Playing "Dragon Age: Origins".
Much to say.
Can't stop long enough to write.
Later.
Sunday, October 31, 2010
Postcard From Thedas
Posted by Diana Kingston-Gabai
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11:26 AM
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Labels: games, non-sequitur
Sunday, October 10, 2010
And apropos of "Mad Men"...
Sometimes I could swear that CollegeHumor is reading my mind...
Posted by Diana Kingston-Gabai
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1:01 AM
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Labels: non-sequitur
Saturday, October 9, 2010
Diana's Adventures in TV Land: Mad Men
This one's been on the to-do list for a while now: the show everyone's talking about, the show kazekage has been urging me to watch for months - and that counts for a lot, given how much I enjoyed the last series he recommended (Gargoyles).
So, just to start things off properly: sorry, love. Couldn't make it past six episodes.
I give the creators of "Mad Men" due praise for their recreation of 1960's New York: every detail radiates authenticity, even though I'm sure some liberties have been taken in terms of historical accuracy. And, as predicted, I've developed a major crush on Jon Hamm.
(Take note, CW bleach-babies - this is what a real man looks like!)
But frankly, my problem with this series has less to do with style and more to do with substance.
I'll preface the following review by admitting that my standards of evaluation aren't what they were a year ago; back then, if a somewhat-flawed series caught my interest, I'd stick around for at least a full season to see if things got better. I'm still watching (and enjoying) "The Vampire Diaries" because it's improved significantly since its initial mediocrity.
Unfortunately, I find myself sitting on a rather intimidating pile of books, movies and games at the moment, all of which I'd like to check out (and possibly review), which means I have considerably less patience for stories that don't hook me after a reasonable amount of time.
So I gave "Mad Men" six episodes. Is that fair? I'd like to think so - six hours is more than enough to present one of the two things I need in order to stay invested in a narrative: interesting characters or an entertaining story. (Years of substandard television have taught me never to expect both at the same time, but to be highly appreciative if they do show up hand-in-hand.)
Part of the problem may be hype backlash - more than any series I'm currently aware of, "Mad Men" has gained near-unanimous praise from critics and viewers alike. And yet, the one word that springs to mind when I try to describe this series is "joyless": taking into account that the whole point seems to be ridding its viewers of any nostalgic idealization of the period, there just isn't any fun to be had here.
It's the story of an ad agency, at a time when advertising was on the cusp of transforming into what it is now. And the entire cast is deeply screwed up, somewhere between Jackie Peyton and Nancy Botwin on the Arkham Asylum Scale of Batshit Lunacy.
Except that with Jackie and Nancy (and Tara Gregson, and Dexter Morgan, and Abed Nadir) there's so much more to the characters than just their idiosyncratic craziness. Dexter has his sardonic narration, Nancy has her equally crazy family and so on. With "Mad Men", there's no getting away from all these unhappy people being unhappy. There's no humor, no adventure, nothing but a sense of gravitas so immense and overwhelming I can practically feel myself being pulled towards the screen. For example: watching Pete squirm in episode 4 probably would've been gratifying if I found Roger or Don to be even mildly likeable. But of course, they're as miserable as everyone else.
On a final note, I don't think this problem has anything at all to do with the writing per se - the dialogue is crisp, story developments make sense, and there's enough characterization to give me a fair-to-decent grasp of the main cast in a relatively short amount of time. It's a well-told story, but that story doesn't appeal to me as a viewer. And while it's entirely possible that the atmosphere becomes a bit more balanced at some later point, I'm not going to drag myself through the depths of abyssal angst to get there.
Posted by Diana Kingston-Gabai
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7:01 AM
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Labels: tv
A Few Words on Comics
Yes, stop the presses, Diana has something to say about the funnybooks again.
I'm at a point where my monthly reading list is down to almost nothing: I've got Mike Carey's "X-Men: Legacy", "Fables" and "Jack of Fables", and Peter David's "X-Factor", and to be quite honest, I could probably drop the latter three without feeling too badly. It's been a year, almost down to the day, since I quit the Savage Critics out of sheer apathy for the mainstream. I don't even bother with the news websites anymore.
