Month: December 2009 (page 1 of 6)

Trek through Trek: The Animated Series

Trek

You might be expecting me to discuss Star Trek: The Next Generation next in this series, but that would be disingenous to the actual chronological order in which the universe of Star Trek developed over the years. For 2 seasons, the blink of an eye by the standards of some series, Star Trek returned to television in the 1970s, but these adventures of the Enterprise and her crew were not filmed – they were drawn.

Courtesy Paramount

Star Trek: The Animated Series aired between September 1973 and October 1974. It was the only Star Trek series to win an Emmy as an exemplary television series. Granted, it was in the same category as Captain Kangaroo and the Pink Panther, but an Emmy’s an Emmy. The original cast with the exception of Walter Koenig returned to lend their voices to their iconic roles, while new characters and concepts were introduced that would not have been possible given the original show’s budget.

Despite the flexibility offered by the animated medium, an unfotunate side effect of going in that direction especially in those days is the occasional color discrepancy. From time to time, you might see Captain Kirk wearing a red shirt instead of his usual gold, while McCoy might wear gold instead of the typical blue. Additionally, some footage might get recycled, showing officers standing where they shouldn’t or an away team with more members than originally shown. Finally, the show’s director, Hal Sutherland, had a particular form of color blindness that affected or even amplified the color issues, especially in the case of the tribbles in Kzinti. To Hal, pink was light gray. So, when sci-fi novelist Larry Niven brought his fearsome feline Kzinti into the show, instead of seeing this:

Kzinti

…the Kzinti appear like so…

Pink Kzinti

…which doesn’t quite have the same impact.

Still, the Animated Series continued to break new ground in television. It remained consistent in its championing of diversity and fearlessness. It introduced us to the holodeck (then called the recreation room) and continued storylines established in the original series such as the misadventures of Mudd and the rivalry between Kirk and the Klingon captain Kor. It also introduced us to Lieutenant M’Ress:

M'Ress

And so, Star Trek furries were born.

At a mere 22 episodes, the Animated Series had the shortest run of any Star Trek show before or since. For a while, the episodes were not even considered canonical. However, references to aspects of the show began to sneak into other iterations, from the appearance of Caitians (M’Ress’s race) in Star Trek IV to callbacks to full episodes in Next Generation and Deep Space Nine. Despite the somewhat dated look of the series, there’s solid writing and memorable characters that rivals the original series, and if you can find the DVD of these animated adventures of the Enterprise, you’re bound to have fun watching.

Building Character: The Adversarial Ally

Goofy

As Heinlein once pointed out, heroes and villains come in complimentary pairs. Sometimes the protagonist of a given tale will spend more time with or thinking about the antagonist than they do their significant other. One might even find fiction that turns the antagonist into the hero’s significant other. However, it could be argued that a more interesting story occurs when an adversary, for one reason or another, becomes an ally.

This discussion involves some spoilers for a couple popular science fiction series, so consider yourselves warned.

Consider the case of Q, from Star Trek the Next Generation.

Q

As I mentioned in my brief overview of his history, Q enters the series at its premiere as a clear antagonist. He is a seeimgly omnipotent being from an inscrutable interdimensional race holding the crew of the Enterprise responsible for the nature of humanity, described as a “savage child-race”. As the series progresses, Q takes a more personal interest in the humans aboard the Enterprise, Captain Picard in particular. He even goes so far as to put Picard in a situation where he can alter the past to correct a mistake he made, then shows Picard the ramifications of that correction to demonstrate that those things we do, as mortals, that sometimes cause us shame help define who we become through the hard lessons we learn. By the end of the series, Q and Picard have put aside their differences and come to respect one another for a variety of reasons, but mostly because Q has stopped acting solely as humanity’s judge, and Picard has realized that this former adversary has become an ally.

Another fine example is the Cylon model known as Six from the re-imagined Battlestar Galactica.

Six

From her numerous iterations both on Cylon-occupied Caprica and the refugee fleet, Six demonstrates that she is loyal to the Cylon cause. And yet, her appearances in the mind of Gaius Baltar appear to be assisting humanity. She claims that she is an instrument of God, putting her in direct opposition to the polytheistic belief held by many humans in the Lords of Kobol while simultaneously assisting in their survival. While many copies of Six exist in keeping with the other Cylons in the series, on more than one occasion we see the character acting in ways that assist humanity rather than opposing it. This is especially the case with ‘Caprica Six’ who saves Baltar’s life during the initial attack on the Twelve Colonies. Her later actions put her in the same category as the Cylon model Eight who later adopts the callsign ‘Athena’ when she returns with Karl ‘Helo’ Agathon from Caprica.

