Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Wednesday, December 12, 2012

The future of A Glass Darkly

I know that I originally planned to re-launch this blog and Tongues in Jars for December, but recently my time has been short. I'll spare you the regular spiel about working three jobs and planning to move out and etc., etc. The shortest possible version is that I just haven't really figured out exactly what I want to do with A Glass Darkly going forward.

Now, I'm still going to blog (as is plain in my resuming regular updates at Tongues in Jars).

However, the big difference between my blogging in the future and my blogging in the past is that I'm only going to dedicate 1/4 of my writing time and energy to blogging. The other 3/4 are going to my novels, short stories, and poetry. Nonetheless, I want to keep updating these blog regularly. The best way to do this, as far as I've been able to figure, is to simply write more fluid entries.

So, rather than sitting down, planning out, strenuously editing and drafting each blog entry, from now on my entries will be shorter. Ultimately, the purpose of these blogs is to publicly indulge my hobbies, and to give you all a way to get to know me and what to expect from my writing. My blog entries will still have the usual polish, though the fiction and poetry I post here will still be drafts and thus a little unpolished. Think of them as the sketches that artists might post on their sites.

The new year's also going to bring some changes to A Glass Darkly's design and, possibly, name. I'll still post creative writing on Mondays, editorials will return on Wednesdays, and reviews will go up on Fridays. These reviews will mostly be of books, but there'll still be some movie reviews sprinkled in for good measure. But, these entries won't necessarily be regular.

Along with these irregular entries, the plan right now is to post thought pieces based on what I'm playing and reading every day. I've got a crazy book/video game backlog, and so there's plenty of fodder for free-writing. The difference between these entries and Wednesday's editorials will be that the former will be free-flowing wanderings with words, while the latter will usually be more concentrated mini-essays that try to make a point.

So, now that all that's out there - what about the rest of December? Well, for now all I can say is that I don't expect to get much up and running here. I might do one final movie review, either of a bad Christmas movie or of the famous flop Ishtar, but doing either seems unlikely. Instead, I can say for sure that Tongues in Jars will keep getting updated on a weekly basis, and I'll be publishing an article over on examiner.com every week as well.

So, watch this space, gentle reader, and something will appear!

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Saturday, September 29, 2012

[Sæternes-dæg] Annotated Links #19: Wonders Outwards, Inwards, and Engineered

1. "This is Not a Real-Life Pokemon, Just the Poodle Moth." TechEBlog 23 September 2012. Web. 29 September 2012.

This article focuses on an image of the poodle moth in nature, and as a pokemon card. It's a brief article that includes no extra description of the animal or an external link.

Nonetheless, this link is included because of its weirdness and how it shows the world's wondrousness.

2.Marable, Eileen. "This Nazi Space Buddha isn't science fiction — it's real." DVICE 27 September 2012. Web. 29 September 2012.

According to this article, information on a Buddhist statue made from meteorite iron was recently released by researchers. This statue is from the 8th-10th centures, but the iron itself fell some 10,000 years ago, along the Siberia-Mongolia border. During the late 1930s it was brought to Nazi Germany, possibly because of the swastika on its chest. This article is written in a sensationalist, yet level-headed style.

This article is included because of its bizarreness.

3. Taylor, Kathleen. "The Brain Supremacy." Huff Post Science 24 September 2012. Web. 29 September 2012.

An article that proposes that the field of neuroscience is going to be a hot spot for future scientific development - as the brain is increasingly better understood, the more it will be treated directly, and the more it will be pleased directly (with things like artificial experiences or direct thought-editing). At the same time, this piece raises the ethical questions important to a world where neuroscience can do all of these things. Taylor writes in a lecture-style register but keeps things moving along smoothly.

This one is included because the matter of brain manipulation is a curious thing.

4. Adams, James. "Why reading more carefully is better." The Globe and Mail 21 September 2012. Web. 29 September 2012.

Adams explains the importance of reading slowly based on observations of reading brains and circulatory systems. According to this article, slow reading gives blood flow to all of the brain, whereas skimming something only gives a blood flow to certain parts of the brain. He writes in a casual but tidy style.

I had to include this one because any research into the body's reaction to reading needs to be shared. Especially when it proposes such positive benefits to slow reading.

