Thursday, October 13, 2011

Game Review: Deus Ex

Game Review: Deus Ex — Blue Ink Alchemy

Shooters can be curious beasts. Any game that pours you directly into the perspective of someone holding a gun empowers you to make choices, even if it's just the choice of which weapon to pick up to fill one of your two precious slots in Halo. The more choices the player is called upon to make, the more a game from the first person perspective resembles a game centered around character and story instead of bullets and bloodshed. Balancing shooting action with role-playing can be difficult, and the urtext for it comes to us from an older game entitled Deus Ex.
Courtesy Ion Storm
Yeah, I sang the theme song with Yahtzee's lyrics, who hasn't?
Welcome to the future, where New York's been attacked by terrorists and cybernetic enhancement is quickly becoming normal, even fashionable. Our hero is JC Denton, a man employed by the United Nations Anti-Terrorist Coalition and blessed with a variety of nanotech augmentations that aren't just for show but let him punch bad guys in incredibly efficient ways. While taking the battle to streets it quickly becomes obvious that JC's being manipulated, and we slowly realize that there's a vast global conspiracy going on and it's up to us to put a stop to it. Or, perhaps, decide how to take it in a better direction than these bozos are. Deus Ex joined the pantheon of PC gaming back in 2000, and was quickly elevated to one of the highest seats there thanks to a game engine that actually supports balanced character building instead of just gluing new bits onto your guns. Modern games may spoon out achievements when you reach milestones but Deus Ex provides in-game rewards known as 'skill points' which are used to raise skills such as rifles, electronics and swimming. Which is a good thing, because without these point JC wouldn't be able to hit the broad side of an oil tanker with an assault rifle, acts perplexed when looking at an electronic keypad and only holds his breath underwater for about 90 seconds. The last one isn't quite so bad and considering how much swimming you're likely to do, you're much better off teaching yourself to pick locks more efficiently and keeping your rifle scope steady.
Courtesy Ion Storm
It was a dark and stormy night in New York...
The way the game supports your character-building is by presenting you with options for dealing with obstacles, from locked doors to boss fights. There's almost always a way past a sealed entryway, be it a vent or a different door with a different locking mechanism, and most of the time if you're not up for fighting a boss character you can just run your ass away. It's also the sort of game where there really aren't any invisible walls, and your health only regenerates if you choose to make it at the expense of your bio-electric energy reserves. It's entirely possible to lose one or all of your limbs and to need to wiggle your way to a nearby health kit without being spotted by the cops. Player choice also becomes a factor in conversations you choose to have. JC