On Monsters

  • Reading time:5 mins read

A good monster isn’t just a neat design and a memorable catch phrase; it taps into some deep and basic human anxiety and makes it animate. This is the nature of horror. The Daleks do this; the Cybermen do this.

The Master, as a villain, works dramatically because of his classic archetype: he’s just like the hero, except bad. He just serves to make the audience hate him, out of loyalty to the protagonist. Which is a strong way to go. Anger is just as good as fear.

Out of the new series, the Slitheen probably come the closest to something significant, in a children’s book sense: the idea of adults (especially petty, hypocritical adults) being ridiculous, childish monsters in disguise. Which children all know anyway, but here it is, made real! On that note…

Regarding Daleks

What makes Daleks work is that they embody more than pure nastiness. They’re pure, shrill, unreasonable nastiness. In theory at least, there’s no arguing with a Dalek; there’s no chance of discussion, no chance of compassion. They simply out-and-out hate you for the fact of being you. Whoever and whatever you are, if they get the notion and the chance, they will kill you out of that blind rage just because they can. And there’s very little stopping them.

This is the substance of many of my nightmares: accidentally crossing someone threatening, then doing everything I can to ease the situation, yet everything I say or do just digs me in deeper, makes the threatening person angrier, more violent, more crazed. And there’s nothing I can do to escape or halt the fury. This feeling is something that children, in particular, should understand well. Both the Slitheen and the Daleks call on senses of adults and authority at their worst; they just take different routes to a similar point.

Of course in execution they’re both more adorable than anything. Still…

While we’re here: although Davros is an interesting character, I’m not sure what he really has to offer on a primal level. He’s more of an abstract concept. And not even a very good abstract concept; I’m not sure that the Daleks need a creator, or that we need to meet him. That’s got nothing to do with what makes the Daleks work. Davros does have a right winning personality, of course. That’s pretty much what makes him. And that’s probably why the Big Finish audios are where he really shines.

The Boogieman vs. Dramatic Conceit vs. Mundane Menace

Doctor Who has a lot of “monsters” and villains like this, based on dramatic or thematic concepts rather than anxieties. Sometimes they can be rather sophisticated, as with the Silurians and Sea Devils: good conceits and neat designs, that don’t really have much in terms of boogieman credentials. So (aside from them looking and behaving oddly) there’s nothing really scary about them; they’re just interesting points of discussion.

Then there’s this third tier of monsters, just designed to look interesting and have a slightly alien culture or behavior. In the new series, the Ood are of about the same level as the Ice Warriors or Yeti or Sontarans. Well-developed and often nicely designed, yet (unless used in an insightful way) ultimately meaningless either from a primal or a dramatic perspective. They’re just pure abstraction, for the sake of having an original monster. With some of these, there is potential to pull a Silurians and justify them dramatically; it’s just not happened yet.

Someone objected that the Ood are clearly on a level far below the Ice Warriors or Sontarans, because as with the Yeti or Autons they have no self-determination. Which kind of misses the point, I think; neither do Cybermen and Daleks, really, classically. If anything, Ice Warriors and Sontarans are less of an interesting threat in that they are rational and they have their own agendas that don’t necessarily have anything to do with you personally. Neat designs, certainly. Yet they’re not boogiemen; they’re not out to scare you or get you. They’re just bullies and jerks. Keep out of their way and you’re probably fine. And again, they’re pretty much just dramatic placeholders. One proud warrior race is as good as another.

On the other hand, Autons do work (though I keep forgetting about them) because mannequins are sort of creepy to start with. It’s pretty common to see one out of the corner of your eye and not realize it’s a dummy until you turn and look at it full-on. The Autons to some extent seem to justify that existing fear. It’s not even just about mannequins, though they’re a convenient embodiment of that kind of fear. Imagining that (plausibly threatening) things are animate. Signs of life where there shouldn’t be, yet you fear there might be. Ties in to fear of shadows and snapping of twigs in the forest.

