the end most of these shows have tended to create an internal continuity in order to maintain audience interest. There is almost nothing devoted fans to any entertainment medium enjoy than debating the "history" of a fictional property. Just look at fans of Sherlock Holmes and how they attempt to "solve" various narrative inconsistencies, or better yet listen to comic book fans deliberate on the various timelines of pre-Crisis DC Comics.

    I really had very low expectations for Journeyman, as did most of America apparently since the show never really took off. This is too bad, because Journeyman ended up being one heck of a show and this was due to two key differences between it and past time travel television shows.

    Where other shows added a continuity after the show had been running for a while, Journeyman begins with continuity as a main component of its narrative structure. Dan Vasser's jumps through time are all related in some way. Dan doesn't know how they are related, but it quickly becomes apparent that they are. Added to this that Dan's travels through time occur spontaneously. Dan is a journalist, not a scientist, and he just starts jumping through time without ever wanting to. Why Dan is traveling through time, who is responsible, and to what purpose are all a part of the initial mystery underlying the series.

    Additionally, a major part of the show is devoted to Dan's modern day family relationships. One could even argue that the show is really about how a person who randomly jumps through time is able to maintain a normal life and keep his family together -- especially when they think he may or may not be insane/using drugs. Dan's family has some nice character conflicts built in and the show explores them in dramatic fashion. Given Journeyman's lack of success, one wonders how well The Time Traveler's Wife will do in theaters as it has a similar conflict.

    Kevin McKidd does a good job as Dan Vasser. McKidd is the kind of actor I like to call "a worker." His filmography ranges from cult horror films and video games to "respectable" roles. Any actor who is willing to do voice work after getting a role on Grey's Anatomy deserves respect for his/her work ethic. The fact that McKidd is a very good actor is icing on the cake. Gretchen Egolf and Moon Bloodgood are both good as Dan's love interests -- present and past -- and Reed Diamond is great as the brother who knows all about Dan's dark side and suspects his brother may be relapsing into some nasty behavior patterns.

    Journeyman was an enjoyable show that never quite found its audience.

    As always, hit PLAY...then FULL SCREEN...and enjoy.


    Wednesday, August 26, 2009

    Gaming Paper -- Do You Need It?

    In the Summer of 2002, I attended GenCon in Milwaukee, WI. It was the final GenCon to be held in that wonderful city. The con had outgrown Milwaukee's accommodations. I had an amazing time at the convention, which made for wonderful tonic given that my wife's and my dog Oreo had died the week before the convention. In fact, Oreo died on the day I left town for work. She woke us up, as we anthropomorphize to this day, just to say good bye. She was a small dog, and an old one -- she was over 20 when she died. As one might expect, I was distraught and attending GenCon at the back end of a business trip was a wonderful anti-depressant.

    At the convention there were myriad products for all kinds of games. The OGL boom was in full swing and the convention hall was abuzz with excitement regarding numerous new products. One of those products was the Savage Worlds roleplaying game by Pinnacle Entertainment Group another was a highly useful product manufactured by Skeleton Key Games. Skeleton Key Games, who are now a leader in PDF based game tile sales, had printed up sets of what can only be called "Cave Paper." The sheets of paper were brown and featured a textured print and a one-inch grid for use in playing D&D. DMs could cut the paper into any cave shape, a relatively easy process, and have a nice looking set of tiles which could be placed next to one another to form a cave complex. I bought a couple of packs and used them up rapidly as the textured image looked better than the vinyl surface of my battlemat as a cave complex. My gaming group enjoyed the verisimilitude the tiles offered as they ventured into the caves surrounding the Temple of Elemental Evil.

    Skeleton Key Games quickly expanded their offerings to include a wide variety of city, dungeon, cave, boat, and water tiles available in pdf format. You are no longer limited to buying their pre-printed packs, you buy the file and print what you need. It's useful, but can be expensive once you start adding up all those toner costs and the various stacks of cut outs can take up quite a bit of storage space if you let it. Needless to say, the "Cave Tiles" were a needed innovation that spawned a product line.