can be generous and make attempts to be personable, or he can be the sort of withdrawn, terse individual that just guns down the bad guys like many modern shooters show their heroes to be. I say "make attempts" because the voice acting and dialog in Deus Ex isn't out to win any awards. JC sounds like he's been gargling gravel for the last year or two and most of the other characters have hysterically stereotypical accents. The way the characters speak to one another is the first in a pair of pretty major flaws.
Courtesy Ion Storm
He's a ladies' man.
The other is the graphics. It's an older game, so of course it's not going to have the glitz and polish of something created last year, but Deus Ex looks bad even for a game from 2000. The designs of the levels and characters alike are blocky and rigid. There are a limited number of character skins and mouth animations are incredibly stilted. While I'd like to think there's more to games (and people) than their looks, processing the visuals in the game can sometimes be a real chore. However, under the horrendous appearance and occasionally terrible dialog is a plot that not only tries to influence the player but allows them to make an empowered decision. While quoting philosophy and whatnot is part of the dialog, when it works it shows a world where invisible powers are struggling to control mankind, and all of them want JC to operate as their scion in the conflict. But JC, and the player, are their own creature and will only obey the tenets of their own will. When we arrive in the endgame, JC does make the occasional quip intended to be clever, but also debates the pros and cons of his decisions with intelligence. How the game ends is entirely up to us. Thus, from start to finish, Deus Ex puts the onus upon the player instead of taking them by the hand and pulling them through the plot. Instead of relying upon the fiction trope for which the game is partially named, we are given a set of options that allow us to become, for the would-be rulers of the world, a deus ex machina ourselves, appearing from the machine to give one of the powers exactly what they want. And that notion is more empowering than just about any firearm you'd care to name. Stuff I Liked: Decent soundtrack, actual RPG structure, multiple approaches to obstacles and a near-future setting only slightly far-fetched. Stuff I Didn't Like: Even with modern texture updates the game's a bit of an eyesore in places. A good portion of the dialog's hard to swallow and I saw a couple plot twists coming a mile away. Stuff I Loved: A decent amount of non-linearity calling upon the player to decide how to proceed, from the very first level on Liberty Island to the final decision to determine the ending of the game and, by extension, the fate of the world. Bottom Line: For those nostalgic for the likes of System Shock 2 and for shooter fans looking for a game with a bit more depth than Halo or Modern Warfare, Deus Ex delivers. If you go in prepared for some of the dated material in the game, you won't be disappointed.
Blue Ink Alchemy