Curiously, all three of Moffat’s threats have been of the boogieman variety. They’re just so story-specific that they can’t easily be used again.

The Purple Rose of Cardiff

  • Reading time:4 mins read

This year, Torchwood has become a very entertaining way to make fifty minutes disappear. It has pretty much worked out what it’s doing, even if it has yet to figure out why.

Today’s episode, though (which deals in nasty people materializing out of old films), resembles a lot of series one episodes, or “42” from series three of Who, in that it feels like it could be an episode of nearly any TV show with a vague sci-fantasy bent to it. Although the hero roles are roughly adapted to the main cast and all their quirks (despite continued confusion about Owen’s current status; can he feel anything or not? Can he breathe or not?), the same script could have been tweaked for The X-Files or Supernatural or (yes) Hammond’s own Sapphire & Steel, or any number of other shows in this vein. And it might fit in any of those somewhat more mystical shows better than in Torchwood.

(Man, I wonder if Mark Gatiss is going to write for this show. That would have been so appropriate for series one.)

It’s just this narrative island, that sticks out from the relatively tight narrative this year. And it’s clumsily written in places. The ending, in particular, which pulls out that “The story isn’t over! Be afraid of everyday objects!” trope card (which worked well, for all its hammer-over-the-skull directness, in “Blink“), is just… Well, the whole episode feels like it was written for an audience of twenty years ago. Never mind that the premise is old hat in itself, and that film as a cultural and technological concept should long since be demystified; it’s just… hard to relate to a fear of something so specific and (by 2008 standards) so esoteric as old film cans that you might dig up at a rummage sale. How many people do you know who own their own film projectors?

As far as the story itself goes, were those images on the piece of film or not? The young editor claims they weren’t, when he spliced it together. Indeed, they continue to show on his monitor even after the film is unspooled. Yet when the Torchwood team takes the film can, the images do seem to be physically part of the reel. Granted, the story probably isn’t meant for rational breakdown; it’s B-grade mystical faff. Yet it is distracting when a story can’t even get its own internal logic straight.

The bad guys suffer from that ineffectual, poorly-defined TV villain thing. Why do they spend most of the episode looking bored, milling aimlessly through abandoned places? You’d think if they were motivated enough to escape from a bit of celluloid they would want to use their time more efficiently. If the undrownable woman needs or loves water so much, and they’re in Cardiff, why is she squatting around, guzzling from stagnant ponds and lying in bathtubs? They’re right on the Bay! As evidenced in all of those helicopter establishing shots. It’s even salt water, which seems to be her preference!

Julian Bleach is decent, if a bit unchallenged, in his role as the head villain. Going by his Shockheaded Peter stuff, he just seems to be stamping out his trademark performance. It’ll be interesting to see what happens when he has a suit as specific as Davros to fill out.

Anyway. Harmless enough; just kind of irrelevant. Next week‘s looks interesting. From here on it seems like all the continuity guns are going to be blazing, on the road to a snazzy climax for the year. Though I doubt it will ever completely justify itself, this show has on a whole become a very genial piece of television.

The Recall Horror

  • Reading time:1 mins read

Nostalgia is poison. Zombie thoughts, out to getcha! They’ll eat you alive!

The present is all we’ve got! If you can’t keep it vital, let it go!

Of course, in our postmodern world there are plenty of ways to fold most of the history of the universe into a pithy, intertextual, and up-to-the-minute Youtube video.

What we really need is a post-fetishism movement.

For further discussion, see this. And how’s that for reappropriation, daddy-o!

“All My Love to Long Ago”

  • Reading time:2 mins read

Whoa, uh. Verity Lambert, Doctor Who’s first producer (and at the time the youngest, and first female, producer in the BBC’s history), just died. On the day before the show’s 44th anniversary — its first broadcast also being one day after JFK’s assassination. She wasn’t that old; seventy-one. I guess that’s old enough, though.

