Darlings, I am busy as hell this week. Busier than I thought I would be.
My original plans for the week in terms of productivity and relaxation both have been torpedoed gloriously. Instead of feeling charged and accomplished for my first PAX Prime, I feel old and worn out. The worst part is, PAX itself has not even started yet, and I still have more work ahead of me on the morrow.
As it stands, I don’t think I’ll be able to finish my review of Kick-Ass 2 on time as intended, nor will I be able to make much more progress on Cold Streets.
I apologize for the disruption and I look forward to being back on a regular schedule, and as always, thank you for reading.
Even when he was human, he never cared for funerals. Death was an uncomfortable subject for many mortals, and funerals tended to bring an individual face to face with the specter of mortality, especially in violent circles. He stayed back from the front of the church’s sanctuary, where family members both intimate and extended slowly filed past the casket to pay their respects. He had no desire to show a lack of respect; he’d simply said everything he needed to say at their last meeting.
“This lot never cease to captivate me.”
He didn’t have to turn to know a statuesque woman was standing behind him, uttering those words. It was a presence he’d felt many times.
“I warned him about this. I told him he was pushing too hard against the Gates.”
“And now he is gone. Has all of your deceit been worth it?”
At that, he did turn to face her. She had been a beautiful woman by mortal standards; looking past the skin, he could barely withstand her glory. Part of him shrank, fought to run, pleaded to hide, to be forgiven; he crushed the sentiment under his heel.
“Why are you here, Raziel?”
She smiled. “Have I become so like you that I need an ulterior motive to see you?”
“Absolutely. Next thing you know you’ll be bathing in brimstone.”
Raziel made a face. “I don’t think that’d help my complexion.”
“Somewhere in the canyon Below, Beelzebub is recovering. It may take time, but he will return.”
“In the meantime, you can consolidate your power. Rally your troops. Get things in order before the balloon goes up.”
“I’m curious. Why did he choose that vessel? He must have known it was dangerous.”
“He was always fascinated with the way humans quote-unquote ‘organize’ their crime. He wanted to see that world from the inside. I was, naturally, obliged to follow. And you know for a fact that we are not common clay as they are.” He gestured at the funeral-goers. “It takes a bit more than a few little punctures to send us back from whence we came.”
“It does take some doing to rip the demon out of the flesh.” Raziel examined her fingers. “It’s almost an art.”
“You still haven’t answered my question.”
Raziel looked at him evenly, then at the rest of the funeral. “I wanted to see the aftermath. Witness mortals facing their mortal nature. Record what choices they make.”
He smirked. “That’s what it all comes down to, isn’t it? Their choices.”
“Belial…”
“No, wait, hear me out.” Belial began to pace. “Lucifer wanted for us – you and me – the same thing that God gave to humans. He wanted us to be able to choose. But, think about it. Lucifer fell. And we fell with him. We did make a choice. But whereas the choices humans make do not essentially change who or what they are, we were changed. Disfigured. We no longer have your grace and glory; we have only malice and terror. We remain as awesome as you in countenance and presence; yet humans run towards you away from us.”
“That is, at best, a broad generalization. Not all mortals make that choice. Some reject the notion of Heaven as a place to be sought and opt to make deals with your kind. Others eschew metaphysical planes entirely and believe that there’s nothing but the dirt and themselves.”
“Doesn’t that just reinforce my contention that humanity’s free will, and the choices born of it, does not fundamentally alter them?”
Raziel thought for a moment, reaching out with her hand to examine a willow branch protruding from a bouquet near the exit. “Is that why you want to usurp Lucifer?”
Belial winced. Even the mention of the nature of his plan made him anxious and paranoid. Still, he pressed on. “Think about it, Raziel. It can go back to the way it was. The Satan is supposed to be a complimentary role. The point is to test humanity, not stick it to Heaven over a grudge. Heaven is the carrot; Hell is supposed to be the stick. Lucifer is angry, angry enough to still want to end the whole thing. Global cataclysms, gatherings at Armageddon, the Horsemen, all of it.”
“And you’re not?”
“Would I be working with you if I was? Raziel, something changes about us, on the atomic level, when we make the choices that define us. Humans can define and re-define themselves at the drop of the proverbial hat. How can they do this? Why were they made so malleable? I need to know the answers to these questions. I need data. I need to experiment.”