Game Review: Deus Ex

Game Review: Deus Ex — Blue Ink Alchemy

Shooters can be curious beasts. Any game that pours you directly into the perspective of someone holding a gun empowers you to make choices, even if it's just the choice of which weapon to pick up to fill one of your two precious slots in Halo. The more choices the player is called upon to make, the more a game from the first person perspective resembles a game centered around character and story instead of bullets and bloodshed. Balancing shooting action with role-playing can be difficult, and the urtext for it comes to us from an older game entitled Deus Ex.
Courtesy Ion Storm
Yeah, I sang the theme song with Yahtzee's lyrics, who hasn't?
Welcome to the future, where New York's been attacked by terrorists and cybernetic enhancement is quickly becoming normal, even fashionable. Our hero is JC Denton, a man employed by the United Nations Anti-Terrorist Coalition and blessed with a variety of nanotech augmentations that aren't just for show but let him punch bad guys in incredibly efficient ways. While taking the battle to streets it quickly becomes obvious that JC's being manipulated, and we slowly realize that there's a vast global conspiracy going on and it's up to us to put a stop to it. Or, perhaps, decide how to take it in a better direction than these bozos are. Deus Ex joined the pantheon of PC gaming back in 2000, and was quickly elevated to one of the highest seats there thanks to a game engine that actually supports balanced character building instead of just gluing new bits onto your guns. Modern games may spoon out achievements when you reach milestones but Deus Ex provides in-game rewards known as 'skill points' which are used to raise skills such as rifles, electronics and swimming. Which is a good thing, because without these point JC wouldn't be able to hit the broad side of an oil tanker with an assault rifle, acts perplexed when looking at an electronic keypad and only holds his breath underwater for about 90 seconds. The last one isn't quite so bad and considering how much swimming you're likely to do, you're much better off teaching yourself to pick locks more efficiently and keeping your rifle scope steady.
Courtesy Ion Storm
It was a dark and stormy night in New York...
The way the game supports your character-building is by presenting you with options for dealing with obstacles, from locked doors to boss fights. There's almost always a way past a sealed entryway, be it a vent or a different door with a different locking mechanism, and most of the time if you're not up for fighting a boss character you can just run your ass away. It's also the sort of game where there really aren't any invisible walls, and your health only regenerates if you choose to make it at the expense of your bio-electric energy reserves. It's entirely possible to lose one or all of your limbs and to need to wiggle your way to a nearby health kit without being spotted by the cops. Player choice also becomes a factor in conversations you choose to have. JC can be generous and make attempts to be personable, or he can be the sort of withdrawn, terse individual that just guns down the bad guys like many modern shooters show their heroes to be. I say "make attempts" because the voice acting and dialog in Deus Ex isn't out to win any awards. JC sounds like he's been gargling gravel for the last year or two and most of the other characters have hysterically stereotypical accents. The way the characters speak to one another is the first in a pair of pretty major flaws.
Courtesy Ion Storm
He's a ladies' man.
The other is the graphics. It's an older game, so of course it's not going to have the glitz and polish of something created last year, but Deus Ex looks bad even for a game from 2000. The designs of the levels and characters alike are blocky and rigid. There are a limited number of character skins and mouth animations are incredibly stilted. While I'd like to think there's more to games (and people) than their looks, processing the visuals in the game can sometimes be a real chore. However, under the horrendous appearance and occasionally terrible dialog is a plot that not only tries to influence the player but allows them to make an empowered decision. While quoting philosophy and whatnot is part of the dialog, when it works it shows a world where invisible powers are struggling to control mankind, and all of them want JC to operate as their scion in the conflict. But JC, and the player, are their own creature and will only obey the tenets of their own will. When we arrive in the endgame, JC does make the occasional quip intended to be clever, but also debates the pros and cons of his decisions with intelligence. How the game ends is entirely up to us. Thus, from start to finish, Deus Ex puts the onus upon the player instead of taking them by the hand and pulling them through the plot. Instead of relying upon the fiction trope for which the game is partially named, we are given a set of options that allow us to become, for the would-be rulers of the world, a deus ex machina ourselves, appearing from the machine to give one of the powers exactly what they want. And that notion is more empowering than just about any firearm you'd care to name. Stuff I Liked: Decent soundtrack, actual RPG structure, multiple approaches to obstacles and a near-future setting only slightly far-fetched. Stuff I Didn't Like: Even with modern texture updates the game's a bit of an eyesore in places. A good portion of the dialog's hard to swallow and I saw a couple plot twists coming a mile away. Stuff I Loved: A decent amount of non-linearity calling upon the player to decide how to proceed, from the very first level on Liberty Island to the final decision to determine the ending of the game and, by extension, the fate of the world. Bottom Line: For those nostalgic for the likes of System Shock 2 and for shooter fans looking for a game with a bit more depth than Halo or Modern Warfare, Deus Ex delivers. If you go in prepared for some of the dated material in the game, you won't be disappointed.
Blue Ink Alchemy