    This year Gaming Paper, Inc. is offering a product they hope will be as innovative and useful as the battlemat or those pdf dungeon tiles. Their offering is called, simply enough, Gaming Paper. To help sell the product, Gaming Paper, Inc. has used YouTube viral commercials featuring Gaming Paper founder Erik Bauer demonstrating the uses of Gaming Paper. We've enjoyed the commercials and have written about them before (be sure to check out their YouTube channel).
    In the commercials, Erik demonstrates many of Gaming Paper's "uses" and ways it can be abused, but we are concerned here with Gaming Paper's use as a gaming product.

    To begin, Gaming Paper is exactly what it says it is. It is a lightweight, but durable, paper product with a one inch grid printed on a tan wax-coated paper stock. The basic roll supplies a good amount of Gaming Paper for a reasonable cost at $4.00 a roll.

    Given the widespread use of battlemats, one my wonder if their is a market for Gaming Paper or whether it is useful to someone who already owns a battlemat. I believe there is a market and can assure you that it is useful to those who -- like me -- own battlemats. This is because Gaming Paper has three traits where it has an advantage over a standard battlemat and only one trait where it is at a disadvantage.

    The first advantage is how light a roll of Gaming Paper is to carry around. The fact that Gaming Paper is lightweight makes it the perfect surface for use on the Convention circuit. Let's say you are an RPGA judge who will be running 3 different Living Forgotten Realms modules at your local con. You can pre-draw all the maps onto Gaming Paper sheets -- cut to the size you need -- roll them up, and carry them to the Con all more lightweight than the battlemat.

    This brings us to our second advantage -- which also happens to be the products chief disadvantage as well. Once you draw something on Gaming Paper, it stays on Gaming Paper. You cannot draw and erase, like a battlemat, but when combined with its light weight this means that you can bring multiple sheets each with a different dungeon level on them for multiple uses during repeated con events. If you were using a battlemat, you'd have to redraw each level as you came to them -- taking time away from the session -- and redraw them again for the next session. Either that or carry multiple battlemats, which might need to be retouched if the ink smeared, which becomes more cumbersome than Gaming Paper.

    The third advantage that Gaming Paper is that it can be cut to create variable sized mats. Each roll is 30 inches wide and 12 feet long. You can cut out quite a few playing surfaces at that length.

    I also like that Gaming Paper has a low cost. A roll of gaming paper can go quite a long way, is reusable (make sure you keep the cardboard tube), especially if you are just using it for the grid and have physical terrain you can place on it, and is only $4.00.

    I would be remiss if I didn't mention that Gaming Paper has a similar texture and size to Gift Wrapping paper. Erik will probably blow a gasket for me writing this, but I think that Gaming Paper also makes ideal gaming wrapping paper. Draw a map of a dungeon on the gaming paper, wrap up a copy of the new edition of Warhammer Fantasy Roleplay inside, and it's perfect. Just make sure that your friend or loved one is careful when unwrapping and isn't one of those ravenous tearing freaks.

    My one complaint about gaming paper is that it is currently only offered in a tan color. I think it would be invaluable to my gaming group to have a variety of colors, especially "grassy" and "cobblestone" for use in creating various non-dungeon maps. If I could by a $4.00 roll of cobblestone for use in my Eberron game to lay as a foundation for all my city based adventures, I'd be a happy gamer. If they wanted to go crazy, they could pre-print some medieval city cartography as well.

    Gaming Paper reminds me of the Skeleton Key "Cave Tiles." It is a needed product coming out at the right time, but I'd like to see the product line expand.

    One more thing...apparently Gaming Paper makes a good parachute too.


    Jess Hartley Provides Convention Advice for the Aspiring Game Professional

    It is a maxim that every Game Master is a game designer to one degree or another.

    It is also a maxim that every Game Master believes that he or she is a good enough designer to make a living making games and supplements.

