Back with what may just be the most ambitious fan film to date: Lord of the Rings: The Hunt for Gollum courtesy of Chris Bouchard and Independent Online Cinema.
If we can agree that emulation is at least part of the agenda when making fan films, it stands to reason that the bigger the source material, the harder it'll be for low-budget fan work to reach even an approximation of that level. Rob Caves' "Hidden Frontier" universe used a lot of CGI and green-screen to resemble "Star Trek", visually if not ideologically, though the extent of its success is entirely debatable (as are most aspects of this particular field: YMMV is practically the First Commandment).
"The Hunt for Gollum" sets its sights much higher, as it's based on Peter Jackson's "Lord of the Rings" trilogy, which remains (in my opinion) one of the most impressive cinematic spectacles in recent history. This 40-minute fan film is set during a specific ellipsis in "The Fellowship of the Ring", when Gandalf returns to the Shire for the last time and tells Frodo that Gollum - the only other person who knew the location of the Ring - was captured by Sauron's forces.
Bouchard is working with two sources here: Jackson and Tolkien (specifically Tolkien's appendices to "Lord of the Rings"). The plot of the film is dictated by the appendices, wherein Gollum escapes Mordor only to be captured by Aragorn and imprisoned by the Elves (followed by a second escape). Visually, though, it's very much derived from the Jackson films: the Orcs have Cockney accents, Adrian Webster has that whole Grimy Badass look down pat as Aragorn, and there's considerable emphasis placed on the lovely natural setting.
But there are a few problems here, primarily to do with Gollum. Lacking the resources to sustain a prolonged CGI depiction of Gollum, Bouchard uses a combination of extreme long-shots and keeping Gollum in Aragorn's sack for most of the film, screaming and howling and babbling to himself. To be honest? It's not the most creative solution. Sure, realistically speaking it'd be a bit much to expect competition with New Line Cinema, and yet I can't help thinking that it diminishes Gollum's presence. I'm also fairly certain that some split-second shots in "The Hunt for Gollum" were cut-and-pasted from "Fellowship of the Ring", though I wouldn't swear on it.
I suppose the question that came to mind when I saw this was "Why?" There's no shortage of "side-stories" to tell in Middle-Earth - why choose to fill in a blank that, on the whole, isn't that interesting? Aragorn hunts down Gollum, kills some Orcs, catches Gollum and brings him to the Elves, and that's about it. Given that the stylistic/visual recreation is spot-on, I guess I would've preferred a story with a bit more meat to it.
Still, I have to fall back on a phrase that's probably becoming familiar if you've been following this column: there's something to be said for ambition. As Carlos Pedraza once pointed out during a discussion of "Hidden Frontier", there's a case to be made that fan films are in a state of "reciprocal evolution" - creators learn from their peers' mistakes and successes, and thanks to the medium of the Internet it's a lot quicker and a lot easier than Hollywood's learning curve. Pedraza attributed at least part of James Cawley's success with "Phase II" to the earlier presence of "Hidden Frontier", specifically the fact that there was a popular rough template that could be (and needed to be) adapted and refined for better results. And if "The Hunt for Gollum" represents a new starting point for future Tolkien fan-creators... well, they could do a lot worse.
Saturday, June 27, 2009
Of The People, By The People, For The People: Part 7
Posted by Diana Kingston-Gabai
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3:25 AM
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Labels: fan films
Friday, June 26, 2009
Book Review: "Star Wars - Death Star" by Michael Reaves and Steve Perry
I have to admit to being a bit skeptical when this novel came out - at first glance, it seemed like one of those "Untold Tale" types that suffer from either too many or too few continuity plugs, and which ultimately overcomplicate the original story to the point where you're really better off without it.
But Michael Reaves and Steve Perry have actually done quite a good job here by exploiting a legitimate gap in the narrative: the Death Star is already complete and operational when "A New Hope" begins, so the novel starts with the station still under construction and runs all the way through to the Battle of Yavin.