Conflict is the foundation of drama. You need someone who opposes your protagonist(s) by presenting them with obstacles to overcome or situations to endure. However, a villain who simply twirls their moustache and cackles at the thought of doing evil tends to be one-note and somewhat boring. By having them act in a way that ultimately helps the heroes accomplish a goal, you color the antagonist differently and give them a dimension of depth. This especially holds true if the villain’s assistance not only helps the hero accomplish their goal but also helps the villain achieve some other aim. Audiences love a clever antagonist, which is why the Xanatos Gambit is so popular.

Having your antagonist look like Tricia Helfer doesn’t hurt, either.

Game Review: Mass Effect

Courtesy BioWare
“Don’t argue with me. You’re the one who killed the last keg, so you’re getting us a new one!”

In preparation for the upcoming Mass Effect 2, I thought it would be appropriate to see how this new series of sci-fi role-playing games began. As a caveat, I played the first game on the X-Box 360. After playing Dragon Age: Origins (which I also hope to review soon) on the PC I believe I might be getting ME2 via Steam, partially because the PC control scheme seems more suited for RPGs and partially because GameStop no longer takes pre-orders for the Collector’s Edition. Jerks.

The year is 2183. Humanity is, as far as the rest of the galaxy is concerned, a new kid on the block and with their violent and xenophobic history, somewhat unpredictable. They’ve only just discovered the disparate ways of manipulating mass effects, which are phenomena of physics that allow what we understand as physical laws to be bent. On a personal scale, this permits certain adepts known as ‘biotics’ to manifest telekinetic powers, while starships with the proper equipment can interface with ancient mass relays to catapult themselves across the galaxy at speeds exceeding that of light. As humanity struggles to gain more recognition among the established democratic government of the galaxy, based on a space station called the Citadel, Terran officer & player character Commander Shepherd encounters a dire threat to all sentient life.

Stuff I Didn’t Like

Courtesy BioWare
“I said ONE keg, not THREE! How are we supposed to scale that cliff with all this extra weight?”

  • The Mako. I know it’s trendy to rag on the vehicle sections of Mass Effect, and this might sound like me baying along with the rest of the herd. To be honest, I’m not entirely sure what went wrong here. It’s an excursion vehicle that allows the crew to cover a lot of ground on a planet’s surface, it’s capable of moving quickly over all sorts of terrain even in defiance of gravity, and it’s reasonably well armed. I think part of the problem is that it’s not terribly well protected, and when you hit the button to make repairs, the ENTIRE vehicle shuts down and sits there idle, just waiting for the Geth to shove rockets up its exhaust pipe. While the Mako sections could be somewhat tolerable if a tad tedious outside of combat, going from one plot point to the next in the thing whilst navigating a gauntlet of Geth had me nearly spiking my 360 controller on more than one occasion. It’s one thing for a game to be difficult, but Braid never made me want to break things and Mass Effect, while overall a good game, is no Braid.
  • As an aspiring novelist, I appreciate long passages of prose, and knowing that there’s some thought and foundation involved in the universe being created is, to me, both a comfort and an inspiration. That being said, a video game does not need to unceremoniously dump reams of text into my online codex just becase I glanced at a monitor in the course of the game. As fascinating as I find mass driver weapons technology and the concepts behind different forms of interspecies communication, I’m a bit busy trying to save the galaxy or at least salvage something cool from the nearby planet and don’t have the time to read all of this stuff. Save it for a wiki or online database. Unless you want to include a minigame of Shepherd on the toilet.
  • This is a minor nerd quibble, but the gravity on all of the planets I explored was apparently the same. Shepherd and the team never had trouble walking around the surface of a planet at their normal brisk pace, and the Mako was capable of scaling rock faces regardless of the planet’s location. Footage of astronauts on the moon showed that a reduced amount of gravity can change how humanoids move from A to B while on foot. Given the amount of work (and text) put into things like the red & blue shifting involved with faster than light travel and the particulars of the hand-held weapons systems, I would’ve thought somebody at BioWare would have taken the time to refresh their memories on how space exploration has been going so far.
  • The lack of a tutorial, the abrupt nature of some combat encounters and the sporadic way in which the game automatically saves means that Mass Effect has something of a steep learning curve. It’s also unapologetic in the occasionally brutal way it’ll kick your ass. Ignore a certain adversary entering the fight or forget to use a particular ability and whammo, Shepherd’s twisting in a grotesque way as the dire and deep ‘Game Over’ music plays. Some of my deaths might have been alleviated in the PC version of the game, given my experience with Dragon Age.
  • Along with lots of exposition, the game likes to dump scads of weapons modifications into your inventory. The micromanagement of equipment does allow the player to match the weapons of the party to the upcoming threat, but it’s rather tedious at the same time. It also means that whatever modifications you don’t need can be sold or broken down into the goop that repairs the Mako and hacks crates, which goes a ways to solving any money problems you might have.

