Month: June 2012 (page 3 of 5)

Writer Report: On Strong Women & Sharing Work

Courtesy Square Enix

There’s been a lot of talk back and forth about the trailer for the new Tomb Raider that came out of E3. Word has been that this new Lara Croft would be darker and grittier, just like everything else is in games and fiction in general these days. A beaten and desperate Lara has to fight, crawl, sneak, and struggle her way from setpiece to setpiece in the game, and through it all she gasps, grunts, screams, and cries. I, like Susan Arendt, admire Lara’s tenacity. I like that there’s a sense of realism to go along with all of the platforming and combat. What I don’t like is that this and this alone is meant to make her a “stronger” character.

Strong women are not devoid of emotions. I’m glad Square Enix gets that. But you’re a fool if you think the only means demonstrate the emotions they have is through the mediums of torture, tragedy, or the power of a magical healing (or cackling evil) dick. You may think it’s the height of drama to have a female character develop through a wince-inducing, heart-rending struggle to survive as she’s faced with evil malefactors at every turn, but just a moment’s examination should reveal how shallow this method is. If you want to make your story interesting, you do need to hurt your characters, but if all you do to your female characters is beat them down or sex them up, people are going to start asking questions.

So ask the questions yourself, first. Bounce ideas off of another human being. If you don’t have the good fortune to live with one who’s interested in your work, use the Internet to meet some. Solicit opinions in a coffee shop. Go to a library and make the librarian cross by asking random people about the inner workings of your fictional clandestine organization. You need to share your work, and you need to get feedback, even if it’s completely negative.

How else are you to face the fact that your work is incomplete? No manuscript bursts forth from the head of its author fully-formed and ready to top sales charts. They need to develop. They need to grow. Rampant growth needs to be cut down, plot points need to be clarified, and darlings need to be dragged out behind the shed and shot. If you think you can do every single step of that process on your own, I think you may be part of the problem. As it was explained to me, no writer thinks they’re a bad writer. Self-deprecating as I may be at times, there’s a part of me that thinks what I have to offer the written word is worth someone else reading. In some ways, I may be right, but in others, I’m definitely wrong. And I won’t know that for sure which is which until I let someone else have at my words.

Let’s circle back to Lara. As a character to drive a game about the exploration of ancient ruins, fighting off threats of both natural and man-made origins, and hunting down obscure and inexplicable artifacts of dubious power and desirability, we need to do more than just make her an Indiana Jones knock-off, as Uncharted already beat her to that. I’m not sure how much of her backstory is changing with this latest reboot, but Lara always struck me as a woman who did what she did out of a sense of adventure, shunning the life of upper-class aristocracy because it was too constraining. I’m left wondering who she left behind when she made this decision. Are any of her former friends still trendy and wealthy, now the subject of tabloid reporting? Does she ever see a familiar face on a magazine, happy at a wedding or with a child? How does that make her feel? If the same friend was seen after a nasty split with an abusive ex, what would her reaction be? Does she get lonely out in the wild? What lines does she draw between what she’ll do and what she won’t, and why? Any one of these questions, if answered differently from the previous games if at all, could make for an interesting story to be laid like a foundation under the structure of gameplay. All it would have taken was one person sharing the standing ideas with another, and that other person bringing up any of the above points.

But no. Let’s just break a few of her bones and threaten her with some unsolicited hard-ons. And this time, not just from her fans!

I could be making a mountain out of a molehill, here, but to me, if all the game does to develop Lara’s character is push her down multiple times just to watch her get back up, it will have failed miserably in making the character better. Brienne of Tarth is a formidable and towering slayer of men, but that isn’t all she is. Zoe Washburne is not just first mate of the Serenity. Alex Roivas went through a great deal in Eternal Darkness and was only directly threatened occasionally. Miriam Black is more than the sum of her trash-talk, hustling, sex drive, and special powers. Ripley doesn’t just slay angry penis-monsters from beyond the stars. All of them have histories. All of them have points of view. All of them have feelings beyond “Hey, ow, this hurts.”

