Wednesday, January 16, 2013

Movie Review: Dredd (3D)

Movie Review: Dredd (3D) — Blue Ink Alchemy

Going back to the well of an established intellectual property can be risky business. If it's a long-running story, die-hard fans will be frothing at the mouth not just to see this new take on their beloved worlds, but tear the storyteller to ribbons over anything they might get 'wrong'. So it was in the first movie based on Judge Dredd, the central character of the ultra-violent, subversive, and even satirical 2000 AD Comics. It was... well, not great, but amusing and even entertaining in its own way. They went back to the well for a 2011 remake, and fans held their breath. I hope they let it out shouting for joy, because this new Dredd is ultra-violent and subversive - not necessarily satirical, but considering how stripped-down the film is, it's clear something had to go.
Courtesy Lionsgate
We join Joe Dredd at the start of an average day as a Judge in Mega-City One, a final bastion of teeming humanity on the edge of a nuclear wasteland. You know how it goes - get up, put on the armor and helmet, get the Lawgiver ready, chase down some thugs on your kickass bike, same old same old. Today's different, though. Dredd's been saddled with a psychic rookie named Anderson, and heads out with her to investigate a triple homicide at the mega-block known as Peach Trees. The mega-block is a miniature city in and of itself, 200 floors housing 80,000 people, and the drug queen Ma-Ma is in control of it all. She doesn't like Judges poking around in her business. So she locks the place down and calls for their heads. She thinks she's the law in Peach Trees. Guess who disagrees. Right from the start, seasoned readers and watchers can tell this is not the same Dredd as before. Unlike the previous film's predilection for overwrought bombast, bright splashy colors, and a leaning towards camp that didn't quite hit Flash Gordon levels but came pretty close at times, Dredd plays things closer to the vest. I'd say it's more subtle, but that seems a disingenuous word considering how violent the movie is. People are shot, stabbed, skinned alive, even set on fire - when it comes to 'inventive law enforcement', the Punisher and the Boondock Saints have nothing on Dredd. But under all of the bloodshed and gore is an undercurrent of reflectiveness, a dark mirror of our own modern society, steeped in the glorification of carnage and the acknowledgement that, when the corrupt will stop at nothing to accomplish their goals, there are times when you need someone of such deep-rooted and nearly fascistic righteousness to step in who is willing to stop and nothing to punish the aforementioned corrupt.
Courtesy Lionsgate
If you see this scowl, RUN.
The sort of person who personifies this mentality is not bombastic. They don't like a lot of attention and they're not given to grand shows of power to demonstrate how awesome they are. Hence why Karl Urban is superior in the role of Judge Dredd to Stallone. Where Stallone shouted, Urban growls. Where Stallone emoted with his weird-ass contacts, Urban scowls. He moves with a purpose at all times. He appears long enough to do his job, brutal as it might be, then moves on. He keeps his own counsel and demonstrates that absolute adherence to the law does not mean unreasonability. And he never, ever takes his helmet off. This is, of course, the result of many galvanizing years on the mean streets of Mega-City One. In order to fully demonstrate the hidden depths of the character, rather than just tell you "there's a lot going on under that visor," the audience benefits from a surrogate. Enter Olivia Thirlby as Judge Anderson, the rookie with whom Dredd has been saddled. There are a lot of directions a writer can go with a character like this - a wide-eyed questioner, a cheerleader for the protagonist, and so on. Anderson, however, is not just there to be a pretty face. She's being tested, and not just by Dredd. It's a testament to Thirlby's acting chops that we feel, rather than hear about, her mix of respect and fear for Dredd, her uncertainty at the situation in front of her, and her determination to prove herself and not back down no matter what challenge presents itself. Even when things go bad for her, she retains a measure of control, never gives up hope, and never betrays her fears in full. She's one of the best female characters I've seen on screen in a while, especially in a movie based on a comic, and I'd pay money just to see another story with her in it.
Courtesy Lionsgate
She'd make a fantastic Samus Aran.
The supporting cast, while decent, never really rises to the level of the two leads. Lena Headey is always good in whatever role she takes, from Queen Gorgo of Sparta to Cersei Lannister, but Ma-Ma has little in the way of range. She's tough and brutal, of course, but there's really nothing to her other than ambition and those overlying traits. The rest of her forces are pretty interchangeable mooks, and we only get bits and pieces from others to really show us what life in Mega-City One is like. Given that the film is only 95 minutes long, a little more fleshing out here and there would have been fine, without having too much negative impact on the pace of the action. Finally, as bleak as the setting is, I never got the feeling that Mega-City One was as oppressively crowded as it might seem given the numbers. But that's a minor quibble with an otherwise overwhelming success in going back to the well, and coming back with something that not only sustains, but delights. Stuff I Liked: There's very little fat on this movie; it moves at a great pace and is very goal-oriented. Its rather straightforward story lends itself well to character examination through action. The small scale of it and the lack of any overarching compulsion to save the world, or the girl, or the Law, makes it a much tighter and more substantive story than you get in most movies based on comic books. Even some Marvel ones. And the predominance of practical effects makes the action even more visceral and concrete. Stuff I Didn't Like: I don't like the idea of this being the only story I'll see with these actors as these characters. I would have liked to see a bit more backstory and characterization with Ma-Ma, even though what we get is perfectly adequate. Stuff I Loved: Let's just say "everything about Dredd and Anderson" and leave it at that. And considering how we're with them every step of the way in this story, there's plenty to love. Bottom Line: There are a lot of reasons to see Dredd. See it for the tight, intimate story. See it for the extremely well-shot and visceral action. See it to enjoy a rendition of Judge Dredd that feels authentic and real, not campy and bombastic. See it for a growly voice that puts Bale's Bat-voice to shame without being as ridiculously over-the-top.
Blue Ink Alchemy

