The definition of a great movie
One where every scene makes you think, okay, this is the turning point. It’s all been building up to this. Now everything’s really getting started.
Including the final one.
One where every scene makes you think, okay, this is the turning point. It’s all been building up to this. Now everything’s really getting started.
Including the final one.
I wish it were still possible to go into an arcade and wander around, seeing new things, doing things I hadn’t done before in a videogame. Like when the arcade was full of new things like Rolling Thunder and Double Dragon.
I remember what a revelation it was that you could run over and pick up the bat, or duck behind the tires. And any multiplayer was generally cooperative. You watch someone play, you think “hey, that looks neat”, and you jump in to help him.
When Street Fighter II was new, I could just go in and play it the way I’d play Final Fight. It was like a complicated eight-stage boss run.
Then everything became about penises, and today there’s no point even going into arcades anymore. The moment you start up a game, someone more obsessive sidles up to punish you for the affrontery and take over the machine. It would be neat to go out and see some of these new games, like Street Fighter IV and KOF XII, but the novelties have mostly become a thing of nuance. And if I’m not going to be allowed to play them unmolested, and study them at my own leisure, why bother? I’ve got enough things waiting in line to irritate me, without actively seeking them.
The thing is, this is all an aberration. Today the hardcore competitive aspect has gained dominance, but that’s what happens to unchecked hardcore competitive anythings, usually to their eventual downfall outside of that core group that enjoys butting heads. Some people just like to eat their soup without others homing in and pissing in it. I’d wager they would stand in the majority, actually…
Doesn’t help that games are rarely just a quarter anymore. I spend my dollar, whatever, I want to get the most out of it. If I choose not to pay the panhandler, I don’t want to get chased for a block and shouted at. (Which may sound familiar to San Francisco residents.) Maybe it would be different if there were, like, a set fee that you pay going in the door. But on a pay-by-play basis, fuck that.
If there’s a reason that arcades barely exist anymore — well, I’d put this at the top of the list.
The hardest part of anything is getting started. Then once that thing is started, it takes more energy to stop than to keep it rolling.
All right, I’m working, I’m working…
The point in having things is that they possess some practical value, that to some degree empowers you.
This is no less true of art than of a wrench. A wrench is a physical tool; a novel or a painting or a videogame is an intellectual or emotional tool. Every perspective we absorb further helps us shape our own ideas, much as a hammer and saw help us shape a room full of lumber.
Bangai-O Spirits is like Treasure Sudoku Challenge. No structure, no context; just a smörgÃ¥sbord of random levels. It’s… kind of hard, right from immediately. And the controls and rules are both way more convoluted than the Dreamcast version.
It does, however, have the best level editor ever, and (apparently) the best means of sharing. Not seen fit to reach out yet, however. This reminds me of my NES Lode Runner days. All those “programmable series” games with their non-functional save functions, fresh and unedited off of their Famicom Disk System and jammed into a solid-state pre-battery cartridge — who needs a save function? A blackboard and colored chalk did me fine.
I always wanted one of those NES controllers for handicapped people, where you moved a D-stick with your chin and you used a straw for the buttons. Suck for A, blow for B. Imagine combining that with the Power Pad and Power Glove. Eat your heart out, Fred Savage.
(Still need to reply to a few people. Hurm.)
After procrastinating for over a year, I got Earth Defense Force 2017 at the same time as Bullet Witch. It is equally awesome in different secret ways.
Something to consider, however. Bullet Witch traces the future of Earth, year by year, until 2013. Earth Defense Force traces the future of Earth from 2013 to 2017.
So why didn’t they just use magic to blow away the aliens?
Just to mention, Braid is out today on XBLA. Go download it.
(I’m in the credits.)
It’s basically the Portal of 2008. Or in my chronology, Portal was the Braid of 2007.
Anyway. Some people seem to like it.
Generally, I find whenever something is stylistically heightened to the point where it’s difficult to take seriously, ditching the color immediately improves my suspension of disbelief. There are, I think, two aspects to this. One is that a black-and-white world is clearly not reality; this is an idealized, simplified dream world, that must be taken on its thematic strengths rather than its plausibility. The other aspect is that a loss of color helps to blur the edges. When everything is reduced to light and shadow, CG no longer looks so false. Wonky sets and costumes are easier to take at face value.