Why should Lara Croft, or new characters written by me or another author, be any different?

Book Review: Headhunters

It’s easy to assume that threats to national security and integrity only come from foreign shores. Dressing terrorists, the boogeymen of our time, in the clothes and skin color of minorities softens the reality. There will always be dissidents, malcontents, and flat-out crazy people within our own borders, working inside our own systems, either to dismantle something they see as wrong or just to get themselves ahead somehow. Fighting these threats can be a dirty, underhanded, downright soulless affair. But if the country’s integrity is to remain intact along with its security, some men must make sure certain lines are never crossed. Simon Parks is one of those men, and he is our subject as the protagonist of Charlie Cole’s Headhunters.

Courtesy Charlie Cole

Simon works for Blackthorn, a deep-cover internal anti-terrorist group working in the United States to combat domestic terrorism. While most of his duties are concerned with finding new talent for this work, his job keeps him at the office for very long hours, even days at a time, and his wife decides to leave him over it. In an attempt to get her back, Simon inadvertently causes a fatal car crash, leaving him a widower and his children without a mother. Heartbroken, he resigns from Blackthorn and tries to start life over in a new city, as a headhunter for a different firm. But his old boss isn’t about to let a resource like Simon go without a fight, not while there’s still work to do, and Simon’s new boss is not all he seems, either. Intrigue comes at Simon from all sides, with what’s left of his family caught in the crossfire.

Novels like this work or fall apart based primarily on the construction of the protagonist. A driven, stoic, nearly super-human badass (or a team of them) can carry an empty summer action flick, but not so much a modern thriller. Thankfully, Cole gives Simon a great deal of humanity and humility. He questions his actions even as they’re being undertaken, apologizes several times to friends when they become involved in his life and its trials, and continually reminds the reader that he’s “just a guy.” While it’s a realistic reaction to the sort of shenanigans that occur to Simon, he doesn’t have the difficulties Jack Ryan did in early Tom Clancy novels. He’s perfectly competent as an unarmed combatant, marksman, and strategist, even as doubts gnaw away at him.

It’s pretty clear that this is a debut novel, with some of the plot developments easy to predict and some of Simon’s abilities and resources seeming too good to be true. However, Cole has a background in the areas within which the story takes place, and while I’m certain artistic license has been taken throughout the novel, none of the flaws make the novel difficult to read or hard to believe. Simon has enough bravery to carry the action, enough humanity to invoke sympathy, and enough humility to avoid becoming insufferable. The story moves at a good pace, action scenes pop with a good dose of realism, there’s plenty of twists in the tale, and Charlie even threw in a bit of romance, presented tastefully and at the right times to allow us breathers between the tension.

Fans of tales such as 24 and The Bourne Identity will be right at home here. Charlie Cole is looking to be a decent successor to Clancy and Ludlum, and Headhunters is a fun and engrossing read. He has plenty of room to grow, which is actually exciting. As good as Headhunters is, his next yarn should be even better.

Forever OP

Courtesy Riot Games
Double Darius action! But which one is more OP?

League of Legends has been called many things, from a DOTA knock-off to an ongoing Dunning-Kruger effect study. I know people who consistently call it a terrible game. It has its share of flaws, to be sure: the art direction of female champions can be quite dodgy at times, the model of its microtransactions and the seemingly arbitrary nature of sales and point gain rate can be called into question, and the community can be quite caustic and deriding, though not (thank the Maker) to the degree of X-Box Live. Yet.

Over and above other objections are those regarding the characters players choose to represent them in the Fields of Justice. Every few weeks, sometimes more often, Riot Games introduces a new champion. More often than not, the newcomer’s abilities and scaling power dwarfs that of other long-standing champions instead of rivaling it. While this is not always the case, it happens often enough that the new champions are labelled as overpowered, and Riot is forced to take time to re-examine them and perhaps adjust the balance of power in the next patch.

