Monday, November 02, 2009

Not often you see an homage to the Ghostbusters animated series, but here goes:

Saturday, October 03, 2009

The Power of Meanwhile... : Heroes returns

Perhaps it is the power of lowered expectations, but I was quite impressed by the season premiere of Heroes. I have been going through the listings deciding which shows live or die, who will make the cut and who will get sent to the island of lost toys. Sorry Grey's Anatomy, abuse my favorite characters for too long and I have to say NO MORE! Heroes had been on the chopping block. I feel like I could have skipped all last season and would not have been the worse off. People criticize Lost for having bad seasons, but even in their worst times, they still introduced terrific characters that altered the show and stayed on. Beginning of last season vs. beginning of this one? Not one person made it. And several of the stalwarts are (thankfully) absent. Good luck with that hanging out at a military base and watching old home movies project of yours Suresh. Don't call us. No seriously, don't call us.

Back in the slimmed down show, the mandate seems to be “Let's take a breath” and I couldn't be happier about it. All the characters have had a chance to hang out, get into their surroundings, have conversations that aren't about metaphysics and genetics and just breathe. What a wonderful idea. Each of them now feel more alive and awake then they have in years. Claire is still trying to fit in, but is not the whiny teen anymore. HRG is feeling the damage of years of secrecy. Hiro has turned his gaze outward, not trying to make himself the bestest hero of all time. And Peter, my long lost favorite character, has actually found his place in the world, and its a pretty good one. In what should have been the classic heroic refusal of the call to action, Peter really sold it, convincing us and HRG that his way was much better. When he told HRG that they should let Darth Maul have the magical dingus, it was one of those wake up moments that the show would never have stopped for last year.

We are not without issues, however. We still have the dreadful arc of the many named blonde. So through the break, she'd been a relentless killing machine, assassinating all those who hurt her. She meets up with HRG after botching her attempt on him and in a couple hours, now it's all good, water under the bridge (heh). I know you were trying to kill me yesterday multiple murderer lady, but would you like some soup? And all is well. Um, what? It's not that I dislike Ali Larter, but it seems no matter what they do she is always in the worst storylines. And the Petrelli Power Players are running the same scripts from the start of the show. Having Sylar hiding in plain sight is an interesting idea, but how is this going to play out? I don't really want him or Nathan back, so it's never going to end well. Having Sylar as Head Sylar, ala Number Six and Scorpius, gives him a chance to ham it up and torment Parkman, but will eventually lead to him getting his act together and then we're right back to 'what the hell do we do with the villain we created?' problem that has plagued the show since the second season.

But overall, I'm very impressed. The show has lightened up, opened up and seems to be going in new directions. I don't know what to make of the carnival of freaks, and I'm pleased with that. Gray areas and complex choices are what the show should have been making use of all along. As long as they keep focusing on the core characters, don't feel the need to bring back those who have drifted off into the margins (have a good life in fanfic Maya!), and let them have real conversations with each other, I won't be embarrassed to admit I watch the show anymore. And that's not something I could ever have imagined.

Monday, September 21, 2009

Today's episode was brought to you by the number 9

At this time of year, I don't ask for much from movies. Have an interesting plot OR a cool effect. Have a pretty actress OR a cool ending. I don't expect anything to cover more than one base. 9 doesn't do everything right, but it does so much right that I am simply amazed.

The movie is right in my wheelhouse, a cool sci fi flick about automatons trying to survive in a post apocalyptic world all done in state of the art CGI. You'd have to tie me down to keep me away. All I wanted was for it not to be lame. The movie itself is gorgeous. The visuals look like the best stop motion animation you've ever seen, which is a step up from the glib slickness of most off the shelf computer generated films. You know it's not live action, but it's also not Madagascar. But aside from art direction, which is astonishing, the movie moves well. Action is well shot and paced and is more exciting than anything in Transformers 2. That's not a cheap slap at the latest Bay Blast. While I enjoyed TF2, a session in well choreographed action it was not. Here you are close up with the characters, and get to see each of them doing their part, often in slo-mo, harkening back to the thrilling moments of 300.

If you read the cast list, it's seems pretty safe. Need a crazy guy? Call Crispin “Creepy Thin Man” Glover. Need a sensitive youngster for a quest? Call Elijah “Frodo” Wood. Gruff leader? Christopher “Edelweiss” Plummer's your man. But in concert, they all work so well together. Highlights are John C. Reilly's ultimate sidekick character, and the uncredited, but household favorite, Kevin Michael Murphy's over eager bodyguard with a fetish for magnets. Each of them do a lot with a little, which leads into the central problem of the film.

