Tag Archives: science fiction

Rise of the Planet of the Apes

I caught a movie last night with an outsider / coming of age theme. The young, unusually intelligent student (played by Andy Serkis) is befriended and mentored by surrogate father figure James Franco, but despite all of their efforts, the student’s outsider status reigns supreme as he is gradually shuffled through a system that understands him no better than the inhabitants of the various locations into which he is placed by it. Can he find a way to make himself understood and grab onto happiness somewhere in the world? Can Franco make the student understand his own connection, his own love, and can that connection be enough?

Oh, also they tacked on a science fiction framework around that basic storyline, based as a prequel to a classic movie with Charlton Heston that you may have heard of[1], and also some really significant special effects and a pretty cool actiony climax. So that part was alright too.

[1] Hint: it’s not “people”.

Assassin’s Creed II

Assassins-Creed-2_X360_BXSHT_ESRBI’m always so happy when I finish a game! Though in this case, it was long enough that I may need to take a break (or at least a palate cleanser) before I start anything else serious. So, remember when I hated Assassin’s Creed? But I thought I would still love Assassin’s Creed II after a brief glance at it? So, yeah, that turned out to be true. It is the same as the other game in most important respects, only subtly better every time there’s a comparison to be made. Giant sandbox of a game, this time set in 15th Century Italy, where assassins must battle Templars for control of the hearts and minds of people, and, well, also the future. But that’s okay, because the future is in every bit as much evidence as the past; in fact, you’re not really in the past so much as your near-future guy is going into a cool machine that lets him live the memories of his ancestors (I think?) and learn from them, both skills and information. So while the game is open and sandboxy and actiony and jaw-droppingly beautiful, the plot is science-fictional and always interesting. Plus also, if you for some reason don’t care for the high-level plot, the plot on the street is of this kid first learning about his family’s secrets and then, when things take a wrong turn, setting about fixing everything, over 25 years of life. Good drama!

And if none of that does it for you, you also get to climb really tall buildings, wander around dusty tombs, and sometimes pounce on people from 40 feet above to stab them in the throat. And hang out with Leonardo da Vinci all the time. And learn a lot about regional history[1]. And… y’know, if you’re not persuaded by now, I really don’t know what I could add. Damn fine game, though, and I feel bad for you.

[1] I quickly decided the easiest thing to do would be to assume everything that happens in the past portion of the game is historically accurate. I’m pretty sure it was, anyway, so.

Super 8

So, the thing about Super 8 is that you’re not really allowed to talk about it. There are these kids making a movie in 1979, as you do when you are kids and have a video camera and a friend who wants to make movies and video games haven’t been invented yet. And while they are at the train station filming a scene, they accidentally witness a pretty huge train wreck. All of this is in the teaser trailer from like 18 months ago, right? Anyway, after the wreck, things get mysterious, and that’s all I’m going to say.

What I suppose I am allowed to talk about, though, is the reactions it has been getting. I’ve seen people say that it implies there used to be magic in the world, but you have to go back in time to get it because now things are way too mundane for a big adventure. I have a little bit of sympathy for this, I do. Because I’ve thought to myself that if I had been older in the ’70s, I might have been one of those people making a Chainsaw or an Evil Dead, so I’m already a little predisposed to see the ordinary, everyday magic of widened possibilities in that era moreso than in this one, where you have to be slick and polished to even get any word of mouth going. (That’s not true, of course, but most of what I’ve seen for which that wasn’t true was just terrible. And clearly it wasn’t always thus.) But when I watch this movie, I don’t see anyone saying the magic has gone out of the world. I see someone saying, this is what the world was like when I was a kid. Of course, I also notice the freedom of movement and association those kids have versus what I expect kids today to have, and I wonder. They’re in a small town, and maybe things haven’t changed all that much? But if things have changed, we’re the adults now, deciding what kids of that age are doing, and if the magic of 30 years ago is absent these days, there’s really only us to blame for it. But for now, I think it’s mostly a difference of place than time, and that the young writers and directors of today will still be finding magic in their own childhoods as we near the middle of the century.