Along with this comes a less obvious but more insidious problem. As competitive players lean towards certain champions for their team compositions, and new champions join the roster, some older champions, around since the inception of the game, fall by the wayside. Their abilities may get tuned down in power (“nerfed”) but never readjusted to remain on par with others (“buffed”). Thus, they rarely see play, and some have even come to be regarded almost universally as bad champions that no sane champion would ever pick, unless they were trolling.

The source of this apparent problem, according to some, is that League is growing vertically, not horizontally. Given that it’s a young game, going through spurts like this is perfectly natural. If the trend continues, however, other games may learn from this failing before Riot does. As new champions with hitherto unknown abilities continue to join the roster while previous champs remain as they are, naturally the older ones will be outclassed. But did you notice how I used the word “apparent”? It’s possible this “problem” isn’t a problem at all.

With a few exceptions, no champion can be slapped with the broad label of “bad”. Every champion has something – a crowd control ability, a natural escape, a snowballing capacity for damage – they can offer a team. If the summoner who chooses that champion is competent with them, a relatively unknown or underused champion can suddenly be dominating the game. And even if domination doesn’t happen, competent players can often work around or directly against the power of new champions. It’s possible that the skill set of the “OP” newcomer gets entirely shut down when a much older champ ends up against them. It’s just a matter of finding the ‘bad’ champ and dusting them off, so to speak.

Theorycrafting remains a big part of strategy games in general and League in particular. Sites and communities are dedicated solely to examining the entire roster, providing guidance on how to build champions for certain situations or modes of play, and arguing about which champs are OP and which are terrible. As much as major tournament setups may try to convince you otherwise, not every team needs to have one golden composition to always win. Every player on the team has different taste, abilities, skills, and flaws, and they can and should choose their champions accordingly. The more a champ is in line with a particular player’s style of competition, the more fun that player will have, regardless of the outcome of the game. There will be the occasional hard counter situation where a player’s entirely locked down, but these incidents tend to be isolated. And the plethora of champion choice in League of Legends, for all of its inherent balance issues, means that no player is ever railroaded into a single choice of champion or even role. Nor should they be.

This, then, is my advice, fellow summoners: do what you like, and if you’re not having fun, chances are you’re doing it wrong.

Movie Review: Mission Impossible Ghost Protocol

I was introduced to Mission: Impossible at a young age. I found the TV series to be fascinating, in the way it used the same aesthetic and atmosphere of James Bond but felt far closer to home. It had cool gadgets, good chases, and decent characters. The movies have never quite measured up to the source material, and while I admire the audacity of the first film to wreck absolute havoc on the lives of the characters, they’ve felt a bit safe and generic since then. Ghost Protocol seemed to promise a return to former Mission: Impossible standards while looking fresh and crisp.

Courtesy Paramount Pictures

Ethan Hunt is in a Russian prison, and two members of the Impossible Mission Force break him out. He’s needed for a delicate operation in the very heart of the country’s government. It turns out, however, that his team’s been set up by a brilliant but insane physicist to take the fall for a bombing at the Kremlin. Faced with a ton of international fallout and the resurrected fear of war, the United States quickly shuts down the IMF, and the President initiates Ghost Protocol. Hunt and his team, along with a newcomer who claims to be a mere analyst, must track down the physicist and prevent the release of nuclear launch codes, lest the world become an atomic wasteland.

So while it’s not Russia being the bad guys, there’s still a lot of this film that feels like Cold War stuff. In that way, it’s similar to the Angelina Jolie vehicle Salt. Both are technically well-executed thrillers, but Mission Impossible goes for more of a straightforward, high action route rather than opting for grit or darkness. Besides, this is a plot we’ve all seen play out before, so the film has to do something new to keep our attention for its 133 minute run time.

Courtesy Paramount Pictures
Yeah, that’s one way to keep our attention.