Game Review: Deus Ex

Game Review: Deus Ex — Blue Ink Alchemy

Shooters can be curious beasts. Any game that pours you directly into the perspective of someone holding a gun empowers you to make choices, even if it's just the choice of which weapon to pick up to fill one of your two precious slots in Halo. The more choices the player is called upon to make, the more a game from the first person perspective resembles a game centered around character and story instead of bullets and bloodshed. Balancing shooting action with role-playing can be difficult, and the urtext for it comes to us from an older game entitled Deus Ex.
Courtesy Ion Storm
Yeah, I sang the theme song with Yahtzee's lyrics, who hasn't?
Welcome to the future, where New York's been attacked by terrorists and cybernetic enhancement is quickly becoming normal, even fashionable. Our hero is JC Denton, a man employed by the United Nations Anti-Terrorist Coalition and blessed with a variety of nanotech augmentations that aren't just for show but let him punch bad guys in incredibly efficient ways. While taking the battle to streets it quickly becomes obvious that JC's being manipulated, and we slowly realize that there's a vast global conspiracy going on and it's up to us to put a stop to it. Or, perhaps, decide how to take it in a better direction than these bozos are. Deus Ex joined the pantheon of PC gaming back in 2000, and was quickly elevated to one of the highest seats there thanks to a game engine that actually supports balanced character building instead of just gluing new bits onto your guns. Modern games may spoon out achievements when you reach milestones but Deus Ex provides in-game rewards known as 'skill points' which are used to raise skills such as rifles, electronics and swimming. Which is a good thing, because without these point JC wouldn't be able to hit the broad side of an oil tanker with an assault rifle, acts perplexed when looking at an electronic keypad and only holds his breath underwater for about 90 seconds. The last one isn't quite so bad and considering how much swimming you're likely to do, you're much better off teaching yourself to pick locks more efficiently and keeping your rifle scope steady.
Courtesy Ion Storm
It was a dark and stormy night in New York...
The way the game supports your character-building is by presenting you with options for dealing with obstacles, from locked doors to boss fights. There's almost always a way past a sealed entryway, be it a vent or a different door with a different locking mechanism, and most of the time if you're not up for fighting a boss character you can just run your ass away. It's also the sort of game where there really aren't any invisible walls, and your health only regenerates if you choose to make it at the expense of your bio-electric energy reserves. It's entirely possible to lose one or all of your limbs and to need to wiggle your way to a nearby health kit without being spotted by the cops. Player choice also becomes a factor in conversations you choose to have. JC can be generous and make attempts to be personable, or he can be the sort of withdrawn, terse individual that just guns down the bad guys like many modern shooters show their heroes to be. I say "make attempts" because the voice acting and dialog in Deus Ex isn't out to win any awards. JC sounds like he's been gargling gravel for the last year or two and most of the other characters have hysterically stereotypical accents. The way the characters speak to one another is the first in a pair of pretty major flaws.
Courtesy Ion Storm
He's a ladies' man.
The other is the graphics. It's an older game, so of course it's not going to have the glitz and polish of something created last year, but Deus Ex looks bad even for a game from 2000. The designs of the levels and characters alike are blocky and rigid. There are a limited number of character skins and mouth animations are incredibly stilted. While I'd like to think there's more to games (and people) than their looks, processing the visuals in the game can sometimes be a real chore. However, under the horrendous appearance and occasionally terrible dialog is a plot that not only tries to influence the player but allows them to make an empowered decision. While quoting philosophy and whatnot is part of the dialog, when it works it shows a world where invisible powers are struggling to control mankind, and all of them want JC to operate as their scion in the conflict. But JC, and the player, are their own creature and will only obey the tenets of their own will. When we arrive in the endgame, JC does make the occasional quip intended to be clever, but also debates the pros and cons of his decisions with intelligence. How the game ends is entirely up to us. Thus, from start to finish, Deus Ex puts the onus upon the player instead of taking them by the hand and pulling them through the plot. Instead of relying upon the fiction trope for which the game is partially named, we are given a set of options that allow us to become, for the would-be rulers of the world, a deus ex machina ourselves, appearing from the machine to give one of the powers exactly what they want. And that notion is more empowering than just about any firearm you'd care to name. Stuff I Liked: Decent soundtrack, actual RPG structure, multiple approaches to obstacles and a near-future setting only slightly far-fetched. Stuff I Didn't Like: Even with modern texture updates the game's a bit of an eyesore in places. A good portion of the dialog's hard to swallow and I saw a couple plot twists coming a mile away. Stuff I Loved: A decent amount of non-linearity calling upon the player to decide how to proceed, from the very first level on Liberty Island to the final decision to determine the ending of the game and, by extension, the fate of the world. Bottom Line: For those nostalgic for the likes of System Shock 2 and for shooter fans looking for a game with a bit more depth than Halo or Modern Warfare, Deus Ex delivers. If you go in prepared for some of the dated material in the game, you won't be disappointed.
Blue Ink Alchemy