She crossed her arms and leaned against the font of holy water near the back of the sanctuary, the one used by incoming parishioners to cross themselves. “So make deals and observe the results for yourself.”
Belial shook his head. “Too inefficient. A deal can take decades to bear viable data. If I control more demons directly, I can observe more results. This is the logical conclusion.”
Raziel studied him, and to his surprise, smiled a little. Even more surprising to him was the reaction from his body.
“That is what this is all about then? The mere result of an equation you’ve processed already?”
“For the most part, yes. There are fringe benefits, of course. Like seeing that pompous ass Beelzebub get kicked back downstairs. Nice work, by the way.”
“Darling, one doesn’t become the Keeper of Secrets in Heaven without learning how to silence those who’d disseminate those Secrets.”
He looked at her, deeply, for a long wordless moment. “That’s why you’re here. You want to know if I’ll betray you now that Bub is out of the way.”
“It’s a logical conclusion to make. You are a demon.”
“Yes, but I gave you my word that our bargain is ironclad. You know how seriously we take such things.”
“Perhaps we should discuss that more.” Raziel smiled again. “Over dinner.”
I’m in Seattle for the next week and half. Posts may be somewhat sporadic as I did not have the wherewithal before I left to ask folks for guest entries. I’m pretty well prepared in every other aspect of the trip, though! So I guess I can’t complain much.
I will see what I can do about Flash Fiction for tomorrow, and a review of Kick-Ass 2 should be up Wednesday. After that, it’s PAX Prime. I expect to be busy as hell, dead on my feet, pulled in seventeen different directions, and loving every single second of it.
More than a few video games that provide a multiplayer experience also have single player campaigns. In fighting games and others, this is referred to as ‘story mode’. The quality of these stories can vary wildly, but the pitfalls and perils of storytelling in video games is much better covered by other sources, and it’s not why I’m writing this. I’m writing this because relegating “story mode” to single player play feels like a misnomer, even in something as simple as a fighting game or a first-person shooter. Whenever more than one person is involved in play, I feel there’s massive potential for storytelling.
Some systems better facilitate this than others, of course. Eventually, in a fighting game, you’ll stop contriving reasons your character gets up after having his or her spine ripped out or all of his or her ribs broken. Games set up for multiple players that lean towards story construction, from MMOs to your typical Dungeons & Dragons campaign, have plenty of tools to keep things moving. But those games tend to come with a lot of systems and rules that can interrupt the flow of the story. I enjoy them thoroughly, don’t get me wrong, but some games have a fantastic way of keeping the game aspects simple and letting the story aspects shine.
Consider Fiasco, by Jason Morningstar. Much like a role-playing game with the tables and systems stripped down to the bare minimum, Fiasco is “a game of high ambition and low impulse control.” Inspired by caper films like Burn After Reading, Snatch, Fargo, and A Simple Plan, the game puts players in relationships with one another and gives them each goals to try and achieve. The systems are there simply to set up the tapestry of the situation, from who knows whom to what’s desired and why, and to let you know when things are about to go horribly, horribly wrong. In the end, the dice are an impetus for the tension, drama, fun, and laughs, rather than encapsulating those things themselves. It’s a brilliant game and a great way to tell stories with friends, especially if one hews to Rogers’ Rules:
1. Who Wants What?
2. Why Can’t They Have It?
3. Why Should I Give A Shit?
Shock: is a similar game by Joshua A.C. Newman, where players work together to create a sci-fi world in the vein of Ursula K. LeGuin or Philip K. Dick, populate that world with their ideas and characters, and go nuts from there. Everybody around the table contributes to the aspects of the universe created, from the nature of the planets to the motivations of both protagonists and antagonists, and the ruleset, like Fiasco‘s, keeps the story central while offering support to keep things moving and keep players interested. It’s a fascinating approach to both gaming and storytelling.
As impressive and fun it can be to see what enjoyment can be wrought from a big box full of wooden components, cards, boards, and tokens, there’s something to be said for the sheer power of a story well-told with friends. Collaboration gives rise to ideas that could never have taken flight on their own, and when everybody’s helping tell the story, everybody has a stake in seeing it through to the end. That’s what makes games like Fiasco and Shock: so brilliant. It’s not about the components or the systems or anything the game actually provides; it’s all about the people around the table.
