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.

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...

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...

Sunday, April 26, 2009

In Memoriam



Goodbye, Ms. Arthur. Cliche though it may be to say this, thank you for being a friend.

Game Reviews

Ever since I had my PC upgraded last month, I've been dipping my toe in higher-end games that didn't work with my previous system (that's one reason why I've spent so much time on DOS-era material).

Spider-Man: Web of Shadows is the latest from Marvel, a third-person action game with a bit of a twist. Once a certain plot-related event is completed (fairly early in the game), you're given the ability to switch at will between Spider-Man's classic suit and the Black Symbiote. Unlike "X-Men Legends 2", where the difference in "skins" was cosmetic, your appearance has a real impact on how you play. In his original outfit, Spider-Man is fast and uses web-related attacks; the Black Suit slows you down but gives you a massive boost to strength, as well as the ability to project tentacles that can snag a target from across the street.

The graphics are astonishingly detailed, with a real sense of scale attached to the game's version of Manhattan: you get the feeling that every street and building in the city is right there, along with some famiilar fictional locations like the Daily Bugle and Stark Tower (continuity alert: it's got that bizarre Sentry-related hologram on top of it, which probably dates the game more than Marvel would like). It's the most realistic virtual representation of Manhattan that I've ever seen.

Gameplay can be a little confusing at first, but only because this is the closest emulation I've ever seen of Spider-Man as he appears in the comics: swift, agile, able to take down a dozen criminals without touching the ground, swinging between skyscrapers and bouncing off flagpoles... some battle sequences even take place entirely in midair. It's very easy to lose your sense of direction and get entirely turned around, especially since the camera changes angles every time Spidey sticks to a wall and starts climbing. But once you get the hang of it, it's a lot of fun.

Which isn't to say the system's entirely without kinks. For starters, the auto-targeting feature has an annoying habit of locking onto random objects regardless of what you're actually aiming for; in a regular fight, that's not such a big deal, but having your attacks directed at minions in the middle of a boss fight? Irritating.

Another problem has to do with the various missions you receive throughout the game. You'll initially want to complete every objective, even the optional ones, since you're rewarded with points you can use to unlock additional skills. But it doesn't take much to max out both suits' capabilities, and you don't have much incentive to follow the "side-quests" after that. It doesn't help that the objectives tend to be repetitive: save 5 civilians, save 20 civilians, save 150 civilians, etc. At some point I just decided to get on with the main assignments.

The plot's not much to write home about, though that's where you'll find the twist I mentioned: after a confusing prologue (later revealed to be a flash-forward), the game starts by pitting you against street gangs and the Kingpin. But the plot takes off in the second act, as Venom starts infecting people with symbiotes and SHIELD responds, turning Manhattan into a war zone.

Here's the interesting thing, though: at various points in the storyline, you're presented with a choice between the Red Path and the Black Path. The Red Path is typical superhero fare: subdue an enemy without excessive violence, choose your long-time girlfriend over your sexy-but-amoral partner, wielding great power with great responsibility, etc. The Black Path sees Spider-Man being corrupted by the power of the Symbiote, gradually becoming darker and darker until he finally starts killing his enemies. The story develops in rather different ways depending on your decisions. There's an alignment meter that charts your current situation, though as far as I can tell the only gameplay-related effect this has is to limit your choice of allies: as you progress through the game, you gain the ability to summon backup in the form of Luke Cage, Moon Knight and Wolverine, as well as Black Cat, Vulture, Rhino and Electro. Obviously, the heroes won't help you if you go dark, and the villains won't turn up if you stick with the good guys.

All in all, it's a fun game; not very long, even with two play-throughs to cover the different paths, but it'll definitely hold your attention while it lasts.

Lord of the Rings: Conquest is also a third-person action game, based primarily on the Peter Jackson films. The player is able to choose from four classes - Warrior, Archer, Scout and Mage - each with his own strengths and weaknesses. You must then navigate various locations seen in both the novels and the films (ie: Rivendell, the Pelennor Fields, the Shire) and follow various objectives; the challenge, of course, is figuring out which class is best suited for those goals. For example, if you have to carry an object from Point A to Point B, your best bet is the Scout, as he can maintain an invisible cloak for a certain amount of time. On the other hand, if you need to fend off waves of enemies in close quarters, you're better off with a Warrior. You can switch classes at various "safe zones" in each level.