Wednesday, October 12, 2011

And Loki Wept

And Loki Wept — Blue Ink Alchemy

Courtesy Marvel Studios
We needed to see more of that smirk.
I've now seen Thor twice. And while I stand by my assessment that it's an enjoyable if simplistic fantasy romp, I'd be lying if I didn't hold the likes of Captain America, X-Men: First Class and Spider-Man 2 as higher in the Marvel movie line-up. The Avengers has me hopeful, especially in light of the release of the trailer yesterday, but I must admit that something's bothering me about the Asgardian aspect of it. I still think that casting and presenting the Marvel Universe's iteration of the Norse pantheon the way they did was bold in concept and competent in execution. But, thinking about it, there's something huge I would have changed to make it more than just decent. If Marvel had done this, either back in the Lee/Kirby days or under Kenneth Brannagh, the end result would, I feel, have been fantastic. The problem, you see, is Loki. Tom Hiddleston played Thor's half-brother and the lord of lies in the film. I don't want to take anything away from Tom, as he did well with what he was given. But the true tragedy is this. The writers of the movie adaptation of Thor characterized him like this:
Courtesy DEG
...when, really, Loki should be more like this:
Courtesy
Courtesy the excellent xeedee
For those of you who don't know, that's the representation of Coyote from the excellent webcomic Gunnerkrigg Court (which you really should be reading). Coyote is a trickster. He speaks honestly, but doesn't always tell the truth. He never comes across as jealous of anybody else's station, powers or prestige, only asserts his own will when necessary and contents himself with engaging in playful banter, timeless stories, cryptic but informative riddles and the occasional well-meaning bit of lechery. In other words... he kicks ass. Loki and Coyote, traditionally, have a great deal in common. They are characters who get by on clever wit and fast thinking alone, rarely engaging in direct confrontations unless it can't be helped. Loki was known in his myths for mischief and lies, not because he was malevolent but because he was the antithesis of many stoic, straight-forward, unsmiling Aesir, including Thor. His cunning was supported by a massive set of godly testicles - after all, who but Loki would have the balls to put Thor in a wedding gown? (That's a long story.) His motivations are largely unknown, making him a complex and perplexing but still compelling character for scholars of folklore as well as for his fellow members of the Norse pantheon. Not the sort to blatantly make a grab for power no matter how darkly charismatic he is. I'm not against taking old myths in new directions. I've got an anthology sitting here that says I'm fine with that. What I'm against is undermining a good story turn for an easy one. Making Loki into a jealous step-brother with the straightforward ambitions and motivations of a dime store Bond villain doesn't sit well with me upon reflection. The frustrating part is, there are moments in the film where so much more could have been done with him. Take his scene with Thor in the interrogation room. There's good tension, emotion and chemistry there. Instead of being part of a megalomaniacal master plan for Asgardian domination, however, this could have instead been a ruse on Loki's part to help teach Thor some much-needed humility. Perhaps even discussed with Odin before slipping into the Odinsleep? Wouldn't Loki think twice about what he said when the Jotun find a way into Asgard in force? Speaking of which, instead of some sort of convoluted traitor/backstab ploy, have the Jotun ally with, say, dark craftsfolk from Svartalfaheim to accelerate Ragnarok or piss on Odin or something. Let Loki suss this alliance out when he goes to speak to his birth-father (which should be a shock, as Loki can easily assume Aesir form and others to blend in anywhere he goes). No need to send the Destroyer to Earth to try and kill Thor, either... there are a dozen ways to put Thor at Hel's doorway and prove himself worthy of Mjolnir without Loki needing to drop one on Midgard. Perhaps in his exchange with Laufey, Loki indicates Thor is on Earth, and Fafnir overhears this and finds a way to try and assassinate the thunder god. I'm just spinning ideas off of the top of my head, here. My point is that Loki could have been so much more than Marvel's masters made him out to be. Even in previous Marvel appearances, particularly in the Asgardian Wars arc that set the X-Men against him, Loki was never a transparently evil villain. He wheeled and dealed. He operated on veiled promises and half-truths. Rarely did he raise his own hand against any of the heroes, and his goal in doing so was almost always temptation or subversion instead of outright destruction. The more I think about it, the more I realize the cinematic Loki has been done a disservice, and I find it hard to believe that Marvel could have gotten the character so wrong, in my opinion. I have no doubt Tom will continue to bring at least some mischief and aplomb to the part, but I think when Loki looks down from Asgard to see what we've made of him, he'll either laugh... or weep.
Blue Ink Alchemy

