Tuesday, 14 May 2013

A Scene: I See Her in a Wetsuit Now


I see her in a wetsuit now. Day in and day out, sometimes with a t-shirt covering her top half like she was a surfer donning some modesty over her beautifully crafted body, most days like she had just stepped off the beach, but with dry curly blonde hair framing her smiling and lightly freckled face. A dream that walks the sand, the halls and doorways, the bed... and deposits itself in the only real-world memory I have of her: sitting next to me at the car warrant of fitness testing station, a knuckle scratching her forehead, sand lightly sprinkling the floor beneath her worn out, loose-laced brown boat shoes.
“Hi. My name’s Cale,” I say turning to the wetsuited woman next to me.
She turns he head slightly, eyes casting their gaze at me with some humorous suspicion.
“Let me guess,” I say. “A surfer.”
Her voice gently sails back at me, “No”.
“A wetsuit designer then.”
She smiles, cheeks creasing underneath her eyes. “No.”
“Well, you must be a wetsuit model then.”
She laughs quietly and shakes her head.
It seemed pretty obvious to me at this point, but I didn’t want to give up the game.
“Umm, how about a scientist designing the best clothing for all weather purpose.”
Her teeth were beginning to shine through her curved lips. “It gets pretty hot inside these wetsuits.”
“So the design’s not working out?”
Her eyes rolled towards the man walking into the waiting room who stretched the Warrant of Fitness sheet out to her. “Car’s all ready to go. Bit of rust around the edges, but you’ll be okay ‘till next time.”
She stood up accepting the Warrant. “Oh cool. I work near the marine reserve so I’ll definitely keep an eye on it. Thanks.”
“No problem.”
She gestured a thumb to the seat behind her. “Sorry about the sand.”
He put up a hand. “Don’t worry about it. We’ll grab the dust-buster later. Just enjoy the rest of your day.”
And she was out the door before I had a chance to even raise a hand to ask for a name... a number... a date... something.

Monday, 13 May 2013

How Many Enterprises Can We Destroy?


Star Trek: Into Darkness has everything that both an action fan and a Star Trek fan could want: space battles, fist fights, Klingons, canon characters, aliens, a baddy who is truly threatening and Kirk giving every woman who walks past ‘the eye’.
What more could you want?
Well, for a starters, a storyline that doesn’t end just as it gets going.
One of the great failings of Hollywood producers and writers is their inability to trust an audience with more than just one thread of story – one single thread. Into Darkness was written as though the producers saw the secondary storyline they had presented us with – that of an Admiral wanting to start a war with the Klingons – as too much of a hassle to try to flesh out and incorporate further into the film so decided that it was far easier just to kill it. What we get left with is a bad guy story so standard that you could take out all SF trappings and it would be, at the most, just a second-rate action film.
Warstub, you’re being too harsh. Didn’t you enjoy it?
I certainly did enjoy it. It was action-packed with a story that kept pushing forward, that is, until I realised that it wasn’t pushing forward any more and had settled for the action sequences to wrap everything up with. ‘But, but, what about the Klingons? What about all the death that the bad guy caused while Kirk was on the Klingon home-world? Shouldn’t they be blaming humans for this and deciding to retaliate?’ Heck, with that scenario, the Admiral barely even needed to show up to try to ‘fix’ things and start the war he was after; the Klingons would have been so pissed off that they should have been gathering all Birds of Prey together and initiating a battle in space regardless of what the humans were or weren’t doing. There was this feeling throughout that the writers felt like they needed to fall back on using a canon character to draw in our attention and interest. ‘What else you got writers?’ Well, they said straight back at me, wanna see us destroy another Enterprise? ‘Gee, I don’t know. There seems to an abundance of Enterprises going down in feature length films that it almost seems old hat’ I say back at them. Oh, in that case, we’ll save it then. But just in case, here’s a really, really, big Federation ship crashing into the sea causing a massive wave of destruction and then skidding onto land and ploughing through tall buildings and killing lots of good innocent people!
And it’s not even the fall-back technique in the end – Christopher Pike, Kirk dying for dramatic effect and motivational drive, the attempt at learning human emotion through Spock and Lt. Uhura having a relationship; it’s the fact that none of these things moved together in a fleshed out storyline. Into Darkness did little more than present characters and a bad guy fighting against each other as if to do nothing more than justify itself as back-story. And don’t even get me started on the inconsistencies to canon that seemed to get thrown right out the window for the sake of dramatic effect!*
For the first half, if not even three quarters, this film was really enjoyable and actually quite strong, one I recommend but with serious reservations; and the critique that I’ve bombarded it with is really aimed at the writers and studios who never seem to balance good story with original characters and original plot. On reflection,1 I’m actually disappointed in how much the film falls back on old characters, because if anything, that’s just a sign of not being able to come up with their own wonderful and original script. I find the story parallels to previous Star Trek films and canon actually souring my original enjoyment of Into Darkness.
“I guess less Trekkie, more action might be the short story,” Anthony Marcoly told TheWrap.2 And when you look back on the story, it actually does feel short – even at a full two hours!
What is ultimately disappointing is that the writers had an action-packed bear-bones script that could have still remained faithful to canon instead of sacrificing characters that appear later on in The Original Series just for the sake of drama. That’s just poor writing as far as I’m concerned.
Is it too much to expect more in Science Fiction?
Is it too much to ask for better consistencies in extrapolated universes?
I don’t think so.