What makes this book so interesting is the fact that it omits the Rebel perspective entirely, and only occasionally focuses on familiar faces like Vader or Tarkin. Instead, Reaves and Perry assemble a cast of no less than nine protagonists, all original characters whose separate plotlines intertwine while staying just outside the scope of the film's main events. Sometimes they even influence those events in subtle ways - for example, the attempt to rescue Princess Leia succeeds in part because librarian Atour Riten secretly overrides the security locks on the detention center elevators.
This sort of thing isn't revisionism per se, but it's still an attention to minutiae that probably wouldn't justify an entire novel. However, as it turns out, the book's not really about the Death Star at all. Which is fortunate given that you probably know what happened to it. Rather, it's about a group of people either in service to the Empire or indifferent towards it, their exposure to the true monstrosity of Palpatine and his servants, and their response. Reaves and Perry stress that none of our protagonists think the Empire will ever use the Death Star (theoretically, its mere existence is enough to end the war) but of course, they're proven wrong. And in the aftermath of Alderaan's destruction - finally given due gravitas - the various clusters of characters start to come together and form a conspiracy. And while they're not the most profound bunch, our heroes are sympathetic enough that I became invested in their stories, which is more than I can say for about ninety percent of the Expanded Universe's population.
"Death Star" is a welcome alternative to the traditional depiction of the Empire as a faceless, anonymous hive-mind mass represented by singular villains like Vader or the Emperor; there have been "street-level" stories about the Empire before, but the perspective was always from the outside, someone who was victimized by Imperial aggression. This may actually be the first story in over thirty years that humanizes the Empire. And that's no small feat indeed.
Posted by Diana Kingston-Gabai
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10:33 PM
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Labels: books
Sunday, June 21, 2009
VGM: Great Indeed
OverClocked Remix recently posted a vocal mix of Final Fantasy IX's "Rose of May", by katethegreat19 (AKA Kate Covington). The name is appropriate: it's a very impressive arrangement, as Covington has an excellent voice and her Celtic-esque style fits the song perfectly. Turns out she's done quite a few covers from the "Final Fantasy" series, all worth listening to:
Suteki da ne
Aeris' Theme
You're Not Alone
Hymn of the Fayth
Melodies of Life
The Place I'll Return To Someday
Posted by Diana Kingston-Gabai
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9:24 PM
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Labels: non-sequitur
Saturday, May 23, 2009
More Game Reviews
I wasn't much surprised to learn that A Vampyre Story was created by a group of developers who'd previously worked at LucasArts: it's very much a part of the tradition established by adventure games like the "Monkey Island" series, "Day of the Tentacle" and "Sam & Max Hit The Road". You play the part of Mona, a French opera singer abducted by the vampire Baron von Shrowdy. Turns out Shrowdy did more than just kidnap her, as she can now turn into a bat and the sight of a crucifix sends her into convulsions; but Mona remains in denial about her situation, insisting that she's simply developed a taste for warm, salty, thick red Merlot. Along with her wisecracking sidekick, a bat named Froderick, Mona has to find a way out of Shrowdy's castle and into the nearby village, in the hopes of curing her "condition".
If it weren't for the graphics, I'd think I was playing a game from the mid-'90s. And that's not a negative comment: "A Vampyre Story" plays like something from the height of the adventure game genre. It's got an amusing script, it's comfortable to play, you can't get permanently stuck, and the puzzles range from easy to complicated without tipping over into You'd Damn Well Better Have A Walkthrough. Voice talent is a bit of column A and a bit of column B: though Mona herself is unbearably shrill, the Jersey-accented crypt rats and Shrowdy's channeling of Peter Lorre (among others) suit the comedic atmosphere perfectly.
The drawback? Length: the story stops at an arbitrary point, just as things are getting interesting. Now, this was ostensibly done to set up the sequel, and it's a tactic that seems to be getting more and more popular ("Starcraft II" will apparently have only one campaign, with expansion packs to follow), but as a result what you get here is an incomplete story with only two settings: Shrowdy's castle and the village. Granted, both locations are large enough to keep you busy, but I seriously doubt you'll get any closure once you complete the last puzzle. It might be better to hold off on playing this game for now, at least until the sequel comes out (no release date yet).