5. Kooser, Amanda. "Nintendo zapper hacked to shoot high-powered laser." CBS News 26 September 2012. Web. 29 September 2012.

Over at North Street Labs in Portsmouth, VA, engineers have hacked an NES Zapper to fire a powerful laser. This laser can set things on fire, damage eye sight, or burn skin. A video demonstrating some of its applications is included with this article, and it's written in a direct, simple style.

Because this one is so amazing, it's included.

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Closing

Tomorrow, watch for the next look-back/look-ahead entry!

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Monday, September 10, 2012

Blog Update: Putting a Premium on Time (Update Entry #11)

Contrary to what I posted in the last update, I'm going to try to get both the editorial and the creative writing entries back up this week. I'm also going to be giving updates on the last few items on this list every three days from here on in - so the next one will come on Thursday.

Along with the list's growing shorter, I'm also returning to most regular updates since I've joined the ranks of the underemployed. It's not a job I can see myself in five years down the road, but it's a surer way than my freelancing has been to date to help cover the costs of searching for a job requiring English/creative writing/writing/editing skills while based in a small, rural town. This job's also something that puts a premium on time thereby making it much clearer and easier for me to work on fiction.

At any rate, here're the to-do lists's stragglers:

  • Sent out two short stories to magazines;
  • In the process of making time to edit, and search out good homes for them.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • Perhaps more important than any list of key events, I've finally figured out the climactic event for this novel. I'm going to be outlining the chapters shortly. Hopefully within the next three days.
  • Completed five of those chapters;
  • The chapters I have right now seem like they need to be re-written, and, in fact, I may end up doing so. As per the next five chapters of the novel? I am still fleshing out what needs to happen to the novel's various characters on the way towards and away from the climactic moment.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • An outline for this act is going to be constructed first. I need to give myself a coherent end point for the act, since that will fuel my jog towards it.

For my writing about video games, check out my writing about video games here. Also, keep an eye out over the next few days for the launch of another (yes, another) blog that I'll be using as a play log.

And, don't miss tonight's creative writing entry, Wednesday's editorial, or Friday's galavant into David Gordon Green's Your Highness.

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Saturday, September 8, 2012

Blog Update: Posts Will Return (Update Entry #10)

I've completed enough of my list to start posting some regular entries again. On Monday, I'll have a new piece of creative writing up, the rest will start back up again next week.

This is what's left to do:

  • Created and posted a hyperlinked portfolio page on these blogs;
  • Done. You can find it here.
  • Sent out two short stories to magazines;
  • In the process of making time to edit, and search out good homes for them.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • I've written out a list of key events in the novel and am building a chapter-by-chapter outline in my mind as I type this.
  • Completed five of those chapters;
  • The form of these chapters is slowly taking shape.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • The plan from update number eight still needs to be implemented.

While you wait for this blog to come back up, check out my writing about video games here.

And, don't miss next Friday's hunt high and low for the good in David Gordon Green's Your Highness.

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Thursday, September 6, 2012

Blog Update: Perspectives (Update Entry #9)

Things are going to change with this blog, beyond the update, since I've recently found local employment. More on that later, right now, here's the update's status:

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • All of the translation recordings have been edited, and now just need to be uploaded. Watch for them tomorrow evening!
  • Created and posted a hyperlinked portfolio page on these blogs;
  • Hyperlinks will be up by the end of the weekend.
  • Sent out two short stories to magazines;
  • I just need to edit them both and figure out where the best places to send them are.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • I've read it all and have learned that what I've written is good, but after nine chapters the story is *just* getting started. In hip writer-speak, I have nine consecutive scenes, but not a single sequel, so I already know what I need to do in one regard. Right now I'm working out who the perspective characters need to be.
  • Completed five of those chapters;
  • The form of these chapters is slowly taking shape.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • The plan from the previous update still needs to be implemented.

While you wait for this blog to come back up, check out my writing about video games here.

And, don't miss this Friday's salvo into In the Name of the King in search of the salubrious!