On a more technical level, I’ve also heard people make comparisons to Goonies or Gremlins. While those are both fine movies, I didn’t tweak to either comparison myself, except at the most superficial level. No, what it immediately made me think of, and I never found myself disagreeing later, was a sweeping Stephen King small-town epic, along the lines of It or Under the Dome. Only, presented on the screen far better than any of those have ever been. You may be aware that’s pretty high praise.

Homeward Bound

The problem with the Deathlands series, which will only grow in scope as I get further into it, is that the formula is already starting to preclude my ability to say anything new. This is not a problem with me reading them, by any means; what most people get in comfort out of re-reading favored books, I’m getting out of these. I’m only five in now, and there are almost certainly over a hundred, with new ones still being published every two or three months right now, but Homeward Bound doesn’t deviate from the formula established by the end of the third book, not a bit. The band of adventurers pops of out a teleportation room sealed up inside an undiscovered government hideaway, emerges into the post-nuclear landscape, runs off to do some good deeds, and then heads back for another teleport.

Sure, this book added a brief trip to an apparent moonbase (which, okay, that was pretty cool, but I wonder if it will turn out to have been flavor text rather than a hint at future adventures) and let the main character, Ryan Cawdor, come face to face with his past[1], but they couldn’t even leave me with the vague hint of doubt as to whether he would try to stick around and rule his ancestral barony instead of running right back to adventuring.[2] Nope, the last two pages are, “Let’s all pile in our car and drive back to the teleport room!” I’m only asking for that to be replaced by maybe 10 or 20 pages at the beginning of the next book, right? Still, better to know what I’m in for now than later, I guess? Enh, “in for”, I say, when the only real problem is the reviews. The books themselves I will continue eating like candy long past the point where my brain is fat and complacent.

I am amused at the contrast between this and Anita Blake, where I’m only tolerating the books for the reviews. If it weren’t for GRRM, that is what I’d have read next! Instead, the next while will be recap city. Sorry about that.

[1] The wrong being righted by Sam Beckett in this episode of Quantum Leap is that of the Cawdor family’s destruction by black sheep middle brother Harvey.
[2] Oh, and to clarify two points, 1) Obviously the title of baron didn’t come to be until, y’know, after the nuclear war. In many senses, his father was exactly the sort of power-grubbing man that the survivors of the Trader’s old crew keep coming up against in each “new” book. Oh, and 2) I just said the series lasts for like a hundred books, so no pretending that the party’s survival and success count as spoilers. (Like you were gonna read them anyway!)

Source Code

I knew Source Code was a sci-fi movie, but I think if I had known that it really was full-on science fiction, instead of just with the trappings, you understand, I would have pushed myself to see it sooner. As it is, there’s hardly any time left to recommend it to people, what with the summer movie season having started yesterday. And that’s downright unfortunate, because it’s the kind of workmanlike, personal sci-fi story that people should ought to see, and that really should ought to be made more often in the first place.

Jake Gyllenhal plays his affable everyman self, military edition, attached to a top-secret project called the Source Code.[1] Using the brain patterns of a train-bombing victim, the project coordinators are able to place him into the last eight minutes of that man’s life, again and again, to determine the identity of the bomber before he can strike again. All of which is enough by itself to make for a rollicking good sci-fi / action movie, but then they went and focused on Captain Stevens’ experience in the virtual reality: his growing attachment to his fellows[2], the physical and mental agony of each failure, and his rapidly growing disillusionment with… ah, but that would be telling too much.