    The hard truth is that not every Game Master has what it takes to make a great gaming product, even when he or she is a wonderful Game Master. Additionally, there are some very talented designers out there in the gaming community who lack the confidence and experience to properly sell themselves to game companies who could use their talents. Sadly, there is a dearth of really great resources for advice for the aspiring game designer.

    Okay, I hear you disagreeing already. There are a few tomes on Game Design Theory that reference bizarre sounding names like Huizinga and DeKoven. There are also hundreds of books covering Game Design for computer games. Then there are the "how to work for company x" panels at conventions and the recent Mongoose product "I am Mongoose and So Can You."

    But even with all these resources, there is still a dearth really great resources for advice for the aspiring game designer...on how to acquire a career in the gaming industry. Truth be told, when you look at how many of today's giants in the gaming field became game designers there are a seemingly endless variety of paths to becoming a game designer -- and little guidance. Do I work in the warehouse shipping out games like Greg Costikyan did? Do I send my game setting in as a submission to a major company? Do I submit articles to their online/print magazine? Do I write some of the most rigorously researched campaign compilation material ever imagined for free consumption on the internet?

    There are a hundred different stories to tell, each is different and none are really helpful to the mildly socially awkward individual that is your average gamer.

    What is the best way to get that foot in the door and start building a professional relationship with a company you might want to work with? One answer, though certainly not THE answer, is to use the convention circuit as a "job interview" resource. It can be a daunting prospect and one that might make you nervous, but if you talk to most gaming professionals they will let you know that many business decisions are made at conventions or based on convention experiences.

    This is where Jess Hartley's "GenCon for the Aspiring Professional" comes in handy. This sixteen page document provides a veritable crash course on "pitching" behavior at conventions, and its information can easily be applied to other situations. The document is a nice step by step guide of things to consider, things to bring, things to say, and things not to say. It must reading for anyone who wants to work in the gaming industry.

    Jess knows what of she writes too. She is a veteran game designer who has worked on a number of wonderful products. She has worked on game related fiction -- including Buried Tales of Pinebox, Texas (as a Savage Worlds fan any one who writes for the Pinebox setting gets bonus esteem points in my patented gaming professional esteem-o-meter 2500). Additionally, she has been a central author in White Wolf Games new generation line of World of Darkness products and their exciting Scion game line. She is also one of the contributors to Green Ronin's upcoming Family Games: The 100 Best.

    If you're interested in working in the games industry, check out Jess's pamphlet. You might also want to check out her excellent website which features a fun advice column entitled "One Geek to Another."

    My only complaint about the website is that the "heading banner" doesn't have an embedded link to the home page. The link is on the side banner, but I like clicking on the header.

    Friday, August 21, 2009

    Hulu Recommendation Friday: Full Metal Alchemist (Brotherhood)



    A couple of years ago, my wife and I were captivated once a week by a wonderful anime series called Full Metal Alchemist. The show follows the adventures of two brothers as they attempt to learn the secret of the Philosopher's Stone in the hopes that they can reverse the "price" they paid when they attempted to resurrect their mother using the power of Alchemy. The show wonderfully captured the horror trope hightlighted in classic horror tales like Frankenstein and Faust. No power comes without a price, and the brothers paid a high price indeed. As an added bonus the characters are named Edward and Alphonse Elric. How can I not love a show where two of the characters are named ELRIC?!

    The cartoon was a hit, but it also varied wildly from the manga on which it was based. The series had an ending that was nowhere to be seen in the manga, which continues to this day, and which left one feeling mildly disappointed. There was much of the world left to explore and Jody and I felt a little bit robbed by the ending.

    Thankfully, the animation studio Bones, has contracted to do a reboot of the series and the show is a part of the hulu streaming video stable. The episodes become available two weeks after they air in Japan and are a new start for the series. Old fans will find much that is familiar, but the new series is closer to the manga and goes into greater depth into many of the secondary characters.

    As always...CLICK PLAY...then CLICK ON FULL SCREEN...the ENJOY.