Almost every mission unlocks a Hero character as you near its end: these range from Aragorn to Gandalf to Sauron himself. Though these heroes may seem impressive, they're actually just more powerful versions of the pre-existing classes, with largely the same abilities. And, oddly enough, they're just as vulnerable to the various "instant kill" traps as anyone else, so Sauron can get picked up and eaten by an Ent just as easily as a common Orc. Also, only Mages can heal, so if you're stuck with a Hero from another class, you have to be as cautious as you would in regular scenarios. I thought that sort of defeated the purpose of having these heroes, being able to finish various missions with style, but...

Anyway, at first you can only play through the Good campaign, which is basically a retread of the films: you go from Helm's Deep to Moria to Minas Morgul, and finally go up against the Mouth of Sauron at the Black Gate. But once you complete the Good campaign, you unlock its Evil counterpart, an alternate-history version where Frodo dies at Mount Doom and the Nazgul reclaim the One Ring. Revitalized, the forces of Mordor turn the tables on their enemies and sweep across Middle-Earth. Here's another quirk, though: both campaigns rely on cinematic cutscenes taken directly from the films, which means the Evil campaign basically consists of various clips taken out of context. Hugo Weaving's narration helps with that, but it's still kind of a stretch. CGI might've been more appropriate.

Like "Web of Shadows", little effort was put into creating real variety for the missions here: regardless of the campaign, you're pretty much tasked with slaughtering never-ending waves of enemies while moving from Point A to Point B. Again, it's certainly a lot of fun to play, but you won't find much to keep you going after that.

Friday, April 17, 2009

Season in Review: Battlestar Galactica S4

It's taken me a considerable amount of time to get my head together regarding the final season of "Battlestar Galactica"; to be honest, I'm still feeling a bit conflicted regarding the series' conclusion.

I'm always a bit sad when an amazing, well-written series goes downhill. "Heroes" has recently become so insufferable that I've finally dropped it mid-season, which I've only ever done once before ("Lost", towards the end of season 2). For perspective's sake, I stuck by "Buffy the Vampire Slayer" to the bitter, bitter end, long after it went from bad to offensively bad. I suppose that's my preference for modular storytelling coming to the forefront: if a serial narrative starts to go sour, I'd rather wait for a proper jumping-off point so I can get some kind of closure. This is also a useful approach for older series, because you can avoid the Jumping of the Shark altogether if you know where to stop. Going further back, the end of season 2 was the best place to quit "Party of Five", because it was the happiest ending that miserable family would ever get.

The thing about jumping the shark, though, is that most of the time - especially in television - the downward trend can't be reversed. Once you cross that line, everything just slides further and further down, or it'll move laterally: the sixth season of "Buffy" was nauseating, the seventh was just plain stupid (or maybe I'd just gotten used to the Vortex of Eww by that point, I don't know).

But there's always a measure of consistency, and if we take my most recent example again, the second season of "Heroes" was bad, sure, but it had some kind of basic structure and almost every character still maintained a measure of appeal held over from the first season. Conversely, the current storyline is a jumbled, useless mess without a single sympathetic focalizer in the entire cast.

That's the pattern I consider to be represented fairly strongly in mainstream media. And it doesn't apply to "Battlestar Galactica". Because depending on your interpretation, it either jumps the shark at the start of the fourth season and then recovers, or it jumps the shark in the last five minutes of the series finale, or it doesn't jump at all and the intense backlash is coming from somewhere else entirely.

As I've mentioned in my talks with Kazekage both here and at the Witless Prattle, I think the problem with BSG - going all the way back to the Kobol storyline of season 1 - is that the series ended up gelling into two very different (and practically antithetical) stories. On the one hand, you had "realistic" character-centric science-fiction (or Syphy as I understand it's being called now): the Pegasus, life in the Fleet, the Mutiny, Lee and Kara, Kat's redemption, Dee giving up, Roslin's hand trembling at her inauguration, Adama waiting for her in a Raptor, Baltar's trial and so on. Stories about people. About who they are, why they do what they do, about their pain and fear and love.