The important thing is, they’re telling a much deeper story than the one that might have fit in an hour of zippy television in the Seven Days, or, yes, Quantum Leap vein (and if you manage to catch Scott Bakula’s cameo, you’re a better person than I was). It doesn’t strike me as being among the very best genre movies of the (well, previous, now) decade, and here I’m thinking of Children of Men. But this is a new decade, and it’s the best one so far, plus also it’s every bit as good as another recent example of the personal sci-fi genre I’ve seen (which I shall avoid mentioning here because the comparison could be spoilery to either film), even if it didn’t manage to live up to a global-scale story that is among my favorite movies ever.

[1] Caps implied every time the name of the project-slash-device is mentioned.
[2] Especially, it must be admitted, the pretty one sitting across from him.

Portal 2

A handful of years ago, a game came out that did something entirely new in the genre of first-person shooting. This was not a surprise in the scheme of things, Valve having been long known for such innovations.[1][2] But the degree of new was pretty surprising. Sure, the Half-Life games have always had an element of puzzle solving, but Portal was purely puzzle solving in a way that forced you to think of spatial relationships and three-dimensional physics as you had never done before. And it had a great deal of humor and plot crammed into its several hours of gameplay. Now, I can’t say a whole lot about Portal 2, but I’ve figured that I can almost certainly say more than most reviews I’ve seen, which are that it’s amazing and you should play it and anything else would be a huge spoiler.

Mind you, I am saying a good deal of that, I’m just working my way around the last part. Since it’s my job to, and all.[3] So, basically, in the recently-updated ending to Portal, you are dragged off by robots at the conclusion of your apparently-not-so-successful-as-all-that escape from the Aperture Laboratories facility. After a non-specific but implied period of time passes, you wake up and some brief plot occurs, followed by a nod to people who never played the original or who haven’t in a very long time, in which you learn controls and physical concepts. And then, well, then you are launched down a rabbit hole full of history, psychology, morality, and, just like last time, really a lot of puzzles and humor. And all manner of troubling revelations, also just like last time. And, well, okay, there’s a lot of just like last time to this game, although rest assured that the puzzles and the plot alike have significant updates as well. The point is that it’s not a brand new game that will leave you amazed nobody ever did this before.

It is, however,  the best interactive story I’ve ever seen, from both the interactive and story sides of that equation separately. The fact that they’ve been joined into one game? I guess it’s like this. I don’t imagine it’s the best game that will ever be made, and I would easily accept arguments from people saying the first game is better; it’s all down to taste and what you want from your experience. But I cannot imagine a way that a game named Portal 2 could have been better than this one. As best I can tell, it is entirely without flaw.

And if you care about the mythology of that shared dystopian future world (which I do), I was impressed anew today by how I can take a joke line about the Black Mesa research facility from the first game’s closing song and both extrapolate very nearly precisely when Portal occurred in the shared timeline of the multiple game series and also a good deal of information about… well, and there’s that rabbit hole full of spoilers again. Because I actually don’t want to provide the hint about what else I was able to determine from that line of song, lest it simultaneously hint at events in the game you might otherwise never have anticipated. Because seeing this stuff cold? It has always been the best way. The point of this closing digression, I think, is that I expect more insights into both this game and the world of shared games as I think more about it all. And also, there’s an entirely separate two-player cooperative Portal experience that I have yet to touch. But I wanted this review while things were still very fresh; if there’s enough innovation or storyline revelation to warrant it, I’ll just have to revisit the game with another review sometime in the uncertain future.

[1] For innovating the way storylines and characters are handled in the genre, there’s the original Half-Life.
[2] For innovating the ways in which you can interact with the random detritus of your environment, look no further than Half-Life 2‘s gravity gun.
[3] And anyway, if I can’t work my way around seemingly-insurmountable obstacles in a review about a game derived from Portal? I’m clearly doing something wrong.

Paul (2011)

This will be the simplest review I’ve written in quite a long time. or, at least, the simplest positive review. Because, you see, Paul was brought to you, as they say, by the creators and stars of Shaun of the Dead and Hot Fuzz. And what they did with the zombie and the buddy cop premises respectively, they have done with the alien premise here: and that is to look at it from all[1] of its various extant Hollywood iterations, and then send them up in right proper hilarious fashion, with digressions toward both the black helicopter set and the competition[2] between the theories of evolution and intelligent design.