In short, I've lost faith in comics. There was a time, not too long ago, where it seemed like a more mature, sophisticated kind of storytelling was on the rise; talented and unorthodox writers were pulling various properties out of stagnation and telling new, interesting stories. Instead, the past six or seven years have been spent in rapid regression across the board, with Marvel and DC degenerating into a distressingly-warped fraternity mindset that panders not to its audience but to itself. I've seen instances of bad judgment that utterly confound me: Batman pissing himself, Spider-Man selling his wife to Satan, Superman reconnecting with America by walking around, rage kitties, radioactive sperm, costumes with spikes on the inside, and more contrived writer's fiat than the Bible.
The days of "X-Statix", "Runaways" and "Alias" are long gone.
But every once in a while, I get curious and pick up a new miniseries, just to see what's being done. Nine times out of ten I find nothing of interest, but sometimes I catch a real gem like "The Umbrella Academy" or "Iron Man: Noir". It's worth the effort.
This week I picked up the second issue of "Neonomicon", written by Alan Moore.
Now, I have a complicated relationship with the works of Alan Moore. On the one hand, his stories have changed the way I perceive comics - and I'm not just referring to the obvious ones. No, I'm talking about "Miracleman", "The Ballad of Halo Jones", "Top 10" - stories that have nowhere near the level of recognition you'd find for "Watchmen" or "V For Vendetta", but are powerful and brilliant works nevertheless. On the other hand, it's no secret that Moore's apparently gone mad, content to publish lesbian slashfic and utterly impenetrable odes to Victorian literature.
I should also note that "Neonomicon" is published by Avatar, which I'll admit should've set off some warning bells. But still, I thought, it's Alan Moore. Surely he's got something clever up his sleeve - or at the very least, something worth reading.
What I found was a nonsense plot that aims for Lovecraft and hits Uwe Boll, concluding with a horrific gang-rape scene that goes on and on for five pages. It's explicit, it's vile, it's gratuitous, it's something Garth Ennis would've claimed as his own with great beaming pride.
Brought to you by Alan Moore.
The fact that I find myself physically disgusted by the work of a creator I once idolized is rather depressing. The thought that I can no longer distinguish between an Alan Moore story and a Garth Ennis story seems even worse. Like a death knell for... not the glory days per se, but the hope that the glory days could come around again. Instead, the old titans have gone mad and their replacements are puerile twats, and right now, as I desperately struggle to forget this awful, awful book, I can't help but feel like it's just one more justification to be done with the mainstream once and for all.
Posted by Diana Kingston-Gabai
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6:37 AM
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Labels: comics, commentary
Thursday, September 30, 2010
Andrew Garfield Being Adorable
Here.
If I had any doubt that he'd be perfect for the role of Peter Parker, I'm quite certain of it now. That smile, that laugh... we're looking at a possible King of All Woobies here!
And how might Tobey Maguire feel, being replaced by a younger, cuter actor?
Well, honestly, Tobey. It was your own damn fault.
Posted by Diana Kingston-Gabai
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11:07 AM
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Labels: non-sequitur
Friday, September 10, 2010
This Just In: Water is to H2O...
... as Carlie Cooper is to Anthony Caine.
Bravo, Mr. Box.
Posted by Diana Kingston-Gabai
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1:34 AM
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Labels: non-sequitur
Thursday, September 9, 2010
Game Review: Star Wars - Knights of the Old Republic
It's been quite a while since I've had time to play video games, let alone review them. Fortunately, my summer workload is finally starting to break up, which hopefully means a lot more content starting next month. In the meantime, let's have a look at a game from the "Star Wars" franchise: BioWare's Knights of the Old Republic.
Admittedly, my expectations for this game may have been slightly unrealistic: I've always imagined the distant pre-narrative history of "Star Wars" to be so much grander and more interesting than the "present" of the Lucas films, but what happens in the very first scene of the game? A small Republic transport comes under fire by the warships of the Sith Empire; the last few survivors crash on a fringe planet without hope of rescue; one of them carries a secret which can change the course of the war. Oh, and the Empire has a mysterious superweapon.