Basically, black-and-white strips away the distraction of an expectation of realism. Which in most cases, to my mind, can only be a benefit to storytelling.
Now don’t get me started on sound…
So a week ago I got my hard copy of The Slip. Almost pointless, except for posterity, yet it is nice to have on the shelf. And it’s a limited edition. (I’m #48,960/250,000.)
With that in hand, I ordered the rest of the recent NIN stuff I hadn’t bought — Year Zero, Y34RZ3R0REM1X3D, Ghosts I-IV. I did pay for the download of Ghosts, back when; again, though, hard copy. That all arrived today, and I notice he’s using the same packaging for everything now. Which is interesting. He must have gotten the digipaks in bulk.
Furthermore… well, his latest three halos, in order:
I see a pattern forming. Will his next album come with an Xbox game?
Something else hilarious. Up until With Teeth — maybe and probably starting with the leading single, The Hand That Feeds; I don’t have a copy, because none of the singles after The Perfect Drug have been worth it — you have Trent’s standard, hugely elaborate packaging, plus the standard parental warnings and publisher copyright info and vague threats about unauthorized reproduction and whatever.
With Teeth era: really simple packaging, and huge, fugly, obnoxious FBI warnings all over the back cover, that imply anyone who buys the album is a potential criminal.

That’s not from a NIN album; the With Teeth ones are far uglier. They’re just a painfully incompetent piece of graphic design. On Year Zero, that’s still there, if a bit more polished (so it looks like a negative image of the above) — and so is an even bigger parody warning, right next to it, in the same style.

And the disc uses heat-sensitive paint, so your fingerprints are clearly left behind.
After R3M1X3D, Trent is free from his contract, and the album backs… well, here’s what they say:
©2008 NIN
Manufactured and Distributed
in The United States by
RED Distribution, LLC.
79 Fifth Ave, 15th Fl
NYC10003
And there’s a bar code. Then in the back of the booklet, there’s a note that everything is Creative Commons Attribution-Noncommercial Share Alike. There’s a link to explain what that means. And again, “©2008 NIN”. And that’s it.
The X-Files‘ time really is past. When I was in high school and college I adored it as I had never adored a piece of pop culture — except maybe the Sega Genesis. Between “Shapes” (the werewolf episode, and the first I saw) and the middle of season eight, I only missed two episodes on first broadcast. Then I just stopped, and have never made up the final season and a half. I really liked the first movie, and I’ve got the full set of action figures. Three Scullies, even, in two outfits! Yet I can’t even watch the original show now.
In tone and pacing and theme, the show is such a 1990s phenomenon. A product of the Clinton era (which the new movie seems to wink at), and an age just before people figured out how to write for television. Yes, it helped to bring this age on; that doesn’t make it part of it. And the new movie is an epilogue to the TV show. It’s shot the same way; it uses the same subtitles; it’s got the same ambling Chris Carter pace and tone and cluttered sense of theme to it.
It works as a movie; it works as an afterthought to the TV show. It is distinctly not a relaunch of the franchise. It’s tired, and it makes no attempt to be current or vital, or even to reach outside its core audience. It’s basically just saying goodbye, and wrapping up some character threads. After an hour and a half of genial if not particularly interesting story, the best part is hidden after the credits. In context especially, it alone is near worth the admission — provided you care for the characters.
I went to the 9:45 showing at the Grand Lake. They had free popcorn, and a balcony! And flirtatious concession stand women. I think there were three other people besides me, and none who stayed through the credits for the Cracker Jack prize. One of the ushers came in toward the end and sat in the rear corner; when it was over and I stood up, he bade me good night. And… it was 11:40 exactly. It’s a twenty-minute walk from the theater. I walked in silence. Though I had my mp3 player, midnight in Oakland is no time for clouded senses.
Quiet is never so loud as when there is no noise.
I think work is progressing…
On that note, I have recently begun to dress myself. That is to say, as I near twenty-first century adulthood (at thirty) I have begun to actively seek clothing that I think will flatter me — compared with wearing whatever may fall into my possession. This has mostly come out of the sudden realization that I am an attractive individual. Or as someone recently described me, “tall, dark, and very handsome”. Not at all photogenic, to be certain. It’s like a rock concert; you have to be there. Just add a dash of the confidence of ownership, and bingo. Instant sexpot.