Tuesday, October 11, 2011

Trek Through Trek: The Next Generation

Trek Through Trek: The Next Generation — Blue Ink Alchemy

Trek
It's coming up on two years since I last wrote in-depth about a Star Trek series. And it was even longer between our last discussion, on The Animated Series, and the return of Star Trek in the late 80s. I was 8 when Star Trek: The Next Generation premiered, and sitting down with my parents to see the 24th century come to life pretty much blew my fool mind. Looking back, there's still a lot to love about the show, but it had more than its share of growing pains.
Courtesy Memory Alpha
The starship was still named Enterprise, but this vessel and crew were a far cry from the rickety Wagon Train to the Stars we saw back in the 60s. No, this was a more advanced time, when mankind went to space in floating shopping malls. But don't use that word, because the United Federation of Planets (or Earth at least) has evolved past the necessity for things like money and material goods! When you can replicate or reproduce via holodeck just about anything you'd want, I guess money sort of becomes obsolete. Not that it stops other races from using money, like the Ferengi. We can't talk about antagonists without protagonists, though, so let's start with the man in charge. Captain Jean-Luc Picard is not a two-fisted adventurer like Kirk. He's a diplomat, strategist and history nut charged with exploring the edges of the galaxy on one of the best ships in Starfleet. Most of the adventuring, lady-bedding and quipping is done by first officer Will Riker, from whom we learned the power of growing the beard. Once he let that chin curtain set in around season 2, the show began to improve. Good thing, too, because for a while things floundered a bit. It took the show a few years to figure out what to do with Worf, and even longer to finally write Wesley Crusher off of the show. Creative differences required them to replace the chief medical officer in season 2, which caused such an outcry that they all but begged Wesley's mom to come back. And the ship's counselor had to find things to do during episodes outside of pouting her lips and moaning about how much pain the crew was in. Seriously, go back and watch a few season 1 episodes. You'll either laugh or cry.
Courtesy Memory Alpha
Season 1 also floundered a bit with the character of Q. Introduced in the pilot, the writers seemed to have difficulty deciding if he would be a distant, authoritarian judge with omnipotent powers, or a trickster spirit in the vein of Coyote, Loki or Mister Mxyzptlk. It would be a few seasons before he settled into something of an odd mix, but developing a relationship with Picard I've discussed at length previously. While the new series did bring over the old foes of the Klingons and the Romulans, the Klingons were now allied with the Federation (as evidenced by Worf being on the bridge) and the Romulans kept to the shadows. We were, instead, introduced to the Ferengi, who thankfully were evolved beyond base, venial savagery quickly into profiteering, scheming chaotic neutral scavenger-merchants; the Cardassians, an authoritarian but charismatic people who clash with the Federation ideals of fair justice and individual freedom; and the Borg, a cybernetic hive-mind race bent on the assimilation of all technology they do not already possess. While the Ferengi and the Cardassians don't really come into their own in Next Generation, the groundwork is laid for later development. And on its own, Next Generation is nothing to sneeze at. The crew does have good chemistry and their performances and staying power allowed them to rise to the realm of Kirk and Spock, overcoming the walls of genre fiction to be recognized by the mainstream. It delivers powerful stories within its own universe ("Best of Both Worlds, Part I & II", "Cause & Effect"), and plays well on themes of individuality ("I, Borg"), willpower ("Chain of Command, Part II"), the precious nature of the moments of our lives ("Tapestry") and unique ways to explore the human condition ("The Inner Light."). The best of the series, I feel, emerged when it shook off the trappings of the old series and attempts at overt preaching. "The Naked Now" was a shameless callback to a weaker Original Series episode, "The Neutral Zone" had a misfired treatise on materialism competing with some more interesting things and episodes like "Justice" and "Code of Honor" were full of unfortunate implications as well as showing some of the seams in the budget of the show. Some of these things faded more quickly than others, and towards the end of the series the spectre of technobabble began to creep into the dialog of these characters we came to know and love over seven seasons.
Courtesy Memory Alpha
As I mentioned, Next Generation rose to similar heights to the original Star Trek series in the eyes of the general public. Most folks who know who Kirk and Spock are also know about Picard and Data. The success of the series paved the way for more feature films and several new series. One of which I'm in the process of watching again as I write this. And by "watching", I mean "watching my mailbox and hoping the next disc doesn't get lost the way those Magic cards did. CURSE YOU USPS!" I mean. Er. "Make it so." Or something.
Blue Ink Alchemy

