Year: 2010 (page 19 of 73)

Cerberus Daily News

Courtesy BioWare

As much as I love BioWare, I can’t shake the notion they’ve gone in the wrong direction.

You see, they’re developing a Star Wars MMO. Granted, it’s set in the wildly popular and surprisingly rich universe of the Old Republic, the same as their previous RPGs and some of the best comics written in that universe (in my opinion). So while I’m cautiously optimistic and might try out the beta if I can, I don’t think I’ll be buying it.

If they had developed a different game, I think they’d be getting a lot more of my cash. And not just mine.

What I’m driving at is, BioWare should needs to develop a Mass Effect MMO.

I know there are arguments why this shouldn’t be done. A lot of people who play single-player games like Mass Effect despise MMOs. And I can understand their sentiment. I agree that I wouldn’t want a game that’s just World of Warcraft in space. I think that as the Mass Effect games continue to evolve, the combat system is becoming more refined, and porting that into an MMO would work as a nice change from the usual MMO method of point-and-clicking something to death.

Other people seem to think that having a massive amount of players in the universe will ruin the universe. Granted, you’ll definitely have people running around trying to be nothing more than Shepard 2.0, the latest and greatest Spectre who doesn’t play by the rules and is out looking for answers and is letting their assault rifle do the talking and their assault rifle speaks very loudly and rapidly. But there’s something out there that both gives me hope that this would be a minor problem and encourages for me the idea of an MMO in this universe working.

The Cerberus Daily News.

Established concurrently with Mass Effect 2, the CDN is an in-universe news bulletin board. They added a commentary box to it for visitors to use. Role-players were drawn to this like moths to a sci-fi lens flare. An official forum has become attached and the sheer amount of storytelling going on, for better or worse, is staggering.

I hope this community continues to thrive. To me, this is evidence that people want to play within the Mass Effect universe as somebody other than Shepard. Now, it may simply continue in this vein if Star Wars: The Old Republic fills the LucasArts/BioWare MMO niche, or they may expand into new territory with a Mass Effect MMO. I’m curious to see what happens.

Then again, maybe this is just my bitterness towards Lucas coloring my opinion. As I said, the Old Republic portion of the Star Wars universe has provided us with some great stories so far. Maybe an MMO set there will satisfy the sci-fi role-players unfulfilled by EVE Online and the lack of role-playing freedom in Mass Effect. It could very well be that, between the CDN and the folks who go into the Old Republic, a Mass Effect MMO would prove to be unnecessary.

I’d still rather play that than another Star Wars game, though. That’s just my opinion.

Until we know more for sure, I’ll continue checking out the CDN. It’s an interesting look at the sort of role-players drawn to the Mass Effect universe, if nothing else.

IT CAME FROM NETFLIX! The Girl With The Dragon Tattoo

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

[audio:http://www.blueinkalchemy.com/uploads/dragontattoo.mp3]

Ever since I introduced the poll that lets fine people like you chime in on which movie gets ‘the treatment’ every week, one film has consistently and patiently waited its turn. I knew of its existence, heard it was extremely well-done and of interest for many reasons, including the fact it’s an adaptation of a novel. It finally won this past week, and I sat down to watch it last night with little to go on save knowledge of its long-form fiction origins, the sentiment that its plot is difficult to encapsulate (which it is, I only got my synopsis down after a half-dozen attempts), the touting of its female lead and the warning that this movie is long. At two and a half hours, The Girl With the Dragon Tattoo certainly devours your evening, but considering that I was never bored, always intrigued and eager to find out what happened next, I’d call it an evening well-spent.

Courtesy Music Box Pictures

The story begins with the conviction of Mikael Blomkvist, an investigative journalist accused of libel by a powerful industrialist. While Blomkvist suspects he was framed, he knows he can’t fight the industrialist’s legal team alone and resigns himself to spending some time in jail. Before his sentence begins, however, he is contacted by the reclusive patron of a powerful family living on an island off the coast. The old man’s neice, his favorite girl, has been missing for 40 years and he wants Blomkvist to find her. He finds himself drawn into a tangled web of tense relations and dark secrets, but he doesn’t start putting the pieces together until he gets a tip from a girl who’s been hacking his laptop – the girl with the dragon tattoo.

The novel upon which the film is based was originally titled Men Who Hate Women. It’s a dark story, superficially reminiscent of thrillers like Silence of the Lambs and Seven, or crime dramas like L.A. Confidential or Mulholland Drive. Moreover, the notion of a crime in a remote location with a limited number of suspects with intricate connections is evocative of even older dramas, those penned by Agatha Christie or Sir Arthur Conan Doyle. Despite the prevelance of computer hacking and other modern trappings, there’s something seriously old-school about this yarn. Not many movies these days make a character going through old non-digital archives a gripping scene.

Courtesy Music Box Pictures
Not your typical heroes.