Movie Review: Dredd (3D)

Movie Review: Dredd (3D) — Blue Ink Alchemy

Going back to the well of an established intellectual property can be risky business. If it's a long-running story, die-hard fans will be frothing at the mouth not just to see this new take on their beloved worlds, but tear the storyteller to ribbons over anything they might get 'wrong'. So it was in the first movie based on Judge Dredd, the central character of the ultra-violent, subversive, and even satirical 2000 AD Comics. It was... well, not great, but amusing and even entertaining in its own way. They went back to the well for a 2011 remake, and fans held their breath. I hope they let it out shouting for joy, because this new Dredd is ultra-violent and subversive - not necessarily satirical, but considering how stripped-down the film is, it's clear something had to go.
Courtesy Lionsgate
We join Joe Dredd at the start of an average day as a Judge in Mega-City One, a final bastion of teeming humanity on the edge of a nuclear wasteland. You know how it goes - get up, put on the armor and helmet, get the Lawgiver ready, chase down some thugs on your kickass bike, same old same old. Today's different, though. Dredd's been saddled with a psychic rookie named Anderson, and heads out with her to investigate a triple homicide at the mega-block known as Peach Trees. The mega-block is a miniature city in and of itself, 200 floors housing 80,000 people, and the drug queen Ma-Ma is in control of it all. She doesn't like Judges poking around in her business. So she locks the place down and calls for their heads. She thinks she's the law in Peach Trees. Guess who disagrees. Right from the start, seasoned readers and watchers can tell this is not the same Dredd as before. Unlike the previous film's predilection for overwrought bombast, bright splashy colors, and a leaning towards camp that didn't quite hit Flash Gordon levels but came pretty close at times, Dredd plays things closer to the vest. I'd say it's more subtle, but that seems a disingenuous word considering how violent the movie is. People are shot, stabbed, skinned alive, even set on fire - when it comes to 'inventive law enforcement', the Punisher and the Boondock Saints have nothing on Dredd. But under all of the bloodshed and gore is an undercurrent of reflectiveness, a dark mirror of our own modern society, steeped in the glorification of carnage and the acknowledgement that, when the corrupt will stop at nothing to accomplish their goals, there are times when you need someone of such deep-rooted and nearly fascistic righteousness to step in who is willing to stop and nothing to punish the aforementioned corrupt.
Courtesy Lionsgate
If you see this scowl, RUN.
The sort of person who personifies this mentality is not bombastic. They don't like a lot of attention and they're not given to grand shows of power to demonstrate how awesome they are. Hence why Karl Urban is superior in the role of Judge Dredd to Stallone. Where Stallone shouted, Urban growls. Where Stallone emoted with his weird-ass contacts, Urban scowls. He moves with a purpose at all times. He appears long enough to do his job, brutal as it might be, then moves on. He keeps his own counsel and demonstrates that absolute adherence to the law does not mean unreasonability. And he never, ever takes his helmet off. This is, of course, the result of many galvanizing years on the mean streets of Mega-City One. In order to fully demonstrate the hidden depths of the character, rather than just tell you "there's a lot going on under that visor," the audience benefits from a surrogate. Enter Olivia Thirlby as Judge Anderson, the rookie with whom Dredd has been saddled. There are a lot of directions a writer can go with a character like this - a wide-eyed questioner, a cheerleader for the protagonist, and so on. Anderson, however, is not just there to be a pretty face. She's being tested, and not just by Dredd. It's a testament to Thirlby's acting chops that we feel, rather than hear about, her mix of respect and fear for Dredd, her uncertainty at the situation in front of her, and her determination to prove herself and not back down no matter what challenge presents itself. Even when things go bad for her, she retains a measure of control, never gives up hope, and never betrays her fears in full. She's one of the best female characters I've seen on screen in a while, especially in a movie based on a comic, and I'd pay money just to see another story with her in it.
Courtesy Lionsgate
She'd make a fantastic Samus Aran.