The summer of 2013 has been a difficult one in terms of finding truly great films. Most of the fare out there is either sequels or trash, and sometimes trashy sequels. Original ideas seemed few and far between. For the most part, I was looking forward to two films that looked like they might breathe fresh air into both cinemas and the sci-fi genre in particular. Both were not only unique in premise, at least insofar as they were not based on previous intellectual property, but they also were helmed by visionary directors who are favorites of mine. One was Guillermo del Toro’s Pacific Rim, which I thoroughly enjoyed, and the other was Neill Blomkamp’s Elysium.
Max DaCosta was not having a good day. Already on the wrong side of the bed, he sassed one of the robot police at his bus stop, and got his arm broken for his trouble. Elysium, the space platform orbiting Earth populated by the super-rich and elite, hangs overhead as he explains this first to his robotic parole officer and then to his brusque foreman at the factory where the robots are built. When he suffers a workplace accident during this terrible day which will leave him dead by the end of the week, he resolves that he’s going to get himself to Elysium, where he’s certain he can be healed. Meanwhile, Elysium’s strict and brutal defense secretary finds herself fed up with the sitting government, and looks to make a change without having to worry about pesky things like elections and the opinions of the people.
Much like District 9, Elysium wraps its lived-in and utilitarian sci-fi aesthetic with a good dollop of social commentary. Disparity seems to be Blomkamp’s focus of choice, this time on wealth & class disparity rather than racial. As necessary as such commentary is, especially delivered supposedly hidden within a summer blockbuster, the problem with Elysium is that things are a little on-the-nose. Storytelling with purpose is a subtle art, and as ignorant as the masses can tend to be, hammering points home with brute force can turn people off from the story and the characters. This, unfortunately, is the case here: the lingua franca being Spanish feels realistic enough in the sordid squalor of Los Angeles, but when Jodie Foster starts talking like a female Dick Cheney, you get the distinct impression you know where this story is going.
Blomkamp still keeps his violence brutal, direct, and short – which is great.
It could be argued that storytelling is more about the journey than the destination. When it comes to Elysium, the journey is at least entertaining and at times breathtaking to behold. Blomkamp still has a knack for visuals, and his shots of both the floating platform of the well-to-do and the urban decay of the world below feel authentic, realistic, and even lived-in. Things have weight and utility, and the immersion one gets into this vision of the future is palpable. Action is cleanly shot, inventive, and pulse-pounding, making the audience put the lack of subtlety aside while the visceral beats are playing out. If nothing else, Blomkamp hasn’t missed a step when it comes to keeping an audience engaged for the running time of a film.
While the casting in Elysium is decent, and the actors feel authentic and natural in their roles, it’s difficult to point to any of them and say “only this person could have played that role.” While it’s clear that we’re intended to relate to some characters and, to an extent, at least understand others, the characters are a touch too pat and generic to really evoke emotions of empathy. Matt Damon and Jodie Foster and the others are fine, but other than being able to relate to Max’s terrible horrible no-good very-bad day and feeling animosity towards Foster’s ultra-conservative zealot, the characters they play are not all that memorable. The exception, of course, is Shartlo Copley’s Kruger, the slightly unhinged and surprisingly nuanced psychopathic Elysium hitman that is easily the best part of the film.
You wouldn’t want to meet this guy in a dark alley. Or anywhere.
I think a comparison is inevitable, so here’s how Elysium stacks up against District 9. The themes are very similar, but where Elysium slams its plot points and allegories hard, District 9 weaved a more subtle story. Elysium‘s protagonist feels a lot like your typical blockbuster down-on-his-luck tough guy with whom we’re supposed to sympathize immediately, while District 9 gave us a main character who, initially, feels more like a lackey and a spineless jerk than someone who will become capable of anything heroic. Elysium clicks along its rails with expediency and cleanliness with a dollop of predictability; District 9 had a habit of keeping you guessing and, therefore, more engrossed. In spite of being the story involving aliens, in the end, District 9 feels like a far more human story.
In the end, Elysium is decent, but unfortunately lacks the punch and pathos of its predecessor. Blomkamp still has it where it counts, and his film does entertain, but it fails to truly engage in a lasting manner. I’m glad I saw it in the theatre, as much like Pacific Rim, I want to support artists who try something new rather than simply irritating, but Elysium sadly does not do quite enough to break away from the pack and what’s gone before. It’s good. It isn’t great. I expected more. And, if I recall correctly, if the biggest problem you have with a movie is “there isn’t enough of it”, there’s a good indication that something’s being done right.