And then you had the pseudo-religious story. The Lords of Kobol. God's plan. Oracles. Bob Dylan music. Angels. Hybrid-speak. The living dead. A view of the universe where every single event can be (and is) attributed to one (or more) omnipotent, perpetually-unknown higher power(s) whose aims and desires are completely unknown.

Needless to say, these approaches don't co-exist comfortably, and that schism bothered me from the very beginning. But up until the aftermath of New Caprica, it was tolerable because there was no obvious preference for one or the other: Roslin might be having prophetic visions or she might be having drug-induced hallucinations that just happen to coincide with actual events. U Decide.

But once you got to the Eye of Jupiter story, the divide between religion and... hell, let's just call it realism for the sake of terminology... that divide started to filter into the actual structure of the season. Entire episodes were devoted exclusively either to God's Plan or to the women and men of the Fleet. And nowhere does this become more evident than the fourth and final season.

It began with "Razor", a feature film that leaves absolutely no room for amorphous pseudo-mythology: it's the True Story of the Pegasus as seen through the eyes of Kendra Shaw, the last survivor of Admiral Cain's inner circle. Needless to say, I really enjoyed it: we get to see the Fall from another, much darker perspective - because Cain didn't have a Roslin figure to keep her grounded - and through Shaw we can also see exactly how the crew of the Pegasus became what they were by the time they met Galactica. It's a human story.

Unfortunately, we then get ten straight episodes of people chasing visions and spouting prophecies. Baltar, Roslin, Starbuck, Caprica-Six, the Final Five, all running after cryptic half-assed riddles, following "hunches" that miraculously work out for the best... and unlike earlier seasons, there's no rational explanation that can serve as an alternative if you're not inclined to do the whole God Mode thing. How does Starbuck know where Earth is? She just does. She can feel it. Why? Nobody knows.

Meanwhile, we have the Cylon Civil War, culminating in the destruction of the Resurrection Hub. I'm torn about that particular story: it certainly diminished the threat (and unique nature) of the Cylons, but it also highlighted the central contradiction of their existence - namely, that the peak of their self-evolution is represented by human replicas with human personalities. Caprica-Six falls in love, D'Anna's a zealot, Cavil's a bitter old man, Boomer always wants something other than what she has, and so on. They're not Terminators who only look like people: take away their resurrection and there's no real difference between the Cylons and the Colonial survivors at all. And that's a really original way to resolve this sort of conflict, especially in science-fiction where wars typically end with one side obliterating the other.

Still, for the first half of the last season, the dominant arc was God's/Gods' Plan(s). And then we got to Earth, and everything snapped back into focus. No more invisible people, no more prophecies, no more Hybrid babble, just a sudden and horrible lapse into bleak depression. And it's brutally effective, dramatically speaking, because we've been with these characters for years. We've seen them suffer, we've seen them die, and we believed it'd all work out for them in the end, that they'd find Earth and it would be worth the price they paid.

Which leads to the Mutiny and its aftermath - again, a story about the people. It's about Gaeta driven by guilt and paranoia, and Zarek finally making his move, and Tyrol bleeding for his ship, and Roslin taking a stand with a voice that still gives me goosebumps (seriously, Mary McDonnell did some outstanding work on this show and I hope to see her in another central dramatic role again very soon). We also have Ellen and Sam giving us partial answers about the Final Five which surprisingly held up under scrutiny.

I think the turning point, for me, was "Someone To Watch Over Me". It's the episode that promised an answer to what was probably the biggest mystery left on the show by that point: the Question of Starbuck. Or, to be more elaborate: Kara Thrace followed a vision into a gas giant. Her Viper exploded. Months later and light-years away, she turns up again and rejoins the Fleet, having gone all the way to Earth and back in the interrim. She's not a Cylon. So how did she do it?

To understand why this episode bothers me so much, I need to go back to the exposition-heavy "No Exit", where Ellen Tigh reveals that there had been a thirteenth Cylon model, Number Seven, whom she'd named Daniel. She describes him as a sensitive artist. The Sevens had apparently been exterminated by Cavil prior to the banishment of the Final Five and the fall of the Colonies. Two episodes later, Kara has an extended hallucination of her father, and eventually ends up playing a song he taught her as a child - the Final Five recognize it as the same Music that "activated" them at the end of the previous season.