The supporting cast, while decent, never really rises to the level of the two leads. Lena Headey is always good in whatever role she takes, from Queen Gorgo of Sparta to Cersei Lannister, but Ma-Ma has little in the way of range. She's tough and brutal, of course, but there's really nothing to her other than ambition and those overlying traits. The rest of her forces are pretty interchangeable mooks, and we only get bits and pieces from others to really show us what life in Mega-City One is like. Given that the film is only 95 minutes long, a little more fleshing out here and there would have been fine, without having too much negative impact on the pace of the action. Finally, as bleak as the setting is, I never got the feeling that Mega-City One was as oppressively crowded as it might seem given the numbers. But that's a minor quibble with an otherwise overwhelming success in going back to the well, and coming back with something that not only sustains, but delights. Stuff I Liked: There's very little fat on this movie; it moves at a great pace and is very goal-oriented. Its rather straightforward story lends itself well to character examination through action. The small scale of it and the lack of any overarching compulsion to save the world, or the girl, or the Law, makes it a much tighter and more substantive story than you get in most movies based on comic books. Even some Marvel ones. Stuff I Didn't Like: I don't like the idea of this being the only story I'll see with these actors as these characters. I would have liked to see a bit more backstory and characterization with Ma-Ma, even though what we get is perfectly adequate. Stuff I Loved: Let's just say "everything about Dredd and Anderson" and leave it at that. And considering how we're with them every step of the way in this story, there's plenty to love. Bottom Line: There are a lot of reasons to see Dredd. See it for the tight, intimate story. See it for the extremely well-shot and visceral action. See it to enjoy a rendition of Judge Dredd that feels authentic and real, not campy and bombastic. See it for a growly voice that puts Bale's Bat-voice to shame without being as ridiculously over-the-top.
Blue Ink Alchemy

Tuesday, January 15, 2013

Your Worst Critic

Your Worst Critic — Blue Ink Alchemy

Courtesy leadershipdynamics.wordpress.com
No matter what you try to do in life, regardless of your intent or how the end result turns out, chances are you're going to have people who disagree with what you're doing. Some will point out legitimate points of contention with your work, others will lash out when confronted with something they don't understand or cannot appreciate. Some simply adopt contrary points of view, and others disparage due to their own bias and opinions. However, there is one critic you'll never be able to truly avoid, and that's the one that stares back at you in the mirror. The problem with the critic that lives in your head is that it knows all of your secrets. It gives voice to all of the trepidation you already have concerning the endeavors before you. It turns the dials on all of your uncertainties up to 11. It can even blow the words of those around you out of proportion, slip a little paranoia and doubt into your perceptions, and alter your mood drastically based on the outlook that it is skewing to support its point of view. It's a manifestation of our fears and our doubts, which is why it can seem so powerful. Given that it's inside our own heads, it also has no reason to coddle us. It gives the sort of criticism that slips right through the chinks in our armor and hits us where we live. It burns us with the sort of toxic, deprecating vitriol often reserved for the most caustic of exterior critics, the ones that question everything we do and loves to tell us how boring or stupid we are, all without saying a word. The critic that lives in our head is the one against whom we have the least defense. It's also the critic to whom we have the least reason to listen. It can be difficult to shut that voice out, to ignore our doubts and our fears. Yet if we don't, they can paralyze us. We can turn from what we want to accomplish towards something we see as easier, something less intense, something less likely to get us hurt when it's rejected or panned. But that's part of the reason fear exists: it makes us aware of danger, and in the end, it is meant to galvanize us to deal with what's to come, not necessarily to turn us away from what must come next. The criticism that comes from our own heads isn't always constructive, just like the opinions of any other critic. And like any other critic, if there's nothing of value in what's being said, all you have to do is ignore it and push on past the belittling and the hate. You may be your own worst critic, but nothing says you have to listen.
Blue Ink Alchemy