Monday, October 10, 2011

Flash Fiction: Burn

Flash Fiction: Burn — Blue Ink Alchemy

Courtesy buyisa.wordpress.com
Because Chuck wanted a brand new monster...
I don't remember much beyond the tank. Floating in some odd solution, tubes hanging out of me, the mask on my face giving me air. I don't know how I got out, or why I was there in the first place. The first thing I remember is running down the cobblestones. I look over my shoulder and see the mansion burning. Plumes of black smoke billow into the night. I can feel the heat on my... not skin. I look down at my arms, my body. There's some soft flesh on my underbelly, but most of me is now covered in layers of scales. I can't remember if I was born this way or if it was the result of the tank. With the way the mansion is burning, I guess it'll be difficult to know for certain. There are fires in the village below, as well. I head in that direction. Most of them are little torches, sconses by the doors of homes or hand-held lights the villagers wield. But there's a big one in the square. Most of the villagers are gathered there. Some are wearing scarves or thick jackets. It must be a cold night. I don't notice. The villagers are staring at me. Most of the women are turning colors and averting their eyes. Men twist their faces into frowns, but none approach me. They just shout. I can't make out what they're saying. I'm looking at the fire in the square. There's a long post in the middle of it. And tied to the post... I move without thinking. In a moment I'm on top of the burning wood. The fire doesn't catch me. I destroy the ropes holding the man and leap away with him in my arms. I lay him on the ground and pat out the flames on his body. Half of it is blackened and broken, but I recognize his face, his eyes. I saw those eyes on the other side of the tank. Looking up from clipboards, monitors, canisters, other equipment. I saw him arguing with other humans. Sitting in the corner thinking of something. But always, always, he'd walk over, look up at me, and smile. All the tension would melt from his features. He'd touch the glass. Peace would come to him. Here, he struggled to breathe. His eyes focus on me. His hand, all but stripped of flesh, lifts towards my face. For a moment, that peace comes to his eyes. Then they lose all focus and a breath rattles out of him. His arm drops limply to the ground. There's something stinging my eyes. They're wet and it's difficult to see for a moment. I stand and turn. The crowd has closed in. Men clutch weapons. They're afraid of me. I look down at the dead man at my feet and back at their faces. None of them understood who he was, what he was trying to do. I'm not sure I do either, but I understand my feelings. This man, mad as he may have been considered, loved me with all his heart, and these people killed him for it. My father is dead at my feet, and his murderers are approaching. I see pitchforks, hatchets, a couple of bows. Lots of torches. I want to laugh. One of them looses an arrow at me, and it shatters on the scales of my shoulder. The moonlight glistens on my claws. Rage and sorrow well up from my belly and explode out of my mouth, lighting up the night. I love my father. I wouldn't want him to burn alone.
Blue Ink Alchemy