What it opts to do, and what I like about it, is that its focus is more on the characters and how they deal with their circumstances, rather than the tech or the chases overwhelm us. I wouldn’t say it’s an entirely character-driven piece, as more often than not circumstances from the plot are what move us along. However, the moments we do get between the characters aren’t badly written. Banter is believable and the characters tend to react to things in realistic ways. I also like the fact that while romance is hinted at in one instance, it’s neither forced nor taken as a foregone conclusion. The filmmakers do a good job of making the team feel like people, rather than cyphers, even if Simon Pegg and Paula Patton get the short end of the stick in terms of character development.

Unfortunately, our main foursome have to do a lot of the heavy lifting when it comes to getting us to care about the story. The antagonist is so generically Bond-villain bad it’s difficult to key into the threat he represents outside of a general dislike of the prospect of nuclear war. As much as the plot is rooted in the current geo-political theater, the Cold War is over and the spectre of atomic annihilation is not the bogeyman it once was. There’s also the fact that Michael Nyqvist is completely wasted in the role. He was very good in The Girl With The Dragon Tattoo (the original one) and while he does what he can with this mouth-foaming megalomaniacal drivel, it’s just a bit hard to swallow, especially when his hitherto-unknown martial arts skills appear for the climax.

Courtesy Paramount Pictures
Beautiful people.

There’s also the fact that the plot relies almost entirely on coincidence and contrivance to stay in motion. While the tech never outshines the characters, its functionality, or more often lack thereof, is the cause of the characters needing to act rather than the characters being the vector for change themselves. It’s a subtle difference, but it’s there. The technology robs the characters of their agency and the story suffers for it. It’s a shame, too, because here and there we see good character beats that would make a good movie in and of themselves, instead of just being the saving grace of a well-shot above-average espionage thriller.

Stuff I Liked: The IMF team has good chemistry. Action is well-shot and does not rely on camera tricks to highten tension. It’s nice to see locales that don’t often get used for films like this, such as Dubai and India.
Stuff I Didn’t Like: I felt bad for Michael Nyqvist as he’s given little to do other than be a dime-store Blofeld until the final scene where he suddenly becomes an excellent fighter. Technology failing once at an inopportune time is kind of funny, but it happens so often that it becomes almost predictable. Plot contrivance is the fuel that drives the film instead of character development.
Stuff I Loved: The banter between Simon Pegg and Jeremy Renner. The prevalence of the Mission: Impossible theme in the score made me happy. The opening operation of sneaking into the Kremlin was very well done. Little moments like Renner’s character hesitating to jump, Pegg’s overall enthusiasm, and the old phone booth failing to self-destruct after giving Tom Cruise his mission.

Bottom Line: Brad Bird’s debut in live-action filmmaking is by no means bad. It’s fun to watch and not without good moments, especially in the character department, but it’s not terribly memorable. While it’s much better than the previous two Mission: Impossible films, a little more time playing down the plot contrivances while increasing the moments of character construction would have made it even more compelling to watch. As it is, you could do worse for espionage action films to watch, but you could also do better.

Flash Fiction: Aisle Nine

Courtesy Samm Bennet of Flickriver.com
Courtesy Samm Bennet

For this week’s Terribleminds flash fiction, I thought I’d tease you all with a bit of Cold Iron prequel action.


I know I shouldn’t.

Morgan frowned as she contemplated the bottle of pop in her hand. She had enough bad habits between the coffee, the take-out, and the relatively nocturnal sleeping schedule. On the other hand, a cool glass of Coke reminded her of summer days with her father. She wanted to hold on to pleasant memories like that while she could. It kept some of the darker things in the night at bay.

Maybe a bottle of the Mexican stuff on my way out.

She replaced the large bottle on the shelf and pushed her cart towards the pet section. While she tried to feed Nike decent and fresh food often, the cat was less picky about her litter. Morgan grabbed a container of what was on sale. She was wrestling it into the cart when she caught a particular movement out of the corner of her eye.

It wasn’t anything major. Just a guy walking down the dairy aisle towards the milk products, but his movements were a little too deliberate, a touch too fast. It set off alarms in Morgan’s head. She pushed her cart to the end of the pet care aisle, turned, and moved towards the milk, where the man was speaking to a young woman.