Monday, January 14, 2013

Flash Fiction: Last Flight of the Wayward Albatross

Flash Fiction: Last Flight of the Wayward Albatross — Blue Ink Alchemy

Steampunk Airship, by zombie2012
Art courtesy zombie2012
For The Wheel, Part Two, the die selected Steampunk, Someone's Been Poisoned!, and A Secret Message.
The skyline of Paramount City was normally a welcome sight. It meant coming home. Today, as Captain Taggert held the wheel of his beloved airship, he saw the skyline in a very different way. The airfighters weren't up yet, but they would be soon enough. "How are we doing up here, Cap'n?" He didn't turn to look. He knew the voice of his mate, Ashley Sanders, almost as well as his own. Five years now they'd plied the skies together, and he trusted her almost more than he trusted himself. "We're making good time. Tavis hasn't called up; how much is he really complaining about the boilers?" "'Bout as much as you'd expect. Not used to runnin' her this hot just to get home." Taggert didn't take his eyes from that skyline. "Does he know?" Sanders walked up next to him. "No. Only ones who know what's really going on are you, me, Doc, and poor Mike Palmer." "How is he?" Taggert reflected, as he asked, that he was standing in Mike's spot, at the wheel of the ship. It felt a bit like walking on the man's grave. "Doc says he's stable. Won't be dancin' a jig any time soon, but provided Doc stays with him and makes sure he's takin' on fluids proper-like, he'll pull through." Taggert nodded, glancing to the scroll case sitting on the radar console to his left. The man who'd been carrying it, a passenger they took on from the border with the untamed jungles to the south, had been nervous from the start. Next thing anybody knew, he was on the radio, calling in the Wayward Albatross as a pirate ship and a danger to the Empire, and when Palmer had confronted him, the pilot got a poison shiv for his trouble. Taggert dealt with the passenger in what he felt was a fair and equitable manner: he escorted the man off of his airship, without the benefit of a parachute. The message, though, worried him. It bore the Imperial seal, and was obviously meant for someone important. He wasn't sure who the intended recipient was, nor for whom the man had been working, but the Empire took all reports of air piracy very seriously. Taggert kept his eyes peeled for airfighters even as the radio crackled to life. "Airship Wayward Albatross, this is Imperial Control. Come in, Wayward Albatross." Sanders picked up the microphone, clearing her throat. "This is the Albatross, Control, what can we do for ya?" "You will heave-to and tie up at the Imperial port spire in the south-eastern docks. Your ship will be inspected and your crew questioned." Sanders exchanged a look with Taggert. "We have a sick man on board, Control. He needs medical attention." "Negative. Heave-to immediately." Sanders released the mike's switch. "We can't let them split Mike from Doc, Cap'n. He might not make it in that case." "And if we hand over this message it might just disappear, along with us." Taggert frowned. "Call down to Tavis. Get her as stoked as possible. Then sound evacuation and get to the rescue planes." "Sir?" "I'm taking her in, Sanders, and the fewer folks at risk, the better things will be." Sanders, for her part, didn't argue. She just looked at Taggert for a very long moment before leaving. Moments later, he felt the Albatross surge forward, steam billowing from her vents. The airship could move quick when she needed to, and Taggert needed every iota of speed he could muster. An inner voice told him this was foolhardy, maybe even suicidal, but he hushed it. He had other things to worry about. Airfighters were now appearing from the military spires that marked the inner quarter of the city, where the aristocrats and non-landed well-to-do lived and worked. Sanders re-entered the pilot house as Taggert adjusted course towards the Imperial Palace. "Crew's started to evac, Cap'n. Time to tie her off an' go." "I'm staying. I'll get clear, don't you worry, but I have a job to do." Sanders frowned. "Cap'n, I'm more than willin' t' give ya a crack on the skull an' drag your heavy carcass to a plane." "You will do no such thing." He turned to look at her. She did, indeed, have a large wrench in her hand, her face was half-covered in soot, and her blue eyes burned with intensity and worry. "You're the best mate a broke-down Captain like me could ask for, Ashley, but right now I need you to see to the rest of the crew and get yourself clear. When all is said and done, I'll find you again. I promise." She nodded, but didn't leave the pilot house until the Albatross rattled. Due to steam or getting buzzed by airfighters, Taggert wasn't sure. Approaching the Palace like she was, they'd open fire any second. When he heard the first staccato noises of autogun fire, he tied off the wheel and grabbed a parachute. He felt the deck shake beneath him as he strapped himself in. Taking up the message, he ran aft through the empty airship to find a lock. He threw open the inner door, than the outer, looking down at the greenery of the palace gardens. The Albatross shook again. Taking a deep breath, Taggert stepped out into the air. He didn't dare look back; he knew his ship was on fire, and didn't want the image seared into his mind. Instead, he focused on his 'chute, pulling it open at the right moment, and guided himself to landing not ten feet from where the Empress herself was enjoying breakfast. Her guards aimed their rifles, and she held up her hand. "I trust you are bringing us something of profound importance, Captain." "Yes, Your Majesty." Taggert handed her the message. "This was in the hands of an enemy of the Empire." She took the scroll and broke the seal. Reading it, she looked up at Taggert. After a moment, she gestured to her guards.
Blue Ink Alchemy