The dots practically connect themselves: a Daniel model survives, fathers Kara, teaches her the song he learned from the Five. Kara dies and gets resurrected somewhere near Earth, which explains the gap in her memories. And maybe someone helped her get back to the Fleet, et cetera.

Within the context of this fictional universe's logic, that's a reasonable explanation. And then Ron Moore, series creator, goes on a podcast and tells everyone that no, that's not it at all, there's no significance to the Daniel story except highlighting what an asshole Cavil is. Never mind that Moore never actually answers the Question of Starbuck, except to say that she's "whatever you want her to be" (THAT'S NOT AN ANSWER).

At that point, there were only three episodes to go, and it became pretty clear to me that the two parallel tracks - realism and religion - were about to collide. And one would emerge to define the series as a whole.

I want to skip ahead to the finale at this point. I've already talked about it, but I think it still warrants discussion because... well, up to a point, the finale served the characters: Racetrack gets post-mortem revenge on the Cylons, Boomer makes her last choice, Helo and Athena and Hera get to be a family at last, the Colonials find their new home... and I'll admit that I cried during Laura Roslin's last scene. It just broke my heart despite the fact that I'd known her story would end that way, prophecy or no prophecy.

And if the show had ended with that last shot of Adama at Roslin's grave, ready to build that cabin he promised her, it'd be great. I could handwave the little things that bothered me: sending the Fleet into the sun? Well, that would ensure that no one (read: the enemy Cylons) would ever find the Colonials again. Letting the Centurions go? Eh. Maybe they finally got over the whole genocide thing.

But there's a coda. And I honestly believe that coda is singularly responsible for my mixed feelings, for the very vocal post-finale backlash... all of it. The coda jumps forward 150,000 years and reveals that the Colonials' new home is, in fact, our home: that Hera is our Mitochondrial Eve, and Virtual Six and Virtual Baltar are walking among us, wondering if the cycle of violence is going to begin again, because we're experimenting with artificial "life" and we're probably going to repeat the mistakes of the past.

The more I think about it, the more I believe that Moore probably didn't intend to send the astonishingly Luddite message that the coda puts out there - an anti-technology warning set to the tune of Jimi Hendrix's "All Along The Watchtower". The larger problem, of course, is that this coda completely demolishes the realistic track of the series: the story of "Battlestar Galactica" isn't about the people after all, because if their world is our world then they were totally erased. And even if we're meant to infer that we got some traits from them, like the Olympian pantheon and monotheism, the history of Earth-born humanity doesn't quite suit the Colonials' optimstic tones in the pre-coda scenes. The cycle of violence is, sadly, very much alive and kicking. And yet the Virtuals are patting themselves on the back, praising God's Plan. Which means "Battlestar Galactica" was about God's Plan after all.

And... yeah, that's not what I was expecting. In fact, that's very much the opposite of what I wanted to see, and I can't help feeling a bit "betrayed" - as if Moore pulled a stealthy bait-and-switch to get me to swallow a religious parable while thinking I was getting character-centric realism.

I honestly wish I could just write the whole show off, because that ending is such a turn-off... but I can't. Because when it was on - and it was on for most of its run - it was probably the best drama on TV. I just wish Moore had allowed us to celebrate the conclusion in the same tradition as the rest of the story: if you want to ascribe religious machinations, you can do that, but there's also a perfectly reasonable explanation if you're so inclined.

Ah well. An excellent series with an intensely problematic ending... it is what it is. Of course, now that it's over and "The Sarah Connor Chronicles" is ending and "Dollhouse" is hanging by a thread, I seem to have run out of science-fiction series. All at the same time, more or less. I wonder whether there's a broader implication for that with regards to generic trends in American television...

Friday, April 10, 2009

Quoted for truth

From the brilliant Al Kennedy over at House to Astonish:

"Dan DiDio says in order to know about Wally West, you need to know about Barry Allen. And that's such a fanboy way of looking at it, because it presumes that everything is important, it presumes that Barry Allen is important because he was the first Flash and you need to have him involved somehow. Just give Wally West Barry Allen's origin, he gets struck by lightning next to all these chemicals, he's the Flash. Who cares?"