I’m calling my new look “glam fop”. I hope it doesn’t catch on, as I don’t often get this creative anymore.*
These days, half my mind is taken up with angst about things I can’t possibly change and another quarter with hope that I can change them anyway. It seems the only way around that is to say to hell with everyone. If I’ve only got so much energy, I might as well focus on bringing myself as much joy as I can. I’m so unused to paying active attention to what I want, and what I need. For me, life is like standing up after several hours of frustrating work and realizing you’ve had to pee since two o’clock, and that’s what’s been making you so cranky. Then finding the toilet is backed up.
At least now I look gorgeous while I’m doing it.
*: I’m strongly in the market for a pocket watch with a built-in mp3 player. I’d call it an “iFob”.
You know, having initially dismissing Portrait of Ruin — I only played for maybe half an hour before rejecting it; hadn’t played it in a year and a half — I went back to it the other day. And… it’s actually pretty good, once you’re past some of the initial tedium. Thanks to Mr. Koshiro, the music is the best since Harmony of Dissonance. It controls really, really well. The animation is pretty good, actually. A lot of the enemies are redrawn — though there’s a big disparity in style between the new ones and the recycled ones. The new ones all look like they’re by the Circle of the Moon guys, and the old ones are so clearly Sorrow carry-overs.
There is actual, legitimate level design in places — which is novel. More of it than in Dawn of Sorrow, in fact! It’s just, 1/3 of the real level design in DoS was right at the start, whereas in PoR it doesn’t come in for a couple of hours. (Until then it’s a combination of tutorial and convoluted system introduction, against monsters-on-shelves design.)
And it does actually feel different enough as not to just feel like another GBA/DS Castlevania — which is the fate suffered by Dawn of Sorrow.
I’d say this is definitely not the worst handheld Igavania. Harmony and Aria still compete for the best; Harmony for its feeling and Aria for its reason. I’d have to play some more, but I think I’m now enjoying this about as much as Circle of the Moon…
So at the end of it all, “Turn Left” is pretty clearly the first fifty minutes of a three-hour epic. Though that wasn’t obvious at the time, now there should be no question. Thing is, it serves not only as the setup for Donna’s character arc; in story terms it serves to set up both the nature and the significance of the events to follow over the next 115 minutes. Without it, the final two episodes are just so much aimless bluster.
There’s all the foreshadowing of the supporting cast’s fates, were Donna not involved. Rose’s story is a straight through-line — she spends “Turn Left” righting events so she can get straight to work on the timeline in “The Stolen Earth”. They’ve all gone wrong because Donna wasn’t there to help. Heck, Rose tells her right off that she’s going to die — and that she isn’t talking about in the alternate world (where she is incidentally going to die, however). She means the version of her who travels with the Doctor — as becomes more clear in retrospect, especially with Donna’s meltdown about how she can’t die, because she was going to travel with the Doctor forever.
Ultimately, the biggest reason to connect it is that it gives us a starting place. It shows us who Donna was, and why she was as she was; how little support she got from anyone, least of all Sylvia. And then, the story comes full circle. In the first fifty minutes we saw what she might have been, what she was capable of even if she had never met the Doctor, if only someone had believed in her. Then she’s returned to that situation, and Sylvia is given a second chance to do right by her.
The point of the story is basically that the proposal in “Turn Left” is fulfilled. The Donna whom we leave is a Donna who has in effect turned right. Yet the distinction has been pointed out to all concerned parties. The Doctor put a big bullet point on it. If you think she was better with me, he tells Sylvia, then take care of her, dammit. That’s just who she is, if you’ll allow it. And for such an immense story to basically be about that… As a writer Davies really hammers on this issue of faith, doesn’t he. Though it’s always humanist; about how you treat others.
It’s just so much better and more complete a story, when you take it in full. Even the pacing makes more sense that way, with it getting more and more frenetic as it builds, keeping up the tension, keeping things from seeming like they’re dragging after you’ve been sitting there for a couple of hours already.
As a three-parter, I’ve got to say it has to be the most incredible epic the show has ever attempted — just on an emotional level, never mind the spectacle and sinks (and plungers). The scope is nothing to sniff at, of course. Yet without that episode… it’s just so much wank. There’s no anchor. It all seems so much smaller and more confused.