The show was such a strange force back then; all staffed and conceived by twentysomething women and minorities and foreigners, working under the auspices of a department that was ashamed of them all and what they were doing, in the face of another department that was deathly jealous of them and what they were doing, both mostly staffed with old white men, most of which did all they could to interfere. That the show was a success was all the more an embarassment, as it meant they had little excuse to sweep it under the carpet.

It was over four decades ago, though. I guess it’s surprising so many of the cast and crew have hung on this long. Ms. Lambert last appeared all over the special features and commentaries to the “Beginning” box set, in which she gushed her appreciation for the new series and all its nods back to her era — from which she felt the classic series had drifted away a bit much for her liking. This past spring, she was even name-checked as John Smith’s “mother” in Paul Cornell’s “Human Nature” two-parter.

I guess things turned out pretty well, in the end — at least so far as that business goes. And who knows how large it loomed in her life. She seemed grateful, though. And it seems she was creatively active up to her death. I understand she just produced a new series of a show I’ve never heard of. Looks like it’s a criical success, too.

Some interesting commentary from “superfan” Ian Levine.

On the opposite end of the spectrum, sort of, I just noticed that Sylvester McCoy (The Seventh Doctor), Sophie Aldred (his companion, Ace), and Anthony Ainley (the ’80s incarnation of the Master) all share the same birthday (August 20th). This show seems to attract bizarre coincidences both in birth and in death.

A very old story

  • Reading time:4 mins read

I keep harping on this, yet the original Zelda really isn’t that sequenced. There are certain barriers you can’t get past without certain items, yet you find most of those items early on — and you can at least explore most regions and dungeons to a certain extent, whatever equipment you have. You can beat the entire game without a sword, if you want. You don’t require half the items the game offers; they’re just convenient to have. Most of the things you do require, you can buy in a shop.

What Wind Waker kind of does is try to pull the design back in that direction, only more so — yet it doesn’t completely have the confidence to break with the sequencing and hand-holding. Which, for such an otherwise free-spirited design, is kind of frustrating. It’s like it’s taunting you with excellence. This is almost such a great game. It just needed more encouragement. Or a rewrite.

You know that business at the start where you’re picking up weapons and items all over? Imagine if the entire game were kind of like that, until you found the Master Sword. Instead of necessarily having specific “treasures”, each with its own specialized use (grapple versus hookshot, for instance), you’d mostly just find and hang onto whatever objects seemed convenient to the task at hand, or looked like they’d be useful down the road. If you found really special, “permanent” items, they’d mostly just serve as a shortcut for tasks you could perform otherwise only with a bit more effort and inconvenience. Kind of like how paths open to earlier areas in Metroid games, to allow you to cut back and forth instead of taking the long route every time.

I like that Link is a real character, for once, with his own life, ideas, likes, dislikes, and priorities, that the player and the quest are just intruding on. I like the way it treats all the previous Zelda games as, literally, a legend; a relic of an unthinkable time, that doesn’t really matter to anyone anymore. I like the implication that Link actually failed at one point, by not appearing when he was needed. Someone suggested once that Wind Waker is sort of the follow-up to Majora’s Mask, in that the historical Link went off somewhere and never came back, without growing up to save Hyrule as he was supposed to. That’s pretty interesting.

And, again, I like that nobody except Ganon really cares. Hyrule is gone; life goes on.

The world has a certain coherence and thought put into it, strictly for its own sake, that the main series rarely has. It’s very much a reinvention of the franchise, in the form of a storybook; an acknowledgment that the same story will keep repeating, even if nobody believes in it anymore. Somewhere out there, maybe in the real world, there is a Link and there is a Zelda, even if they don’t know it. There is a Hyrule, buried somewhere, if you know where to look. This is pretty good stuff.

Mechanically, the game feels smooth and cozy to play. For a while, anyway, there is a real sense of adventure and discovery; that anything could be out there. The fact that you can pick up and use all manner of stuff even if it’s not an “important” item adds to the sense of improvisation. The game puts a lot of work into this feeling. It also undermines most of that work, but we’ve had that discussion.