Friday, January 11, 2013

Writer Report: Get The Lead Out

Writer Report: Get The Lead Out — Blue Ink Alchemy

Bard by BlueInkAlchemist, on Flickr
Just a quick one today, folks. It's actually something I need to work on: the speed at which I write. Cold Streets is still making very slow progress, and I'm wondering if part of that is due to having other writerly projects taking up my brain. So, in the name of experimentation, this weekend I will commit my revisions of the opening of the first Godslayer novel to an actual electronic document, and see what happens from there. Maybe I'll write more of that, and maybe I'll unstick myself when it comes to the novella. It's hard to say! I hope you all have a fantastic weekend. No matter what you do, don't ever give up and don't forget to have fun when you can!
Blue Ink Alchemy

Thursday, January 10, 2013

Building a Legacy

Building a Legacy — Blue Ink Alchemy

Courtesy Wizards of the Coast
Art by Mike Bierek
Now that I have played an official Legacy event of Magic: the Gathering, I find myself even more interested in this robust format. Specifically, I'm curious about a number of the decks in the format. I saw quite a few at the event, running all sorts of strategies from naked flat-out aggression to well-paced control to insane combinations. I'm not sure which setup is best for me, and I'm looking into a few archtypes to try and determine what will be the most fun for me to play, as well as providing wins. By no means does this mean I'm done with Light Up The Night. As a low-cost entry into this format, I think it's still got teeth. It does an obscene amount of damage in a very short amount of time. It may remain my go-to aggro deck for a while, possibly growing into something like Delver or Storm. What follows are some of the other decks I'm looking into; you can click on their titles to read more from the MTG Salvation forums, one of the best resources for deck-building ideas out there. Remember when I used to disparage net decks? Good times...

Death & Taxes

This is a control deck that I think would throw a lot of people. It's a mono-white deck that lacks some of the punch of top-tier multi-colored decks, but what it does is rather insidious. It's various means of battlefield and deck disruption mean it's incredibly versatile against a great deal of opposing wizards' tricks. The drawback, other than the obscene price of the Karakas land, is that you need to know both your deck and that of your opponent inside and out, anticipating incoming plays and being prepared for a variety of answers. As I'm still new to the format, it will take a while before I'm at that level of play.