1This paragraph was written the following day.
2http://www.ign.com/articles/2013/05/12/star-trek-into-darkness-enjoys-strong-international-debut...
*Yeah, yeah, I know... "It's a different timeline" I say flippantly "whatever!" The use of TOS canon characters is what is so souring - they are only being used for dramatic effect, not as potential storylines. Pike being killed off is proof of this. NO ORIGINALITY! 

Monday, 29 April 2013

You can point your finger all you like at one person's bad habits, but it won't change the problems that already exist within the system.

Tuesday, 9 April 2013

Hello Morning





Hello morning once again,
I’ve come to wrap you in my arms again.
I brought you flowers for your windowsill,
So you could gaze
Upon them now,
And bring your light
Into their world.


Hello my darling once again,
Do you still dream or do you just pretend?
That all your troubles are so far away,
But you don’t have to
Worry now,
Love will never
Let you down.


Hello my cobblestone path,
I’ve come to hold your hands in mine again
I thought you’d like this company I give.
So you don’t have to
Walk alone,
Love will never
Let you go


Hello starlight once again,
I’ve come to look upon you as my friend.
I brought telescopes and observant eyes,
So I could gaze
Upon you now,
And let your light
Into my world.


- 09/04/13, Gisborne

Sunday, 7 April 2013

An Aversion to Music in Films and Video Games


So have you ever watched a film and wished the music wasn’t so cliché, wasn’t so persistent, wasn’t so in-your-face, and could just give the characters and action some breathing space? I barely watch films at all these days, and am far more interested in watching a film with little if no incidental music, so that I am in no way ‘influenced’ in how I should be feeling about what is happening on screen. It is unfortunate that some directors rely heavily on music to support their scenes, as though they don’t have enough confidence in themselves to film a scene that expresses it’s own emotions without the assistance of music; of course there are some who are very good at using music and that’s cool. One film I really dig for allowing important scenes to exist without music is Haywire by Steven Soderbergh. The following is one of the best fight scenes in the film and not a single shred of music - until, that is, the very end when the fight has ended.


It’s just such a great example of not relying on music as a crutch to enhance a scene, allowing the action to exist on it’s own, and to very much speak for itself. I find the culmination of this scene far more shocking without music, because I am forced into this reflective position of How am I supposed to feel about this?, instead of being told by the music just how I am supposed to feel according to Western Musical conventions. More often than not, the stylish soundtrack in Haywire is used to segue scenes together, as happens prior to this scene when Mallory and her companion set out for the night.
I got over music scores in video games very quickly after having to hear the same generic string section repeating the same themes over and over for 20 hours or more. I think I can trace it back to car racing games when having to hear the same song within a certain time frame over and over just kills it for me and I’d much rather listen to my own, and far more extensive, selection of Hard Rock and Metal songs while I attempted to ram other cars off the road for days on end. Imagine putting over 100 hours into an Open-World RPG while being forced to listen to a 79 minute soundtrack over and over and over... I get that there are people who do just that, but for me this is how music gets killed. It’s also how my experience of a video game gets killed.
I think I reacted negatively to the soundtrack in Bioshock: Infinite within the first or second major fight when I heard a specific percussion thumping that I immediately recognised as ‘the combat music’. I was in the menu screen shutting that off instantaneously! The Halo games really annoy me because the music is on the same track as the dialogue track, but at least the moody music of ODST was a welcome change.
I realise that music is supposed to be part and parcel of the entertainment factor, but to be honest with you, when a game is trying to immerse me in its world, an orchestra playing in some ethereal realm is really off-putting.

Thursday, 4 April 2013

Bioshock: Infinite - Linear gameplay trapped inside a non-linear story

*End of game theme and story spoilers below*

Any story that has to wrap things up with extended scenes that explain what you have never taken part in (as a game player), hasn't done the job properly.
Spec Ops: The Line wrapped things up by explaining the reality of what you had played through and thought you had experienced, whereas Bioshock: Infinite merely takes you through from A to B and there is very little that you can do or have an opinion on about any of that. In all, if not at least some, of the scenes used at the end, there was opportunity for the player to play through those scenes as part of the developing story rather than take you through them briefly at the end as a sequence of explanations. This game could have had instead Booker and Elizabeth going backwards and forwards through time trying to understand what was happening rather than just experiencing straight forward linear action sequences.
It would have been really interesting as a player to have been able to utilise the vigors to open up special tears that thrust you into gameplay that extrapolated on the Rosalind and Robert Lutece influence and separate involvement in the creation of Columbia. Some might say "but that interrupts the separate realities of Booker existing with him appearing in the same time-frame as himself", but in Infinite that happens anyway - Booker appears in the revolution where he was killed and became a martyr. So what we have is a character who infiltrates different realities that he already does exist in or has existed in, but much of that is mere framework, or even wallpaper to some extent, rather than strong narrative building.