And now, a Microids marathon! Without realizing it, I ended up playing three adventure games from this French company in rapid succession.
Let's start with 2002's Syberia. As Kate Walker, an American lawyer, you must set out on a journey across Eastern Europe to find the long-lost heir of a toy factory, uncovering the legacies he left behind in the process.
Visually, "Syberia" is absolutely beautiful: designer Benoit Sokal went all-out to create stunningly detailed environments, from the pristine university of Barrockstadt to the desolate, rusted ruins of Komkolzgrad. Each location leads you to discover pre-eletronic mechanical wonders created by Hans Voralberg, the object of your quest - wonders that are often as meticulously detailed as the settings.
By the time you complete the second area, though, you'll probably figure out the game's biggest weakness: there's minimal character interaction. Kate spends most of her time alone, occasionally receiving a phone call from her friends and family back in New York (these ultimately prove to be significant to Kate's character arc, such as it is, but they're scattered at random intervals). The only other character you consistently interact with is Oscar, an automaton designed to run the train you're riding - and the whole point of his character is that he can't deviate from his programming, so... yeah. Not exactly the most engaging partner. Every other character is just a stock piece that's meant to present (or complicate) whatever objective you're working on; this becomes especially blatant in the epilogue, when Sergei does an abrupt about-face just because the game demands one last puzzle before proceeding. Despite lovely graphics, the story rings a little hollow, especially once the whole Syberia/Mammoth Island bit works its way in (wait, we're supposed to take that seriously?).
Post Mortem, released in 2003, is a step in the right direction: it's a murder mystery with an engaging protagonist straight out of the noir tradition. Gus McPherson was a private eye working in New York until something bad happened (we never learn more about his past, which is appropriate given the atmosphere). He moved to Paris and tried to become a painter, at which point Sophia Blake, a typical femme fatale, knocks on Gus' door and demands he solve the grotesque murder of her sister Ruby.
So far so good... but right at the very beginning of the game you're going to notice two very annoying flaws in the gameplay. First, there is no way to skip dialogue or cinematics. At all. This might not seem like such a big deal until you take it in conjunction with the other problem: the dialogue tree.
Like many adventure games, your interactions with the various characters of "Post Mortem" take the form of dialogue trees: you choose a line of dialogue out of several, and the conversation continues in that vein. You're usually able to go back and select other lines in the course of the talk, to get as much information out of the other character as you can.
Not so with "Post Mortem". To begin with, there's minimal causality in terms of the choices you're offered: you can actually ask Sophia about her sister's murder before she even tells you about the case. And there's no way to backtrack: if you say the wrong thing, or ask the wrong question at the wrong time, you'll have to find the information another way. (Which, I suppose, is a nice counterpoint to this problem: you can make mistakes, but the game will always offer you different opportunities to regain ground.) Since you can save anywhere, you might think that saving before any conversation would be the best way to properly navigate the dialogue tree... but since you can't skip dialogue, you'll be dooming yourself to repeating certain lines over and over again until you figure out the ideal sequence of options.
Unpleasant? Try doing all this with a first-person mouse-controlled camera. The good news is you'll never have reason to look up or down; the bad news? Try finding a pencil at a hundred paces. Not as bad as a pixel hunt, but getting there.
The plot holds its own for the first half of the game or so: as he investigates the various characters connected to the murder, Gus discovers the prime suspect is Jacques Helloin, a private detective who was working a very similar case right before Ruby's death. When you find Helloin, the game switches perspectives, allowing you to play as Helloin in an extended flashback, allowing you to basically set up the clues that Gus will later uncover. It's an interesting approach to the conventions of the mystery genre - it actually reminded me of "Fahrenheit" in that you were playing both the "criminal" and the detectives tracking him down.