Friday, October 7, 2011

IT CAME FROM NETFLIX! Hannibal Rising

IT CAME FROM NETFLIX! Hannibal Rising — Blue Ink Alchemy

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/hannibal_rising.mp3]
October has arrived. It's a month that brings a change of seasons, a decrease in termperatures, post-season baseball and a plethora of colors. Oh, and I think there's some holiday at the end of it. In honor of a time where folks fly their freak flags, culminating in a celebration of sugary or other types of debauchery, I will be examining the character and exploits of one Doctor Hannibal Lecter. I'll be going in chronological order, which means we're beginning with Hannibal Rising.
Courtesy Dino De Laurentis Company
Dr. Lecter's story begins in 1944 where he lived as the son of a wealthy Lituanian aristocrat. The Germans retreating from the front forced the Lecters out of their castle, and circumstances and war caused the deaths of all save Hannibal and his little sister. Militia looting the countryside come to the Lecter's lodge in the dead of the Russian winter, and what happens there renders Lecter mute for eight years. Escaping from the orphanage his castle had been converted into under the Soviets, he finds his aunt, the Lady Murasaki, who cares for him and teaches him courtesy, honor and revenge. He takes these lessons to heart, especially when he begins to track down the men who murdered his sister and haunt his dreams. I'm not sure if I can really recommend this to be the starting point for viewers unfamiliar with Dr. Lecter and his particular pursuit of justice coupled with a singular diet. If nothing else, the absence of Sir Anthony Hopkins completely inhabiting this character, whom he made famous, is keenly felt throughout the movie. While the essence of the character is shown to grow organically from the circumstances of the opening, the nature and meaning of that opening do two things. They add nothing to the other points in the narrative, and they operate in a completely forgettable fashion. You can watch Hannibal Rising at any point, really, because for all of the good decisions made in the film, it's rather superfluous, and the other films in the series, with one notable exception, outclass it in every single way.
Courtesy Dino De Laurentis Company
"You drink better wine than you sell..."
Prequels often have this problem, but at least Hannibal Rising doesn't go completely around the bend in fleshing out the good doctor. "Little sister eaten by Nazis before taken in by Japanese aunt" seems like a bit of a stretch on paper, but the film does little to overly glorify or demonize any aspect of this story. While what was done to Hannibal's sister was monstrous, young Hannibal himself is every bit as deplorable in his actions even if war criminals are acceptable punching bags. And in spite of some of the romanticism in Western circles with the way of the samurai, the extent to which Dr. Lecter pursues his revenge quickly leaves honor behind in favor of sadistic delight and a penchant for cooking ingredients unlikely to appear on Iron Chef. The problem with the execution of young Hannibal's little European rampage is that in terms of aesthetic and self-righteousness he comes dangerously close to emulating one John Kramer, a.k.a. "Jigsaw." The deaths of some of our war criminal victims are rather elaborate or theatrical, and while Dr. Lecter has always been one to appreciate the power of presentation, the overwrought nature of these killings lacks refinement. One assumes that this may be part of the point, as we are watching a creature of intellect and malevolence we can barely call human grow in his knowledge and power. However, I for one can't help but feel some of this is intentional to get fans of that other aforementioned franchise into the theatre, right next to the demographic certain corners of the Internet would refer to as "weaboos."
Courtesy Dino De Laurentis Company
A soccer player and a geisha. I'm sure they get along fine.
As much as aspects of the film feel superfluous or a bit shameless in their aping of popular bits of geek culture, Hannibal Rising does a few things right that other prequels rarely do. Instead of telling us about Hannibal's backstory, the film lets it unfold naturally, showing us how and why Hannibal's slow decent into darkness begins and accelerates. At times, French actor Gaspard Ulliel seems to be trying to hard to affect the aforementioned mannerisms, while at others director Peter Webber plays up the head-slightly-tilted-forward/eyebrow-cocked/coy-dark-smile image that defines many charismatic horror villains, but for the most part he does remain grounded and does project charisma as well as drive and intelligence. Li Gong, Dominic West and Rhys Ifans all turn in fine performances, and while some of the early bits vie for most ham-handed villainy with some of Dr. Lecter's trap-making, none of it seems to go completely over the top, until perhaps the very end. All in all, Hannibal Rising is not the worst one of the franchise, but I cannot recommend it as a proper introduction to Dr. Lecter. I think that recommendation must, unfortunately, wait until a week or two from now. Yes, this prequel suffers from some issues in scripting, pacing and overall execution, where influences of marketing or trend-following overwhelm any actual narrative ideas it has going on. But on the whole, after we finish our examination of Red Dragon, I think you will agree that in any order other than theatrical release (which is the most logical and perhaps the most ideal), that is a better starting point than Hannibal Rising. Join me, won't you? Josh Loomis can't always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it's unclear if this week's film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain... IT CAME FROM NETFLIX.
Blue Ink Alchemy