Enchantress

I like decks that don't necessarily rely on doing a ton of damage out of the gate. Like Death & Taxes, Enchantress seems indicative of versatility. Behind the card-drawing of the two main cards that give the deck its name ([mtg_card]Argothian Enchantress[/mtg_card] & [mtg_card]Enchantress's Presence[/mtg_card]), any number of enchants can drop to manage the battleground. [mtg_card]Moat[/mtg_card] is the go-to long-term one, but it is expensive. It makes Karakas look like something from a yard sale. However, that may be the biggest hurdle to putting this one together, eventually. I really like the notion of building up a "wall" of shrouded enchantments (meaning my opponents cannot target them), rousing an army of angels thanks to [mtg_card]Sigil of the Empty Throne[/mtg_card] and [mtg_card]Luminarch Ascension[/mtg_card], and offering my opponent an honorable surrender before calling down the avenging wrath of the heavens. Or something like that.

Stoneblade

This deck combines two things I really like: tokens and equipment. Tokens may not be the crux of the deck, but [mtg_card]Lingering Souls[/mtg_card] is one of my favorite cards. What I like about equipment cards is that they add my beloved versatility to any creature that wields them. Regardless of their role, be it a seeker of cards ([mtg_card]Stoneforge Mystic[/mtg_card]) or the shady voice in your ear ([mtg_card]Dark Confidant[/mtg_card]), they can become a powerhouse with the right equipment. With cards for discarding, enemy deck control, and even the support of the lovely but dangerous [mtg_card]Liliana of the Veil[/mtg_card], this deck gives me the flexibility, interesting plays, and flavor I'm looking for, and no one card is in excess of $100. Bonus! If you play Legacy, I want to hear from you. What deck do you play? What's your most difficult matchup? What would you recommend for a newbie like myself?
Blue Ink Alchemy

Wednesday, January 9, 2013

Book Review: Mockingbird

Book Review: Mockingbird — Blue Ink Alchemy

When last we left Miriam Black, her unique ability to see the way people die had driven her not to take a life, but to save one. She defied fate, and pulled a fast one on the Reaper. Visions have taunted her to say that she's part of something much bigger than just her freaky touch-based powers, and as Mockingbird opens, we find out that Miriam feels much the same way about destiny that she does about fate - it can go fuck itself.
Courtesy terribleminds
Miriam tries. She tries pretty hard to settle into something resembling a normal life with Louis, the burly trucker she met during her last adventure. But normalcy and Miriam get along together about as well as a Tea Partier and an NPR host in a Hessian sack, and before long Miriam's hit the road again. Louis chases her down, mostly because he's devoted to her, and convinces her to talk to a teacher he knows who is willing to pay Miriam in order to confirm a suspicion. Reluctantly, Miriam agrees, and is drawn into a murder plot involving some of the girls at the school, knowing that the only way to cheat death is to offer it a life. There's something poetic about Miriam Black between the swearing and the cigarette butts. Despite her human form and function, she operates more like a force of nature, forever altering the lives of those she comes into contact with. Yet Chuck writes her with such a raw and real voice that we can't help but relate to her, even if a good deal of her antics seem deplorable or reprehensible to us. Her world view may be skewed several degrees to the side of what most folks consider "normal", and she may lie just as often as she deals in blunt, raw honesty, but at her core, she wants to avoid the suffering of others and never seeks to be the cause of it, if she can help it. This is why the school environment and mystery plot are perfect for her. She's put in a position where she is compelled to act, not out of monetary motivation but due to a sense of justice, of wanting to do right by girls who haven't had their chances yet. It's an opportunity for Miriam to both show her true colors and demonstrate that as much as she might rail against her destiny, she does herself no favors by denying her nature and avoiding what her gift can do for others. You can't really call her a 'heroine' but Mockingbird brings her damn close. I will admit to a touch of cognitive dissonance between this and Blackbirds, only because this work is much more focused on an overarching plot and objective than the previous one. This doesn't make either work superior to the other one; it simply makes them different. Blackbirds was a tight, focused, and unflinching examination of Miriam Black as a character. Mockingbird takes this character and puts her on the rails of a more straightforward narrative. This is worth mentioning for lovers of the first book, but it's most certainly not a problem: if you like Miriam Black, Mockingbird will not disappoint. It's just worth it to be aware of the differences. Chuck Wendig remains on top of his game, especially when it comes to his leads. Some of the supporting cast may feel a bit arch, ciphers for various aspects of Miriam and her life and past, but I think that's inevitable when your protagonist is such a powerhouse. Fans of both mystery and Miriam Black will find plenty to love about Mockingbird. I know I did.
Blue Ink Alchemy