Following some earlier points, a forum I frequent saw some discussion on the apparent deification of the Doctor over the last few series of Doctor Who. Someone strongly objected to what he saw as Davies’ “all-powerful, all-knowing, ‘he’s a Time Lord, he can do anything’ approach to the Doctor”. Thing is, that’s not really what’s going on.
Generally Davies tries to undermine that concept, and show that it’s just bravado. Both in and out of the fiction, that myth is just the way that people perceive him, and the image he tries to project.
There’s a long discussion of this on one of the Moffat commentaries, amongst Davies, Tennant, and Moffat himself. They talk about how, for all of the facade he puts on, all the mythology that springs up around him, some of which he encourages, there’s nothing really special about the Doctor. His only real asset is that he can (usually) talk his way into anything.
“He’s almost a charlatan,” Moffat said, “in a good way. He poses as this god-like figure, but he’s just a bloke under there.”
Man and Myth
So much of the new series is about people’s perceptions of the Doctor, counterposed with the reality of the Doctor. This is precisely what “The Girl in the Fireplace” is about. Look at the way Reinette mythologized the Doctor in her own mind, and turned him into this huge figure from her childhood, a man of magic and awe. And there he was, just bumbling around, doing his thing as best as he could. Occasionally showing off. Occasionally acting like a complete ass.
And we, as adult viewers, see both sides. We know that the Doctor is just this guy, doing the best he can, yet we also know him as a figure of myth and legend who brings us monsters and death, because that’s what he chases and that’s what we tune in for — but then he does his best to put it right, and usually succeeds.
It’s not that he’s innately special; he just operates on a different plane from what most people see as normal life. Specifically, he lives the life of the protagonist to a long-running TV fantasy adventure. In that, he sees things that most people don’t see, and does things that most people don’t do. And to be credulous and put ourselves in the weekly companion role, that allows him to introduce us to fear and wonder, and just maybe expand our perspectives, with the assurance that everything will be all right in the end. Roughly. Usually.
So basically the new series is just being postmodern, and aware of itself as a modern myth. And it toys with that. (See “Love & Monsters”, that Clive guy in “Rose”.) Granted, in execution it’s gotten a bit lazy of late… But going by the commentary, everyone still seems to be working on the same wavelength they were in 2005.
Jesus Guises
Of course, “Forest of the Dead” plays a lot with the notion of an all-powerful Doctor, from River Song’s tale of the man Tennant becomes to his apparently new ability to enter the TARDIS by snapping his fingers. As far as River Song is concerned, though, that’s her mythologizing him again. It’s just her own personal impression of the man. Assuming she’s referring to a particular event, and knowing how the Doctor does things, you can imagine the sort of circumstance in which a whole army would run from him. As much as she talks it up, the actual event was probably some bizarre and desperate slight of hand on the Doctor’s part. Yet it sounds impressive if you don’t know the details! As things do.
Everyone believes in the Wizard of Oz, but he’s just a schmuck behind a curtain.
The snap is a little different. I halfway expected that to be revealed as Donna opening the door for him, but no. Then again, you know. TARDIS. It likes him. If anything is truly special, it’s his box. With a little thought, given the Doctor’s bond with the TARDIS, the snapping really isn’t that remarkable. It’s a bit of a parlor trick, really. Consider that Rose flew the thing just by staring into its console and wishing.
Then there’s that ridiculous floaty denoument from last year, which a lot of people point to. That’s not a good example either. It really, really wasn’t executed well, but that’s supposed to be about the power of humanity and hope and faith (to contrast with the Master’s message of despair), with the Doctor as just a focal point of all of those emotions. It’s only in encouraging everyone to believe in him, in becoming a legend, that he gained his power — which is sort of the concept I’ve been talking about, except made clumsily explicit and practical.
Bibliocranium
The encyclopedic knowledge business is getting tiresome, however. “Silence in the Library” is probably the worst offender yet, on this front. As “Midnight” shows, often it’s dramatically better not to have a clue what you’re facing.