My point is that if you’ve seen some combination  of the other two movies, you already know how you’ll feel about Paul; and if you haven’t, damn, get on with it already! They’re easy to find, yo.

[1] For inevitably small literal values of all, but they do what they can.
[2] I’ve said before that sometimes the jokes are written just for myself? This is an example of that. Heh heh.

Battle: Los Angeles

I went into Battle: LA only really knowing two things. 1) It was going to be an alien invasion movie, somewhere in the range between Independence Day and Skyline. 2) Michelle Rodriguez has never in the history of cinema survived to the end of a speculative fiction movie. (Well, okay, and 2a), Michelle Rodriguez is in this particular example of cinema.) I didn’t really need to know any more than that, since, y’know, if aliens invade, things will explode, and that pretty much is enough to satisfy me on the time-and-money aspects of things.

I feel obligated to say a little more than that to you, though, not least because I already know of at least one person who would have benefited from altered expectations. The main thing I didn’t know that maybe would have helped is that it’s unlike Independence Day or Skyline in important ways. Where ID4 was a nation-spanning inspirational take on the concept and Skyline was a giant, overflowing sack of crap, this one owes more of its existence to Black Hawk Down. Gritty, hard-bitten marines have been sent to rescue civilians ahead of a massive bombing run, with only the faintest idea of what they’re up against, and the situation is portrayed pretty realistically, which is to say, with a great deal of grimness and doom in the air. But also aliens, so, y’know, that is probably easier to deal with than local insurgents. At least, it was for me, the viewer.

Couple of random thoughts to close with. The first is, if such an invasion did occur, on a rapid timeline? We’d be so boned, what with our military forces scattered all over the world. I guess that’s what happens when your nation is the most powerful one around and hasn’t faced a threat on its soil in 150 years. I’m glad the movie wasn’t about that, as it would have been a lot more boring, but I couldn’t help thinking it. The second is potentially a spoiler, depending on your viewpoint. I think not, but now you’re warned. Anyway, the second one is that I did have a brief moment of chilly fear, when one of the invaders was dragging an injured fellow out of the line of fire. These aren’t Star Trek humanoids with bumpy heads to distinguish them from us, not by a long shot, and it made the fight a whole lot more real to me, very suddenly, when the bad guys — however… well, there’s a reason why the best word in my lexicon right now is “alien”, and however unprovoked their villainy — have friends and families and care about each other too.

I Am Number Four

MV5BMjI0NDI1MTMyM15BMl5BanBnXkFtZTcwMDMzMTcyNA@@._V1__SX1859_SY847_Let me say off the bat, the CGI was a little bit terrible. I’m not sure how good expensive CGI can get, either because I haven’t seen it or don’t remember, but cheap CGI[1] just can’t do mammals at all. It can do reptiles okay, but fur is just a complete show-stopper. The reason for that disclaimer, as you may otherwise have been asking, is that I Am Number Four was mostly enjoyable, contrary to what expectations I had been given. And that’s always pretty cool, right?

Plus, it had what I believe is a unique premise in the annals of Hollywood history. Well, no, that’s not true at all, but I think this particular combination of two premises is unique[4]:  prince on the run from alien assassins combined with high school angst. It sounds a lot more like a TV show, right? But I think it would have been too angsty to work on TV; the forced speed of the movie format made up for a lot of what might otherwise have been annoying digressions, and it only barely gave me a chance to think about the worst, most teenaged part of the plot. And corollary to those improvements via limited screentime, I hope it doesn’t do well enough for people to pick up the pie-sized bread crumbs of sequel bait and start running with them.[5]

I won’t say much more about the plot beyond acknowledging the premise, both halves of which are visible within ten minutes of screen time anyway, but I should say a bit about the acting. Dianna Agron from Glee (who has a broader résumé than I’d have guessed) did a nice job as the outcast shutterbug love interest, and I suspect that someday soon she might be able to get herself a role that isn’t defined by another member of a cast. And Timothy Olyphant[6], easily the best of the bunch as the aforementioned prince’s guardian, manages to maintain the amusedly-detached-with-flashes-of-intensity hyper-competence I’m used to from his characters without ever giving the impression that he’s above either the cast or the angsty half of the plot, despite that he so clearly is.