“I’m almost certain we’ve met,” he was saying to her.

“Oh, I don’t think so. I’d probably remember.”

“Maybe I could refresh your memory?”

It was on the corny side, but she seemed to be falling for it. Even as she approached, Morgan could feel a change in the air. It was something warmer and sharper than she should be feeling this close to so many cold products. She had to test her hunch. She gave her cart a hard shove and it banged into the man’s backside, causing him to spin on her.

“Oh, I’m sorry! It got away from me.”

For a moment, the man’s eyes flashed red. Morgan didn’t smile. She didn’t want to give away the fact the man’d just been made.

“That’s all right. Happens all the time.” He stepped away from them. “I was just inviting my friend to a party. Maybe you’d like to join us?”

Morgan shook her head. “No, thank you. I really don’t think I’d be into your scene.”

His eyes narrowed slightly. “And what scene would that be?”

Morgan said nothing, simply holding his gaze. It was like staring down a panther, or a velociraptor. The woman backed away, grabbed her cart, and moved on. The man sighed a bit without looking.

“Humans can be such fickle creatures. They tend to spook easily.”

“Yeah. Major bummer. Speaking as someone who’s still human, as opposed to simply being a former one, I’d appreciate it if you moved along.”

“I don’t know who you think you are…”

“Morgan Everson, Special Homicide.” She even showed him her badge.

“Ah. That explains it. In that case, excuse me.”

He brushed past her as he walked towards the exit. Morgan took a deep breath, then fished out her phone and called her partner. Allan Bowman wasn’t too far away, and while neither of them were technically on duty yet, Morgan considered it good policy to keep him informed of whenever she saw one of those things.

“I guess he got bored of the stereotypical nightclubs,” Allan said after Morgan described the perp.

“Could be. I didn’t think to ask. Anyway, I’ll keep my eyes peeled for him.”

“Do you want me to swing by, boss? Just in case?”

She thought about it for a moment. “You know what? Yeah. Just in case. You can even help haul my groceries into my place if you want.”

“Oh, no. I know how that works. First it’s hauling groceries, next thing I know you’re asking me if you’re trying to seduce me.”

Morgan chuckled. “You know me better than that, Bowman. Just get down here.”

“Right, boss.”

Courtesy Ipernity

She finished up her shopping, grabbing a wooden mixing spoon along with the rest of her items. She paid for everything and headed out towards her car. She got the first round of bags into her trunk before he attacked her.

He grabbed her by the shoulders and yanked her away from the car. The bags that had been in her hand came open, spilling their contents on the pavement. She went for her sidearm but he was fast, incredibly fast, grabbing her wrist and pulling it out of her jacket in spite of her struggles. In the shadows of the early evening parking lot, she could clearly see the red in his eyes.

“I think we’ll be partying after all, Detective.”

“Shall we dance, then?” Her teeth were grinding together against the pain in her wrist. “I know a few steps.”

She brought her knees up and drove both of her heels into the attacker’s groin. The sensation was sudden for him, and either on instinct or due to the actual pain, he released her and backed off. One of the bags she’d been holding had contained the spoon, which she grabbed as she scrambled to her feet. As he recovered, she broke it over her knee.

For a moment, they stood staring at each other, crouched, tensed, each ready to strike the other. He moved first, hands extended, fangs bared. The inhuman hiss made Morgan’s skin crawl, but she stood her ground. At the last possible second, she dipped under him, grabbing one of his arms in her free hand. He slammed into her car and, as he turned, she plunged the splintered end of the broken spoon into his chest with a sickening crunch.

His eyes went wide in shock. He opened his mouth to speak, but all that came out was a gush of blood. His nostrils, ears and eyes soon bled as well, and he slumped to the pavement, unmoving. Morgan felt her legs go rubbery and she sat, facing him.

When Allan arrived, she was still sitting there, drinking a bottle of Coke.

Older posts Newer posts

© 2024 Blue Ink Alchemy

Theme by Anders NorenUp ↑