It's a rather blatant reiteration of the set-up to the first "Star Wars" film. In itself, this is hardly a major offense - if the idea is to instantly place the player in a familiar context so you can get to the actual story without further delay, that's fair enough. However, the overt similarities don't end there. When the opening scroll mentioned a Sith Empire, I imagined an army where even the grunts could use the Force. Instead, Sith Troopers are basically Stormtroopers with shinier uniforms, and this Empire is ruled by Darth Malak, a Sith Lord whose lower jaw has been cybernetically replaced. More machine than man, perhaps? Hmm.
It may seem strange for me to castigate a game because it strongly resembles its source text... but again, I chose "Knights of the Old Republic" assuming that it would tell a different story within that framework. Instead, it turns out that things haven't changed much in four thousand years.
Theoretically, the player's ability to influence the plot via various choices throughout the game is meant to counteract the overly familiar plot elements. And it could have worked - I've heard enough about "Dragon Age: Origins" and the "Mass Effect" series to know that BioWare has almost perfected that aspect - but in practice, "Knights of the Old Republic" falls short of the ideal. To demonstrate, I'll explain a bit about the character I created and why I ultimately lost interest in the game at a very early stage.
I went into "Knights of the Old Republic" determined to create and roleplay a character neither Lucas nor his successors have ever really provided: a competent, powerful female villain. Someone who wields the Dark Side of the Force without degenerating into a moustache-twirling caricature, and whose evil acts serve a higher purpose than self-indulgence.
Ladies and gentlemen, meet Alia Sha'tir:
Bonus points if you can figure out the significance of her anagrammed last name. And yes, those are a pair of lightsabers she's wielding.
So Alia begins as a soldier in the Republic, and pretty soon the game starts offering those morality-based choices to determine where she is on the Light/Dark scale.
Said choices are utterly ridiculous.
My greatest disappointment with "Knights of the Old Republic" is the way in which it takes the Jedi/Sith binaries beyond even the simplistic extremes of Lucas' films: playing a dedicated Dark Side character will force you into courses of actions that are not simply evil, but obnoxious as well. It's one thing to be ruthless in achieving your goals, it's another to act like a prat "for the evulz".
Moreover, your actions will draw constant criticism from your companions - and since their alignments never change, you can either put up with a neverending stream of disbelief and outrage (forgotten as soon as the conversation ends) or play the entire game with characters whose position on the moral scale is closer to yours, and who probably won't be as helpful as a Light Side Jedi who can heal the party.
The most problematic aspect of this particular mechanism, though, is the fact that the game practically requires you to be consistent in your approach. I tend to be more aggressive than defensive in RPGs, which suits a Dark Side character just fine, but abilities such as Force Lightning and Life Drain become more costly and less effective the further you get from the Dark end of the morality scale. So to get the most out of my chosen set of powers, I had to sink to the utter depths of depravity for the first eight hours of the game, at which point I detested Alia so much that I stopped playing.
And more's the pity, really, because from a purely technical standpoint I could have enjoyed "Knights of the Old Republic" - the game allows you to pause during battles and arrange attack patterns and sequences for each party member (adding a bit of tactical thinking to otherwise-straightforward fights), the environment and character designs hold up despite somewhat antiquated graphics (what a difference half a decade makes) and the voice acting is mostly solid, if lacking in real standouts.
But no other video game genre is so dependent on sympathetic protagonists as western RPGs. Twats like Kratos, Prince Arthas and Duke Nukem are tolerable because we control them from a distance, and never really think of them as extensions of our own selves; Western RPGs like "Fallout" or "Knights of the Old Republic", on the other hand, present tabula rasa protagonists whose appearance and personality are determined by the player. And if the end result is a character so reprehensible that the player can't stand her... well, there's something fundamentally wrong with that process, isn't there?
Posted by Diana Kingston-Gabai
at
2:40 AM
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Labels: games