The game also reminded me of "Fahrenheit" because an absurd supernatural twist comes out of nowhere shortly after the Helloin segment. Psychic visions, alchemy, an immortal who - surprise surprise - has connections to the Knights Templar (and if I never play another adventure game referencing the Knights Templar I'll be a happy woman), and a magical statue that transfers your mind into another body. Rather tellingly, the writers of "Post Mortem" try to have their cake and eat it too by providing an alternative, realistic explanation (ie: maybe the bad guy's just crazy and it's all in his head), but it's kind of late for that. Like SF, mysticism doesn't really work with the detective/noir genre (at the very least, I haven't seen it performed successfully yet), so the story just goes off the rails.
The same is emphatically not true of the sequel, Still Life. A major improvement over "Post Mortem", "Still Life" splits its story between Gus in 1920's Prague and his granddaughter Victoria in present-day Chicago, as they both seem to be investigating the same serial killer. As a protagonist, Victoria's quite entertaining, with a sharp tongue and enough wit to make you want to pursue every possible dialogue option with her. Gone is the awkward camera and the impossible-to-navigate dialogue tree: when speaking to other characters, left-clicking is for matters pertaining to the investigation (ie: what you need to hear to proceed with the game), while right-clicking (when available) will tell you a little bit more about the character - for example, Claire might mention some trouble she's having with her daughter. Not really relevant to the game plot, but it certainly gives you the option of fleshing out the cast.
The story is divided into seven chapters alternating between Victoria and Gus. I was quite happy to see that while Gus still suffers from utterly irrelevant psychic flashes, the possibility that he and Vic are chasing the same murderer is never raised. No hocus pocus here, thank you very much. A lot of supplementary exposition is relegated to the journals - in fact, Victoria can access both her own logs and Gus', which makes the growing similarities between their cases all the more evident.
The puzzles are much more complex here than in any predecessor of "Still Life" - lots of sliding tiles, navigating a robot through a laser maze, using fingerprints and Luminol to gather evidence... though, again, it's impossible to get yourself stuck, you might find yourself spending a lot of time trying to pick a complex lock by holding various tumblers apart at different intervals. Quite challenging.
Bad news: as with "A Vampyre Story", the conclusion of "Still Life" is quite unsatisfying, with countless loose ends left up in the air. Good news: "Still Life 2" was released a few weeks ago. I'm hoping to pick it up by next Friday so that I can continue Victoria's story...
So it looks like the adventure genre is alive and kicking! Good to know.
Posted by Diana Kingston-Gabai
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11:06 AM
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Labels: games
Saturday, May 9, 2009
Dollhouse: Season in Review
I'd love to say that sticking through to the end of the season has earned me some great insight into the nature - and problems - of "Dollhouse"... but the truth is, I'm as frustrated now as I was at the end of the pilot.
It's all well and good to run a relatively bold experiment in serial narrative: can you identify with a protagonist whose basic personality changes every episode? Can you have continuity without memory? Conceptually speaking, these are certainly interesting avenues for exploration.
Unfortunately, the sum has turned out to be considerably less than its parts.
The central moral issue (if you can call it that) in "Dollhouse" has to do, unsurprisingly, with the Dollhouse itself, and the way its Actives are used. Throughout the season, we were basically given three points of view represented by Paul Ballard, Adelle DeWitt and Topher Brink. Ballard sees the Dollhouse as an evil institution enslaving and pimping helpless victims, but he's also a slightly obsessive freak with a one-track mind whose investigate skills are, shall we say, slightly less than impressive. DeWitt wants to believe she's helping people, but more often than not things go horribly wrong (and she's kind of a hypocrite too). And finally, Topher doesn't much care about the moral implications of his work: he just likes playing with shiny toys and human brains.
In other words, there probably is a moral quandary here worth exploring, but none of the characters are capable of expressing that properly. And rather than remain neutral, the show seems to vacillate between taking the Dollhouse's side (ie: the traumatic revelations about Echo, Victor, November and Sierra in "Echoes", as well as Echo's innate desire to protect the Dollhouse in "Spy in the House of Love") and condemning it (because November's fate in the finale certainly looks like liberation in a uplifting sense).