The problem, as I see it, in the Doctor already knowing what he’s facing most of the time is that it removes a sense of discovery and danger and wonder from the proceedings, and all the emotions and ideas those might conjure up, and skips right to the business of solving things — a process that the new series (rightly) considers so obligatory as to use all of these shortcuts (sonic, psychic paper) to speed it along.
It’s meaningless to hear someone name something fictional, then watch him fiddle together some random fictional nonsense to defeat it. What really gets the head and heart going is something like The Empty Child, where — although there are hints along the way, and the Doctor may have more or less figured it out by halfway through episode two — the threat largely remains undefined until the end of the story, leaving the protagonists to react the best they can to their immediate circumstances.
Which isn’t to say that every story need be a mystery; it’s just that having bottomless resources is boring, especially when all you’re conjuring up and babbling about is fictional fact. Show, don’t tell! If the Doctor has seen it all before and can defuse any situation by pulling random convenient facts out of his hat, that basically tells us that what is happening right now doesn’t actually matter; that the show is just a sequence of doors and keys, and the Doctor already has most of the keys on file. So why are we watching it?
Keys are for Doors; Heads are for Thinking
You can do a certain amount of this with a smirk and call it postmodern, but you have to be deliberate and do it well — as in “Rose” or “Aliens of London”. “Doomsday” treads a bit close, but gets away with it on the basis of sheer chutzpah. Lately, I think the handwaving has just become a smug excuse.
It’s a similar feeling to what I get with post-NES era Nintendo games — Zelda, Mario, Metroid. It’s all about hunting for the correct key to pass the appropriate tile, and moving on to the next section. Interpretation, picking away at the cracks, the sense of endless possibility you get in something like the original Zelda or Metroid — all gone, in the face of cold, arbitrary mechanics. Which ties into the whole modern fallacy of the Videogame, that assumes that doing things, simply pressing buttons, is and should be rewarding in and of itself.
Mind, this isn’t a crippling problem with the show — yet. As I said, though, it is getting a bit tiresome. And I think this year in particular, it’s starting to undermine the storytelling. As with the dismissal of killer shadows as “Vashta Nerada — the piranhas of the air!” God, what’s more interesting: shadows that can KILL you, or some kind of gestalt entity with a pretentious name, that the Doctor conveniently knows how to detect and whose canned history he can spin off at a drop of his bottomless hat?
Finding and Doing
So basically, yeah. I see the things that people are complaining about. I just think the explanation is a bit off. The Doctor isn’t particularly powerful; he’s just arrogant. The sonic screwdriver and psychic paper and occasional ironic doodad like anti-plastic work in the favor of efficient storytelling. Take away his ability to quickly solve problems and the story will become cluttered with meaningless procedure.
Take away his ability to quickly identify problems, though, and stories may become far richer. Allow him to dismiss any scenario by identifying it off the bat, and unless the writer really knows what he’s doing, the entire story is in danger of collapsing into meaningless procedure.
I’m reminded of an old review of the Dreamcast version of Ecco the Dolphin (narrated by Tom Baker, don’t you know). It’s a beautiful, atmospheric game with a clever story by David Brin. I’ve described it more than once as an underwater Shenmue. The problem is that it’s just about imposible to play. You can know exactly what you have to do (and it’s usually not that tricky to figure out), and still you need to fight with the game for half an hour, trying and dying and trying and dying and waiting for the game to reload each time, to get through a simple hazard.
I think it was an IGN review that praised the game’s difficulty, saying it was the perfect balance — you always know what you need to do, and the challenge just comes in doing it!
… What? Just, what? I mean, granted, IGN. These guys probably give extra points to a game that comes in a bigger box because it looks more impressive on the shelf. But what?!
Meaning comes from extended and nuanced exploration of a topic. Yet you have to balance the reward of any insight against the frustration involved in realizing it. You don’t want to labor too much in the exploration or in the solution; smack your hand too long on anything, and you will lose grip on the threads you’re grasping, along with any sense of perspective you might have been developing. What you want is to cover as much ground and see as many sides of the issue as you can, collecting strands and weaving them together until you’ve completed the picture as well as you may.
In all things, logic should be always a method; not an impediment, not an answer. When process becomes a barrier to development, or is mistaken for development itself, there is an inherent flaw in the system.
So apparently the guy who designed the current Battlestar Galactica sets also designed the 1996 TARDIS interior.
Makes sense!