While we’re on the subject of characters, the emphasis on their reality and dimensionality is clear. The protagonists are never invincible and the antagonists are never cartoonish. Conclusions are reached and actions are taken for reasons that are not contrived or convenient. It keeps the story very grounded and surprisingly immersive. You lose yourself quickly in these peoples’ lives, especially when it comes to Blomkvist and Lisbeth. Blomkvist is a decent guy with a good head on his shoulders and a deep hunger for the truth that lies at the heart of any good and true journalist, but while he’s the gateway into the story, he’s definitely not its star.

The girl of the title, Lisbeth Salander, is a haunted, driven, asocial and violently independant young woman. Her actions, attitude and outlook are informed by a past that has lead her into being kicked around by the mental health and social authority systems. Being told who to be and how to act for years has left Lisbeth fiercely determined to make her own way. Actress Noomi Rapace never throttles back on Lisbeth’s intensity. Everything she does, every move she makes, has determination and purpose. Despite the tendency for the older gentlemen in thrillers and dramas to play chess with the lives of others, at this table, Lisbeth is Bobby Fischer and most other people aren’t sure of how the knight is supposed to move.

Courtesy Music Box Pictures
As much as I like Wonder Woman, Lisbeth’s a much more interesting “heroine.”
(Anti-heroine?)

Something that struck me as odd is that this movie seems to be completely uninterested in the gravity of its own subject matter. It’s taking on things like misogyny, child abuse, indoctrination and rape but it never does so to the point of belaboring or dwelling overmuch on the matters. These things just happen, and the characters need to deal with them. It’s a slow burner, in that scenes take time to set up and pay off but never fall into the realm of uninteresting exposition. It’s detailed and meticulous, never taking our intelligence for granted. It might not have been necessary to go into as much depth as it does initially setting up the backgrounds and underlying motivations of the duo tackling this bizzare and ultimately disturbing case, but I feel this decision was rooted in the source material. I haven’t read any of Stieg Larsson’s work, but I get the impression the filmmakers were as faithful to the novel as possible. I really can’t fault them for that, but I’m also aware that not everything in a novel is necessary for a story on film to work.

The foundation of this film and its success, however, isn’t just the late novelist’s work, it’s the reality of its characters, settings and situations. From the way Blomkvist looks and behaves to the fact that Lisbeth uses a Mac with software we recognize instead of some sort of magic device as computers are often seen in American media, The Girl With The Dragon Tattoo tells its story without hyperbole or hooplah. It’s not overtly romanticized or saddled with trying to fit into a particular genre for convenient marketing. It’s straightforward storytelling driven by characters that are well-rounded in their writing and excellently portrayed by their actors. Available via Netflix’s instant service, I’d recommend this for any fan of crime drama, good character development or foreign films. And you should definitely see this version if you’re a fan of the novels, because Hollywood has gotten their claws on it and are making their own version. I expect it’s going to have more beautiful people, more bombastic music and more telegraphed dialog in it, but I’ll try not to hate it on principle. Other Americans have the hate market cornered and I really don’t want to step on their toes. They have guns.

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.

Epilogues: Essential or Evil?

Red Pen

The novel rattles along towards its end. You’ve been with these characters for hundreds of pages, followed their stories for thousands of words. Now, at last, you’re in the final chapter. The drama and action are at their peak. The conclusion rushes up on the last page of the chapter, and…

What’s this? There’s more? I thought the story was over!

Epilogues are interesting creatures. On the one hand, they allow a “where are they now” recap of the stories of your characters, the opportunity to tie up loose ends. On the other, they take place after the principle action of the narrative, perhaps in an arbitrary or artificial fashion. Let’s take a look at these specimens in more detail, to see if there’s a right or wrong way to implement them or if they’re even necessary at all.

Epilogues Are Not Bad

Once you get to the end of the story’s major plot, there may be minor ones that still need to be resolved. And that resolution might not come right away. The major plot may require cleanup, say if the evil overlord’s exploding hideout set the nearby forest on fire or the police need to take statements and make a case that the hero was actually breaking the law and needs to serve time. The protagonist may need to disappear in the wake of that explosion, or maybe they won’t see their significant other until they get out of the slammer on good behavior. Yet you still want to resolve some things for them after that time period. Epilogues let you do that.

Putting these story points in an epilogue instead of an additional chapter indicates that this final part of the narrative is occurring outside of the timeline of the main plot. Readers spend a bit more time with characters, see the resolution of certain situations and get the opportunity to decompress after the experiences within the climax. If nothing else, it allows the writer to tie up loose ends.

Epilogues Are Not Good

Then again, if you have a lot of loose ends to tie up, maybe you need to rethink where those threads came from in the first place. Why tack on additional words after you resolve all the action? End on a high note, as they say. Less is more. Resolve what needs to be resolved and no more. Let the reader fill in the blanks themselves.