The reason this is such a problem is because the Moral Issue is really the only thing that could even remotely qualify as an ongoing storyline. There's very little plot consistency: at best, the events of an episode will have consequences in the next one, but that's about it. Alpha is introduced, built up, and then forgotten until the penultimate episode; the threat of Echo snapping seems to appear and disappear whenever it's convenient, and so on. There was no sense of structure at all; the first five episodes seemed devoted entirely to world-building, with Whedon asking viewers to stick around a bit longer until the good stuff would kick in. And yes, later episodes improved somewhat, but none of the glaring flaws in this series were corrected (or, apparently, even noticed at all).
As for the season (possibly series) finale, "Omega"... well, I will say this for Whedon - he's still very good with misdirection, as the whole Whiskey revelation proves. And I enjoyed much of the dialogue. But now, a plea to all TV networks: can we have just one science-fiction series that doesn't engage in metaphysical mumbo-jumbo?! As soon as Ballard started talking about souls (and, guess what, he seems to be proven right given what Echo becomes) I just rolled my eyes and strongly resisted the urge to stop watching. Enough with the metaphors, enough with the childish navel-gazing, enough with invoking higher powers: just once, I would like to see a story that unfolds without invoking questions of divine intervention and the human spirit (literally).
I suppose the question of whether I'll be watching season 2 is moot, given the vultures circling over this show, but I'm going to have to chalk this up as another disappointment from Camp Whedon. And those are really starting to pile up. I do hope he comes out with something in the near future to remind me why I used to love his work...
Posted by Diana Kingston-Gabai
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12:47 AM
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Labels: tv
Wednesday, April 29, 2009
Season in Review: Heroes S3
I've probably made my feelings regarding "Heroes" rather clear by now, but it bears reiteration: this series has degenerated to such an extent that I jumped ship before the season ended. I've only ever done that once before, with "Lost"; typically, if a series jumps the shark, I hang on until the season finale on the outside chance it'll work out. If it's a show I've really enjoyed in the past, I might even hang around longer - I made it all the way to the series finale of "Buffy the Vampire Slayer", despite the fact that every single week the show would leave me disappointed and frustrated at best, outraged at worst (Nathan Fillion as a misogynistic priest who won't shut up? Gee, thanks, Marti).
But "Heroes"... there's something about the way it's gone downhill that got to me. If I take a step back and look at all three seasons, a pattern seems to emerge as follows:
For the most part, the first season holds together under scrutiny both in terms of the Myth Arc and with regards to individual subplots. I'll grant that some characters' storylines were more satisfactory than others, but every plot development I can recall at the moment paid off in the end. And it was a good story, full of twists and drama and energy.
The second season still has a largely consistent Myth Arc - the story of Adam Monroe and the Elder Heroes - in that plot elements are set up, executed and followed upon. Characters still have reasonably straightforward directions. The difference here is that the story wasn't very good, especially in comparison to its predecessor: Adam wasn't as threatening as Sylar, the new characters (with the exception of Elle) were dull, and the backstory of the Primatech founders was painfully abbreviated and didn't add up to anything substantial. It was still coherent at this point, but not very engaging at all.
And then we come to the third season, in which the question I kept asking myself every week was "What's the point of this?" Because think about it: what was the point of Hiro's trip to India? What was the point of Ando getting powers? What was the point of Alex? What was the point of anything relating to Sylar whether it's Luke, his father or whatever? What was the point of Coyote Sands and Alice Shaw? I'm not even talking about the first half of the season, with Pinehearst and Arthur Petrelli and that insufferable Spider-Mohinder subplot. The reason this season was so awful - the reason I just couldn't stand to watch it anymore - is that not only were the individual elements of rather poor quality, but they didn't add up at all either. It's like a very ugly jigsaw puzzle except none of the pieces fit together anyway. Things happen, and then other things happen, and characters just go where the plot demands, and there's no apparent rhyme or reason to any of it.
If that reminds you of a certain non-reality island-related series... well, yes. And it's not a flattering comparison at all.
So I'm done with "Heroes". And I'm sorry about that, but not because of anything they've done over the last two seasons - rather, I'm sorry that it fell so far and wasted so much of its potential. Time to move on...
Posted by Diana Kingston-Gabai
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11:14 PM
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Labels: tv