Other things I have and had issues with:
  • Daisy as a strong female revolutionary character was reduced to 'crazy black female'
    • I really hated the moment when Elizabeth killed Daisy. I sat there with my controller in my hand thinking 'yip, the white folks save the day again...'
    • Sure, if you put it in context of Booker being the racist Comstock, then it makes a lot of sense, but at that point, you're actually supposed to sympathise with the revolution. I mean, that universe's Booker is a flippin' martyr for crying out loud!
    • Or are you supposed to sympathise? It's certainly a discussion point, I guess.
     
  • Gameplay aspects like Elizabeth not opening any doors or pulling any leavers, waiting for you to do it instead even after she has just said “are you going to open the door or am I going in alone?” at which point she waits forever for you to open the door. Nice one!

  • Bullets having a physical effect on ghosts.
    • Okay, so if a ghost can have a physical effect on you, why can't you have a physical effect on a ghost? That's good reasoning, but it still seems really silly in terms of gameplay when a ghost is supposed to be able to move through walls but takes direct damage from bullets.
    • Using vigors exclusively, or combined with ammunition (like transferring shock jockey to your gun), would have made that fight far more interesting and less of a recycled combat moment.

Actually, there's nowhere near as much to gripe about as I'd like to think. My 'exploration with sky-hooks' has been covered.
Overall you could look at both Bioshocks as extrapolating on the pitfalls of idealism and the downfall of civilisations or societies based on exclusivity. And those are good things to discuss, but Infinite, however, left me with my alternative title: Bioshock: The virtues of suicide*. Because, even though there was revolution going on, the player was constantly fighting both sides of the revolution just to stay alive, and was reducing the concepts that could have been exploited in that idea to triviality, or 'not important', because the player has to get from A to B (constantly), and then finely discover his own role in the whole sordid mess.
But is it worth all the discussion going on over at Paul Tassi's two articles? I think any multiverse story can generate that kind of speculation if there is no closed loop or specified number of universes; Infinite spreads its net wide, though traverses only a few of the extended possibilities within the narrative. My general answer to that question is 'no, it's not worth it' but that's personal more than critical, as I would rather have a story teller be definite within their framework of multiple possibilities. As an example of this statement, a novelist may never state a character's age thus allowing the readers to speculate on the moral ambiguity of their actions within a clearly defined framework. It allows discussion to open up on the act itself and whether age actually is relevant in discussing [that] act. Infinite merely opens up discussions on possibilities.
Not to deride that in itself of course, after all, many people find that a fun and rewarding task. And that's fine. Bioshock: Infinite just might become a classic for the ending alone.
But I'll still want a prequel to the original Bioshock!

Wednesday, 3 April 2013

Ownership

"I am convinced that no one loses anyone, because no one owns anyone. That is the true experience of freedom: having the most important thing in the World without owning it."

- Paulo Coelho

The only thing a person can ever – truly – own is themselves.
 
The idea of ownership is based on possession and means towards possessing, but the two are very different qualities. Possession is to acquire from without and to have a means of physical control over it, though that control may be tenuous depending on the object; ownership is to have full control and to relegate all influences to a lesser position. In this respect, you can never own me, because I relegate you to a lesser position; your law, your rules, your ideas are nothing but words that I choose – that I choose! – to allow to have an influence over me – nothing more.

A person may acquire material objects through financial means, they may say "I own these because I paid for them," but this is no different than a thief re-acquiring the same objects and saying "I own these because I stole them." In both cases, possession is this 'thing' that is referred to as 'ownership'.

True ownership has no acquisition. It simply exists. "I own this because I have absolute control over it, and nothing will ever change that." You can take all my possessions away from me, you can take me hostage, you can deprive me of my identified rights, but I will always have full control over the self, over my thoughts – free my hands and legs from these chains and this mind will determine what is done with them.

This even extends to what is called 'under duress' for it is still I in ownership of myself that makes the decision to carry the crime forward. Many would face death than commit the crime, others are little concerned with the crime and value self preservation first.

I guess there are those who would say that this is all self-evident and nothing to get excited about, but I still meet many people who cling to ideas and grievances that rule their world as though they are afraid that by relinquishing control over what they cant control, everything will fall apart. But control is so fickle and only ever subject to its own subjects, which seems self defeating in the long run. Control of the self is a given, and subject to itself is filled with its own choices.