Anyway, I dug it. Except for the mammalian CGI. Just saying, that was a bad idea, way worse than the angst or a sequel would be. (Probably not worse than a TV show, though.)

[1] My premise may be wrong, and all CGI has this problem? But I’m guessing not. (Or hoping not.)
[2][3] It must be a problem with all CGI, though, since obviously Michael Bay can afford the good shit.
[3] I know what you’re thinking, and you’re wrong. Consider it an easter egg hunt.
[4] Not the practice of mashing-up, clearly.
[5] I also hope I stop with the metaphors, because, wow. I am so, so sorry.
[6] If you are not familiar with his work in Deadwood and Justified, you’re doing it wrong.

Assassin’s Creed

71233_frontTo be clear, this is a pretty old game. I remember reading about Assassin’s Creed in Gamestop’s magazine sometime in 2006 and being really excited about what they were doing with the cities full of random people and the ways you could run and climb and otherwise interact seamlessly with the environment, and without a lot of weird button combinations and things. Plus also the plot, which pits historical Assassins against the Knights Templar in the Crusades setting; it seemed to have a lot to offer on both the very pretty and the very cool scales. The framing story, which has a faceless but clearly very wealthy corporation essentially kidnapping a man who is a descendant of one of these assassins, because they can put him in their cool sci-fi device and use the blood link to pull genetic memories from him, seemed like it may also have been cool, but I really didn’t get far enough into the game to form a valid opinion.[1]

So, right, that part is probably relevant. Despite all of the real coolness inherent in the gameplay and plot in concept, in practice I found it absolutely unplayable. Part of this, I realize now after the fact, is that the introduction was weak and did not provide as much direction as I think I needed to latch onto the plot. The other part, that caused me to stop playing out of pure frustration, was mechanical in nature. Without a clear set of roadsigns to pull me quickly into the plot, I was still enamored of the beautiful countryside, and on top of that there were collectible items and very tall towers with expansive views to enjoy, so I started poking around into that, still perfectly happy with what was going on around me. Until I learned that any time I ran (or ran my horse) past a soldier, I would be targeted for death. It’s not like I had started murdering people yet, and it’s equally not like it was based on some recognition of me, as obviously a walking person is easier to look at. No, the designers just made a terrible decision in which any person who is running must be evil and in need of capture. And once I had to enjoy the expansive open world at a snail’s pace always instead of slowing down at the parts I wanted to explore in greater detail, or else I’d have to fight all the time? And I still didn’t really have a feel for the actual main game on top of that? It was rendered unplayable.

In the meantime, people have sung the praises of its sequels, and while nobody seemed to hate the one game-breaking aspect of the first game the way I did, everyone seemed to claim that the sequels fix a lot of other small problems that I never really saw for myself, and the whole is a massive improvement. My completionism still left me believing I might try to pick up the original again someday, but having played a few hours of its first sequel (review forthcoming, though likely not anytime very soon) and seeing that on top of my complaint, it really does feel a lot more polished and playable in ways I can’t even explain the differences for, it has become clear to me that I would only be punishing myself by going backward.[2]

Anyway, this right here? Kind of a horrible game that thankfully got another chance at life. Because the concept I loved so much? It works every bit as well as I had imagined.

[1] The wikipedia summary that I recently read tells me it probably would have been very interesting, though.
[2] Hence the wikipedia summary.