The entire game is sort of jaded about the idea of a Zelda-like quest. (In theory; it becomes credulous as hell, in practice.) Yeah, we’ve seen this all before; tell us a new one. Isn’t the whole thing a little twee? I mean, look at this green outfit. Who on Earth would wear something like that? Yet it’s also joyful and energetic, almost driving home the message that although, yeah, this story has been told countless times before, what matters isn’t the broad structure and gestures; it’s the individual lives that are affected, and what it feels like for them to take part in that story.

It’s a very postmodern take on the series, and pretty sophisticated. Again, though, it just doesn’t go all the way — which keeps the game from really making its point as solidly as it might.

The Trouble with Lisa

  • Reading time:2 mins read

Finally a pretty good Torchwood episode. Though each of the previous three was better than the last , last week’s height was a respectable mediocrity. Now we’re basically on target with what I expected out of the series from the start. Aside from the story and tone details (A snappy pace! Enough plot to fill an entire episode! “Adult” content that doesn’t feel completely gratuitous!), finally we get some decent characterization going on! For the first time, there’s some chemistry! Even Dr. Sato gets more to do than usual, here — which isn’t to suggest a lot.

And amongst all that, it’s probably the best Cyberman story ever produced. (Which isn’t to suggest a lot!)

Actually, that leads to odd thing: despite this episode being the biggest, most obvious crossover yet with the parent series, it’s also the first one that seems to project its own personality apart from Who. Perhaps it was being set almost entirely in the Hub, mostly using elements introduced in the previous episodes — and the Who crossover, though involving a traditional monster, was directly tied to established Torchwood lore. From the pizza to the Canary Wharf incident to Ianto’s background, to Jack’s intense hardness, for once this series feels like it’s got its own mythology.

Now that I know the production team is capable of living up to some of the series potential, I guess I can be a little harder on it. Given that this is what I had always imagined as an “average” episode of Torchwood, I’ll be expecting a lot from now on.

Lifestyles of the Rich and Stupid

  • Reading time:4 mins read

I don’t consider myself a gamer. Then again, I suppose I don’t “game” so much as I… play videogames, sometimes.

If my distance sounds disingenuous… well, sometimes it is, a little. There is, however, a difference between having something in your life and building your life around that thing. Videogames fascinate me, and I spend a good deal of time thinking about them on an abstract level. I’ve thought enough about them to make some money based on those thoughts. Sometimes I play them, a little, when I’ve nothing better to do. I don’t feel it’s got much, if anything, to do with my personal identity, though. It’s just something that’s there, in my life.

And I think that’s an important distinction. Most videogames currently cater to “gamers” — a label that suggests that they use videogames to give themselves identity on some level. And, well, that just explains everything, doesn’t it. Aversion to change, in particular.

A person doesn’t need to have that ego attachment to enjoy a videogame any more than I need to tattoo Trent Reznor’s name on my thigh to enjoy Nine Inch Nails. Or even to analyze his music on a deeper level, sometimes. Likewise, I don’t need to spend my life in the cinema to enjoy Orson Welles and appreciate the significance of his work.

That is, to an extent, what Nintendo’s going after now: trying to make videogames accessible to people who don’t necessarily want to base their lives around them — which, at present, videogames really aren’t much. The “casual game” sector, and the success of cell phone games, proves that there’s some headway to be made here. I think that whole subsection of the industry is a little misdirected (and frankly a little patronizing), though.

I’m reminded of a recent post by Matt McIrvin about the Wikipedia science community, in particular advanced physics — about how the people editing don’t know how to write at all and keep skewing articles toward the most inclusive, precise, elaborate definitions possible. McIrvin keeps trying to smooth out the language, to make more accessible analogies, and to winnow out the superfluous material so as to make the pages readable and the information comprehensible to someone with, at best, only a slight existing understanding of the material. And even then he often gets complaints from casual readers that the articles are impenetrable.