Slight spoilers here, but we learn that each of the numbered golems, are not in fact whole people, but each is an aspect of the same original person. This way they each represent one primary emotion or goal from their creator. This is clever, but leaves each of them as incomplete. It ties into the overall theme, but still leaves the characters a bit, ahem, threadbare. The same goes for the story. The only knock against the movie would be the plotting. It's very primary colors. The group starts from A, travels to B, then back to A, then to B again and finally returns to A for the finale. And all of this takes place in about a mile square. Toy Story did show us that much can be done when the small world is seen as big, but it does feel small scale and thus makes the stakes seem equally low. This has a twofold effect of thin characters in a thin storyline making the movie feel lighter than the events would have you believe.

But oh those visuals. Having glimpsed the opposite in theaters, that being Delgo, I'll take this mix any day. Movies are predominately a visual medium after all, all that other stuff got added later. I'd highly recommend this to anyone who was interested in it. While the blockbusters this year have been either dumb, dull or entirely predicable, it is these little movies, smaller budgets and more creativity that has renewed my faith in the medium. Let's hope a couple more can sneak through before we're deluged with heavy historical dramas, poignant movies about adultery and my personal windmill, rich white people with problems. Here's to a small check and a big idea.

Saturday, September 19, 2009

Monday, September 14, 2009

Rest In Peace, Patrick Swayze.

Friday, September 11, 2009

Tuesday, September 08, 2009

And now you want me to WHAT?

I have been ticked off, and so I turn to my ever trusty and ever ready blog to vent. Video gaming, like any other medium, is constantly evolving. It might be doing so at a faster pace but much like comics or TV or movies, it has to change with the times. What is hip and awesome one day is old and tired the next. You must incorporate the amazing new feature your competitor implemented in his last game or you run the risk of being behind the times. This can be a frustrating thing for developers. The video game industry is more dependent on sequels than most other art forms, and they must skate the razor's edge of innovating while not alienating.

As consoles age, games advance and looking back can sometimes make us wince at what we put up with. For me, the best thing to die off was the timer. Why can I only stay in a level for a set amount of time? Besides exploring, maybe I need some more time to master that tricky jump? I was happy when that hit the dust bin of history. Same thing with lives, like picking up 1UP mushrooms. I was shocked and saddened when after being gone for almost a decade, Super Mario Galaxy decided to resurrect the concept with all the ensuing aggravation. Another of these terrible trends has resurfaced, one I hoped had gone extinct.

I remember playing through and loving Sly Cooper. It was a staple on the PS2, a cel shaded platformer about a raccoon thief. It was funny and clever and kept you on your toes. In most levels, the object was not to destroy your enemies, but to sneak through the levels undetected and make off with the object of desire. By the end of the game, I was a ninja, swinging above the heads of the guards, hiding in potted plants and never tripping an alarm. I had mastered my skills and so I charged into the final battle ready to best the boss. And I found out I had to fight him in a jetpack, flying over the city.

I'm sorry, what?

Yes, for the final battle they introduced a whole new concept, one that had been absent from the rest of the game, and demanded you learn a whole new set of skills to beat the game. "Aggravating" does not cover it. All of the work I had done meant next to nothing. And this wasn't an isolated occurance. Halo, that celebrated series of first person shooters, ends their games with driving sequences. Bioshock, the moody atmospheric study of morality and society has you run in a circle and shoot a guy a bunch of times. I thought the game industry had moved on from this practice, but I was wrong.

To be fair, the game in question, Batman: Arkham Asylum, always had a strong combat element to it. Many places in the game, you had to fight your way through a bunch of guys to progress. But the game was about sneaking, detective work, not being seen and fighting your way out when you had to. I was good at all of these things, except combat. It's not that I was terrible, but I never got a rhythm for it, I always felt I was mashing buttons and hoping for the best no matter what combos I bought or upgrades I used. So I come to the end of the game, and what is it? They lock you in the room with a bunch of guys and you have to punch your way out. How very Batman?

And worse, you have to be pretty near perfect to do it. You get no help, no reprieves and no health regeneration. You have to take out wave after wave and do it on one health bar. Here I had gotten through the whole game, beat every boss, solved every riddle and I might not be able to beat the game because the one aspect I never mastered is the only one that ended up mattering. I don't hate the game. I've had a pretty fun time playing through it. But not being able to see the ending of a game I worked so hard on is pretty frustrating when it seems like the last part is out of character both for the game and for the universe it is set in. I won't go as far as BATMAN WOULDN'T DO THAT! but I do feel like the World's Greatest Detective is not really using his smarts. I know asking What Would Batman Do is ultimately pointless, but I'm pretty sure standing in a room full of thugs and punching them out one by one is not it.

Oh well, maybe they'll fix it in the sequel.