Stuff I Liked

Courtesy BioWare
“If anybody makes another crack about Robot Chicken, I will turn this ship around!”

  • The SSV Normandy feels like a military vessel. It’s compact and sleek, clearly designed for speed and maneuverability. In comparison to dreadnaughts and other large capital ships, it appears small, almost tiny. I feel this is more appropriate for a game where you are a special ops agent and need to get from place to place quickly, rather than having the Powers That Be say, “Well, you’re the protagonist, so here’s our shiny new flagship that’s 172 decks tall and bristling with firepower. Try not to scratch the paint, now!”
  • The powers of biotics are well-realized and seem more grounded than the magic powers in some other games. You won’t be shooting lightning from your hands or setting things on fire with your brain, but tossing objects and people around, surrounding yourself with a protective barrier or stunning an oncoming baddie are all possible. The most potentially outrageous power is the creation of tiny black holes, but considering the powers tie into the manipulation of mass and whatnot, it’s not as far-fetched as the whole Force lightning thing.
  • Despite my annoyance at pausing the game to swap equipment around every few minutes, I like the weapons the party uses. The devices all collapse down to a portable form when not in use, and they’re light enough that everyone can carry a few at once. This means you can visually see a character swapping one weapon for another rather than it magically appearing in their hands. It compensates for the breaking of immersion by the micromanagement bits, and adds a feeling of dynamic action when you tap a single button and watch your character holster their pistol to reach behind their shoulder for the assault rifle.

Stuff I Loved

Courtesy BioWare
“Kegs are stowed and tapped. Set course for the nearest intragalactic strip club!”

  • The galaxy map is one of the best realized aspects of the game. Now, this might only be my opinion since I’ve been a space nerd since I was knee-high to a corn stalk, but seeing things like the Horse Head Nebula displayed in vivid color with different worlds of all kinds to explore kept me very happy for quite a while. I almost forgot about the impending doom of all peaceful life in the galaxy as I sent the Normandy from one system to the next just to poke around and see how many habitable or near-habitable worlds existed. I was reminded of days gone by when I’d play ‘Privateer’ until all hours of the night just taking cargo from one place to another because I wanted to see new systems. I think I’m going to stop on this point, however, because between this and the gravity quibble, I’ve just demonstrated how incredibly dull I am.
  • As much as it’s fun to give BioWare a rough time over the sheer amount of text they toss at you, the writing that they produce is always good. Mass Effect is no exception. I’ve heard some people complain that the games produced by BioWare are somewhat formulaic. I will admit that but I’d also ask the question of why it’s a bad thing. The last time Coke tried to drastically change their formula, things ended horribly. Applying archtypical characterization to different people in different genres isn’t necessarily a deal-breaker. It’s like killing an established character – it’s all in how you do it. And BioWare has proven they do this quite well.
  • The conversation system is another key to the success of Mass Effect’s immersion. It’s one thing to hear an NPC give their exposition then choose from a number of responses ranging in tone from “Selfless defender of the downtrodden” to “Dickhead.” It’s another to pick a general mood you want to convey, and have the voice actor convey it for you on command. Not only does it maintain the flow of the story, it allows us to be surprised at Shepherd’s choice of words.
  • On top of everything else, the game looks fantastic, even on the X-box 360. The expressions of the characters perfectly match the excellent voice work. You get an appropriate sense of scale from the way things are put together and despite being a science fiction game, the ships and structures have a realistic feel to them.

Bottom Line: Since the game hovers around bargain prices in most places and is available on Steam, I say buy it. It’s some of BioWare’s best writing to date, with a compelling story, plenty of content and action… oh, yeah, and sex, too.

“What do you mean, I’m doing it wrong?”

Human beings, being mortal creatures, are bound to mess things up sooner or later. This is true in every endeavor an individual undertakes. And sometimes, it falls to others to inform us that we’re incorrect in the manner with which we’ve been proceeding.

In other words, sooner or later, you’re going to be told you’re doing it wrong.

Cheez

Marital disagreements, family drama, storytelling, cheeseburger construction, you name it. It’s going to go pear shaped on you. It could be because of outside influence or because of your direct actions, but the bottom line is the end result is going to be a mess. In writing terms, maybe your protagonist is more annoying than you think. In family terms, you could have maybe timed or worded something a bit differently. Regardless of how you arrived at this point of failure, the question is not so much how you failed but how you recover from it.

First, of course, you need to realize you’ve failed. Sometimes this is obvious in the moment of value – those “oh shit” moments when your sphincter tightens as you brace for the physical or emotional impact that comes on as a result of the events that’ve been botched. Other times, you could be cruising along happy and content, and it’s pointed out to you that something isn’t working out the way you imagined. You might rail against the idea, but when you calm down and re-examine the situation, you’ll see what they’ve pointed out and agree with them.

But rather than dwelling on the failure itself, a more constructive goal is: how do you correct the failure?