Addressing this doesn’t necessarily mean dumbing down the material; it just means stepping back and detaching yourself from it enough to understand the context and what’s actually useful. There is a place for insider science writing, and that’s in academic science journals. There is a place for “gamer games”, and the Wii completely supports them. Just as important, though, is making the information available on a certain practical level to anyone who might express an interest.

How often have you handed a controller to, say, a parent who expressed some interest in what you were doing, only for him to hand it back in frustration when he couldn’t make sense of what he was doing; couldn’t coordinate his hands, was overwhelmed with all of the buttons and their seemingly random effects? The interest is there; anyone can be interested in anything. The problem is addressing that interest and drawing it into full-fledged involvement, for the time spent with a videogame — rather than simply assuming an existing level of exposure and a certain set of preconceptions.

Though I have that exposure, I don’t really feel I go into videogames from the perspective of someone looking for a videogame to play; I’m looking for something on a more human level, to maybe contribute something to my life for the time I spend playing. That might be an abstract intellectual observation, as in the game systems of a Treasure game, or it might be emotionally-based, as in Silent Hill. I don’t play videogames simply because they’re videogames, though. I don’t at all care about videogames for their own sake; I’m only interested in what they can do for me. I mostly stick around because I see the potential bubbling away, for them to tell me something really interesting that I didn’t know before.

I think that’s pretty close to the definition of a non-gamer. And I think it’s pretty close to the stance of your housemom or random schmoe. Which is why I think, should videogames come closer to achieving that goal, they will find a much wider audience than they currently do.

This Week’s Releases (May 15-19, 2006)

  • Reading time:5 mins read

by [name redacted]

Episode forty of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

New Super Mario Bros.
Nintendo
Nintendo DS
Monday

Out of all the pre-release devisiveness, in my experience New SMB takes the ribbon. Every time the game’s brought up, the Internet melts just a little. There’s no pleasing anybody! Maybe that has something to do with the game’s own conflicts: it wants to both revisit the style of Super Marios 1 and 3 for the NES and to “update” it with all the advances since Super Mario World. It wants to both play on nostalgia and to attract all the new and disillusioned eyes who have gravitated toward the DS. It wants to both be the successor to the Super Mario Bros. mantle and to come off as something altogether new.

So what we’ve got is a forward-pressing 2D platformer (as with the NES games) that calls upon the moves introduced in Super Mario 64 to help Mario more precisely explore a 3D world, flashy gimmicks introduced in Smash Bros. as a kind of a joke, and a whole lot of silly scripted events and mechanic-wanking intended to impress the pants off of anyone who thinks he knows how Super Mario Bros. works. And yet, it’s kind of fun. Maybe it’s a little too concerned with the past instead of with doing its own thing – and maybe it’s too concerned with making the past appealing to people who weren’t there at the time – yet maybe the gamers are a little too concerned about Mario.

In its overkill, its mix of old and new, the game clearly isn’t taking itself very seriously. The game gives off an air of exuberance; it knows it’s just screwing around, and it doesn’t care. Within those constraints, New SMB is pretty neat. The past has had its time; if you’re going to bring it up again, you’d better either take it somewhere new and inspirational or have shameless fun with what’s there. Ikaruga and Jonathan Blow’s Braid do the former; New SMB does the latter. Fair enough.

The Past Outrunning the Future

  • Reading time:2 mins read

I just now realized the connotations of the “return of Sarah-Jane” thing. When it comes down to it, essentially the Doctor dumped her. He left her behind. And come to think of it, she never really met any of his other companions — aside from Harry, of course. Jo left at the end of one season; Sarah-Jane showed up at the start of the next. And after the Doctor left her, he went off alone for a while. From beginning to end, she had the Doctor essentially to herself. So just as it will be a bolt from the blue for Rose to gel that the Doctor has had previous companions, meeting Rose will also be something of a first for Sarah-Jane.