Also, epilogues can be arbitrary or even artificial. If you’re writing a novel, it’s already a long work. Do you really need to make it longer? Epilogues are also breeding grounds for things like sappy reconciliation, forced relationship resolution and groundwork for a sequel that may never come. At worst, they’re vestigial growths that operate like the human appendix: unnecessary and possibly poisonous to your creation.

Epilogues Are Both. Or Neither!

I think it might be a case-by-case basis. I see both the merits and flaws in an epilogue. I can understand cases where they might be necessary and cases where they serve no purpose other than lengthening the story or providing setup for future works. And as far as my own work is concerned — Citizen in the Wilds in this case — I’m on the fence.

What do my fellow writers think? Are epilogues good things from time to time? Or do all of them need to die in a fire?

Book Review: Mogworld

One of the most wonderful and terrifying things about becoming a novelist is there’s no one “right way” to do it. It’s wonderful because it means anybody with writing talent (and some without) can do it, and it’s terrifying because it can be daunting to choose how to begin, where to go and what to do once you get there. Yahtzee Croshaw started out writing reviews of movies and games, short stories and freeware adventure games, and Mogworld is his first novel. After finishing it, I found myself hoping that it won’t be his last. With Sir Terry Pratchett ill and Douglas Adams dead for almost a decade, someone had to step up and fill the shoes of the sarcastic British genre novelist.

Courtesy Dark Horse Books

Jim is an apprentice wizard, studying arcane magic and thankful to be away from his fathers’ disgusting farm when his school is attacked by the neighboring war college. He’s killed, only to wake up sixty years later as a zombie under the command of a necromancer. It’s soon apparent that his world has become afflicted by some odd global condition that makes death a temporary inconvenience, but while some people wake up in a nearby church swathed in white robes when killed, Jim remains zombified. The prevailing sentiment among those still capable of coherent thought is that this condition needs to be fixed. Jim, however, could care less. Jim just wants to die permanently. Unfortunately, being an NPC in Mogworld, a massively multiplayer online game boasting revolutionary AI, this is easier said than done.

Yahtzee’s writing shows evidence of subscription to two of the biggest rules for good writing: “show don’t tell” and “less is more.” Tackling the first, Yahtzee is careful to never just have his characters spout their feelings verbatim. They are shown through the timbre of the conversation, their expressions and actions, the decisions they make and so on. Likewise, Yahtzee avoids the tendency of many, many modern comics with his “less is more” mentality, using running gags sparingly and instead using circumstance, intelligence and sarcasm to maintain a high level of humor throughout the book. And make no mistake, this book is very, very funny.

Of course, this is Yahtzee we’re talking about, so folks were probably expecting the humor. The existential angst, philosophical ramifications and metaphysical discussions, on the other hand, might catch some readers off-guard. The humor, in point of fact, begins to feel like something of a gateway drug. It’s the hook that pulls you into the story so Yahtzee can drive home what he’s really on about. The narrative goes some very dark places. It’s well done and presented in a very interesting way, so it wasn’t that jarring for me, but readers expecting the rapid-fire dirty jokes of Zero Punctuation may be filled with confusion.

If Mogworld has a flaw, it’s the decision Yahtzee made to write the novel in the first person. While it does draw in the reader and underscores the sort of immersion Yahtzee is always discussing in his reviews, there are a few moments where it feels less like Jim is his own character and more a mouthpiece for Yahtzee’s personal opinions and philosophies. Considering how much of Yahtzee’s voice and humor permeates the novel, Jim comes dangerously close to becoming an Author Avatar. Thankfully, as the novel goes on it feels more like Yahtzee is flirting with that distinction rather than being completely ignorant of it or knowingly crossing the line to speak to us directly about how silly or stupid we are to believe whatever we do that he does not. It’s gotta be hard to carry on a serious discussion on these subjects when your tongue is planted in your cheek, after all.

It’s really hard to hold a flaw this minor against the overall result when the humor is this funny, the characters this memorable and the jibes this cutting. For a novel, Mogworld is very good. As a first novel, it’s excellent, bordering on the fantastic. And for anybody out there struggling to put a novel together, it’s a challenge. Yahtzee got this written, edited and published while maintaining his web series and opening the Mana Bar. It puts the following question to other writers: “What’s your excuse?”

Into The Nentir Vale, Part 1

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Trade caravans often travel the King’s Road in the Nentir Vale. With bandits, wild animals and monsters roaming unchecked throughout the countryside, traders attempting to bring much needed goods to the town of Fallcrest and beyond often welcome the company of adventurers. They’re not always paid, but even the most inexperienced sword or spell can ward off unwanted attention.