That was easy.

Just like admitting you’re wrong, fixing the problem isn’t always easy. A workplace misstep can haunt you for quite a long time depending on the nature of the management. Some family members may be forgiving but others might have long memories that focus especially on slights. And finding a failing in a work may be as simple as excising a line or going back and doing a complete rewrite.

Funnily enough, this post is turning out to be something of a failure. It’s ambling a bit more than I expected and seems to be talking about things in a very broad sense rather than having the tight, narrow focus required for good writing. Hopefully upcoming posts will be a bit more cohesive.

In the meantime, here’s a parting bit of advice:

When I realize I’ve hit a wall of fail, at times I picture getting the bad news from Carla Gugino.

Carla Gugino

Somehow, that helps.

Not-so-new Rules

George Carlin gave us some new rules to follow back in 2006. To make sure you have all been doing your due diligence, here they are again. Enjoy.

EDIT: I have been informed that these rules actually belong to Bill Maher, but since I like George more and miss him terribly, I’m not changing the picture associated with this post. It would require an act of God for me to do so, and since Bill doesn’t believe in God, he’s kinda screwed.

George Carlin

New Rule: Stop giving me that pop-up ad for Classmates.com! There’s reason you don’t talk to people for 25 years. Because you don’t particularly like them! Besides, I already know what the captain of the football team is doing these days: mowing my lawn.

New Rule: Don’t eat anything that’s served to you out a window unless you’re a seagull. People are acting all shocked that a human finger was (suspected to be) found in a bowl of Wendy’s chili. Hey, it cost less than a dollar. What did you expect it to contain? Trout?

New Rule: Stop saying that teenage boys who have sex with their hot, blonde teachers are permanently damaged. I have a better description for these kids: lucky bastards.

New Rule: If you need to shave and you still collect baseball cards, you’re gay. If you’re a kid, the cards are keepsakes of your idols. If you’re a grown man, they’re pictures of men.

New Rule: Ladies, leave your eyebrows alone. Here’s how much men care about your eyebrows: do you have two of them? Okay, we’re done.

New Rule: There’s no such thing as flavored water. There’s a whole aisle of this crap at the supermarket – water, but without that watery taste. Sorry, but flavored water is called a soft drink. You want flavored water? Pour some scotch over ice and let it melt. That’s your flavored water.

New Rule: Stop fucking with old people. Target is introducing a redesigned pill bottle that’s square, with a bigger label. And the top is now the bottom. And by the time grandpa figures out how to open it, his ass will be in the morgue. Congratulations, Target, you just solved the Social Security crisis.

New Rule: The more complicated the Starbucks order, the bigger the asshole. If you walk into a Starbucks and order a “decaf grande half-soy, half-low fat, iced vanilla, double-shot, gingerbread cappuccino, extra dry, light ice, with one Sweet-n’-Low and one NutraSweet,” ….ooh, you’re a huge asshole.

New Rule: I’m not the cashier! By the time I look up from sliding my card, entering my PIN number, pressing “Enter,” verifying the amount, deciding, no, I don’t want cash back, and pressing “Enter” again, the kid who is supposed to be ringing me up is standing there eating my Almond Joy.

New Rule: Just because your tattoo has Chinese characters in it doesn’t make you spiritual. It’s right above the crack of your ass. And it actually translates to “beef with broccoli.” The last time you did anything spiritual, you were praying to God you weren’t pregnant. You’re not spiritual. You’re just high.

New Rule: Competitive eating isn’t a sport. It’s one of the seven deadly sins. ESPN recently televised the US Open of Competitive Eating, because watching those athletes at the poker table was just too damned exciting. What’s next, competitive farting? Oh wait. They’re already doing that. It’s called “The Howard Stern Show.”

New Rule: I don’t need a bigger mega M&M. If I’m extra hungry for M&Ms, I’ll go nuts and eat two.

New Rule: If you’re going to insist on making movies based on crappy, old television shows, then you have to give everyone in the Cineplex a remote so we can see what’s playing on the other screens. Let’s remember the reason something was a television show in the first place is that the idea wasn’t good enough to be a movie.

New Rule: No more gift registries. You know, it used to be just for weddings. Now it’s for babies and new homes and graduations from rehab. Picking out the stuff you want and having other people buy it for you isn’t gift giving, it’s the white people version of looting.

New Rule (and this one is long overdue): No more bathroom attendants! After I zip up, some guy is offering me a towel and a mint like I just had sex with George Michael. I can’t even tell if he’s supposed to be there, or just some freak with a fetish. I don’t want to be on your webcam, Dude. I just want to wash my hands.

New Rule: When I ask how old your toddler is, I don’t need to know in months. Not “27 Months.” “He’s two,” will do just fine. He’s not a cheese. And I didn’t really care in the first place.

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