Didn’t realize how tidy and self-contained this whole story is. Almost like it was waiting for closure. The K-9 issue just helps, as how often has the Doctor thought about a companion after moving on? For the most part, this is who he is — right here, right now. Except when it comes to Sarah-Jane. Then he can’t escape the past.

Between this thread and stuff like the revelation that the Time War was going on all through the old series, from Genesis on, and taking pains at every opportunity to make some actual sense out of the TV Movie, the new series is bringing a whole new dimension and context to the series as a whole. Not unlike, uh, the first Sonic Adventure?

No fool like a clever fool

  • Reading time:2 mins read

McCoy presents to me what is perhaps the ideal representation of the Doctor. It’s either he or Troughton; they’re too similar. Of all the Doctors, these two are the most “clever”. They play (as Thom notes) the classic Shakespearian fool; their power lies mostly in subterfuge. In appearing stupid, or at least harmless, such as to disarm those around them and thereby to give them the upper hand.

To some extent or another, nearly every Doctor has had his tricks to this end. Hartnell just seems like a crabby old man. Davison is a wounded puppy dog. Tom Baker plays a very similar role to McCoy and Troughton, though through such a filter of mockery that you really don’t know what to make of him — thereby making him seem insane, and thereby, indirectly, probably not a threat. Though he’s erratic enough that maybe he shoots himself in the foot as often as not. Colin Baker seems like such a pompous ass that you dismiss him out of hand. McGann is so earnest, and keeps throwing out so much information that he shouldn’t know, that he’s either endearing or just plain batty — though I think more effectively than Tom Baker, in that at no point does McGann seem like a potential threat. Not sure what to say about Eccleston or Tennant.

The only Doctor who does not seem to possess this vital — and in my mind character-defining — quality is Pertwee, the “James Bond Doctor”, which probably accounts for his being my least favorite, despite his charm and warmth and whatnot. The other Doctors tend to get ranked according to the efficacity of their particular ruses.

And of all Doctors, I think McCoy and Troughton are both the easiest and most dangerous to underestimate.

240 Denarii

  • Reading time:2 mins read

I went through the day in a bizarre, stomach-curdled funk. I had a vague headache, my eyes were blurry, my temper did not exist, and I couldn’t really sleep. I blamed everything and everyone. Sometimes I had to fight back tears. I had intended another odyssey in search of a certain coffee shop. That didn’t happen. Instead, I… sat. I tried to sleep. I read. I gritted my teeth. I forgot to eat. Eventually, set out by a book on Krakatoa that I have been reading, spot in spot, in the bathroom, I began researching things on The Internet.

In that book, I had come to a passage mentioning a claim a few years ago, in a British documentary, that an early explosion of Krakatoa, in 517 or thereabouts (early sixth centry, anyway) was in part responsible for everything from the fall of the Roman Empire to the Dark Ages to the Plague of Justinian.

This got me to wondering about the “Dark Ages”. The implication that the period could have been brought about by environmental factors, such as those that come after such an eruption… well, it perplexed me. So I pulled up Wikipedia and typed in “Dark Ages” — to find nothing terribly illuminating. Since I was up for a refresher on Charlemagne, however, I followed that thread. This brought me to the revelation that Charlemagne’s father, Pepin, was responsible for the revival of a system of coinage in the land formerly covered by the Western Empire. That system, inspired by the original Roman model, was as follows:

1 libra = 20 solidi = 240 denarii

How… oddly familiar. The math was just bizarre enough to force me a double-check on the pre-decimal system for Pounds Sterling. And what do we have here.

The “L” for pound comes from Libra; the “S” for shilling comes from Solidi, and the “D” for Penny comes from Denarii.

It’s the same thing. In at least some form, the original Roman system persisted until 1971, before progress made its blow.

This revelation led me to other topics. Those, to others. Hours later, I feel… fed.

Now, I may sleep.