This was the situation on a sunny afternoon. Traevus, a wagonmaster coming north through Harkenwood, had a few young adventurers with him when his wagon was beset by goblins. The adventurers sprang to his defense and managed to drive the goblins off. A distant rider shook his fist in contempt of his failed minions and rode off. None of the travelers was seriously hurt. However, a valuable box was stolen from Traevus’ wagon, and he commissioned the adventurers to bring it back.

Andrasian wasn’t about to let thieves escape without facing justice. He also was looking forward to not being so close to so many humans. Their city-folk ways put him a bit ill at ease. He was a warrior of the wilds, and his simple greatsword thirsted for more blood of the wicked.

“Like my Dalish character in Dragon Age, but with a Y chromosome and actually nice to some people.” – Mike, Andy’s player

Melanie Good-Melons, on the other hand, couldn’t care less what the goblins stole or why. The offer of payment, however, persuaded her to join the party. A seer had seen Mel as an infant and predicted both her arcane inclination and her voluptuous body shape. Not one to hide her assets, Mel made it a point to wonder why Lyria wore such tight, dark leather. “The body is something that should be cherished,” she said, “instead of hidden in disgrace.”

“A magically voluptuous freelance adventurer with a taste for danger and minimal coverage.” – Eric, Mel’s player

Lyria, for her part, didn’t want these goblins giving honest thieves like her a bad name. Stealing from a fat nobleman who pissed on the peasantry was one thing, but stealing the goods of a struggling merchant just trying to make it as far as Fallcrest? She wasn’t having any of that. A lithe halfling that moved like a dancer and always had a dagger handy, Lyria seemed interested in the adventure as much for helping Traevus as for the promise of treasure.

“Think Bayonetta, only three feet tall.” – my comment on Danielle’s description of Lyria

The three interrogated one of the remaining goblins. Before expiring, the goblin confessed to the rather intimidating elf asking the questions that he came from a ruined, half-buried temple deep in the woods. Andrasian lead the ladies down the indicated path without incident. They came across the ruin and made their way inside, finding two corridors leading into the rock. They chose one and came across a surprise.

Instead of goblins, the trio encountered a cadre of kobolds wandering the halls of a section of the temple. The kobolds chatted amongst themselves as to how to deal with the intruders. Not wanting to betray that she speaks the language of dragons, Lyria kept quiet as Andrasian asked to be taken to their leader. The kobolds’ master turned out to be, rather than the disgruntled rider, a fledgling white dragon named Farallax.

Farallax told the trio that he saw the temple as his, and the human who they’d seen, Malareth, was an intruder. If they drove Malareth and his goblin cohorts out, he’d reward them. Considering he was both sitting on a pile of treasure and looked poised to wipe the floor with the party if they refused, the adventurers agreed. The dragon pointed to a door that would take them to Malareth.

Beyond the dragon’s lair was a storage area where goblins milled about. The trio sprang into action. Andrasian met the goblins head-on, Lyria snuck and danced around the fight looking for the best angle at which to stab a given opponent, and magic missiles flew from Mel’s fingertips. A hulking bugbear with a nasty-looking greataxe entered the fray. It took a coordinated effort between the three adventurers to deal with the captain of Malareth’s guard, but despite being bloodied and bruised, Andrasian found the heft of the bugbear’s axe rather satisfying, resolving to take it with him.

Malareth’s lair was a dark laboratory full of bubbling vials, moldy books and a few skeletal servants. Out of the corner lumbered a stitched-together monstrosity, a huge zombie that was not likely to fit through a standard door. Malareth dismissively told his servants to deal with the intruders. Mel’s spells kept the zombie at bay, pushing it back and causing it to tear the arm from one of Malareth’s skeletons in its rage. Andrasian’s new axe hewed into bone. Lyria played with her opponents, often slipping in for the killing blow as the fighter’s strength put them off-balance. Malareth’s dark powers often froze the adventurers in their tracks and repaired the damage to his minions. For a while, the fight could have gone either way.

Then Lyria leaped onto the shoulders of the zombie and stabbed it in the base of the skull, severing the connection between its rotting brain and animated muscles. The beast toppled to the floor in a heap of body parts, the magic animating it draining away and its stitches coming undone. Malareth stood alone against the party, and despite his affinity for the magic of death, he was no match for them. Melanie eagerly claimed his staff for her own.

The box that had been stolen from Traevus sat on the necromancer’s table. It contained an immaculate skull that radiated dark energy. The trio discussed the possible ramifications of this on their way out. Farallax thanked them for taking care of the pesky human, reached into his pile of gold and treasure, and pulled out a suit of leathers for Lyria. The party found their way back to Traevus, who explained the artifact was being taken to a monastery deep in the mountains where it could be destroyed or, at the very least, kept safe.

Satisfied for now with that explanation and paid for their service, the trio of adventures kept the rest of the trip incident-free all the way to Fallcrest…

Next: A dwarf “fortress”, the town of Fallcrest and a sparkly cleric.

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

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