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Tuesday, September 4, 2012

Blog Update: Plans (Update Entry #8)

There's little to say that can't be said by the list itself. So, without further ado, here's how the remaining tasks stand:

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • All of the Beowulf recordings have been edited. However, after a little bit of poking around and double checking I realized that I have about as much as I had to do for the Beowulf recordings left to do with Isidore's Etymologies. This discovery is a minor setback, but it means that this item gets another two days on this list.
  • Created and posted a hyperlinked portfolio page on these blogs;
  • Hyperlinks will be up by the end of the week.
  • Sent out two short stories to magazines;
  • With some feedback in hand, and my own fresh take on one story in particular, it's clear that I need to do some editing. Once that's finished I'll decide whether to push forward with it or to put it through another round of pre-readers. The second story is locked away in a notebook, waiting for some keys.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • I still intend to sprinkle reading this throughout my editing slog.
  • Completed five of those chapters;
  • Without a plan, my ideas for these chapters are so nebulous that I can't yet grasp their form.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • The plan is to finish the draft I have of one of the scenes, do some outlining to get a better sense of where the plot of this audio drama is going, and then to just motor through the next three scenes. As far as plans go, it's a good one, and I'll soon see how it pans out.

For some of my writing about video games check out my examiner page.

And, don't miss this Friday's quest for the positive qualities of In the Name of the King.

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Sunday, September 2, 2012

Blog Update: Plotting (Update Entry #7)

I've completed the job that I'd picked up last week, so now all of my time will be devoted to finishing this list. Here's what's left to do.

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • I've just scratched the surface, so far, having editing the Latin recording of "O Fortuna." I still have the Modern English recording, 14 Beowulf recordings and the newest Telos AM podcast to get through. Tomorrow will see most (hopefully all) of this done).
  • Created and posted a hyperlinked portfolio page on these blogs;
  • Hyperlinks will be up by the end of the week.
  • Sent out two short stories to magazines;
  • I'm in the midst of sending one of these stories to pre-readers.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • I still intend to sprinkle reading this throughout my editing slog.
  • Completed five of those chapters;
  • Without a plan, my ideas for these chapters are so nebulous that I can't yet grasp their form.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • No progress yet.

Things are quiet over there as well, but for some of my writing about video games check out my examiner page.

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Friday, August 31, 2012

Blog Update: Plodding (Update Entry #6)

Little by little I am, as they say, "gettin' 'er done":

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • My plan right now is to spend as much of the weekend as I can editing these and the newest Telos AM podcast, so that come Sunday night they're all finished.
  • Created and posted a hyperlinked portfolio page on these blogs;
  • The hyperlinks are all that's left for these.
  • Sent out two short stories to magazines;
  • To be 100% sure that it's as good as I can get it, I've decided to send out my story to pre-readers before I let it into the world at large.
  • Outlined the entirety of the fantasy novel that I'm currently writing;
  • Reading what I have to refresh my memory and making this outline will be a great way to break up my otherwise audio editing intensive weekend.
  • Completed five of those chapters;
  • Without a plan, my ideas for these chapters are so nebulous that I can't yet grasp their form.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • No progress yet.
  • Created a Commissions page (accessible through every blog) to accept new commissions.
  • Completed! I'll likely be adding fan fiction to the options, I just need to figure out some things about that.

In less than an hour check back here for my search for the salvageable in This Means War.

And, as always, check out my examiner page for some of my writing on video games.

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Wednesday, August 29, 2012

Blog Update - Portfolio'd! (Update Entry #5)

The update is slowly moving forward. Here's where the list stands:

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • These recordings will be edited at some point over the next four days. I'll probably edit them the same day that I sit down to edit the newest Telos AM podcast.
  • Created and posted a hyperlinked portfolio page on these blogs;
  • All the citations are up. I now just need to get them all hyperlinked and work out how to improve the appearance of this page.
  • Sent out two short stories to magazines;
  • Magazine lists still need to be compiled, but I'm confident that my stories are ready.
  • Outlined the next 10 chapters for the fantasy novel I'm writing;
  • I still need to read the rest of what I've written to date. However, inspired by the great Writing Excuses podcast, I've decided to outline the entirety of this novel before going forward with writing it.
  • Completed five of those chapters;
  • The plan is still outstanding, so the same can be said of these chapters.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • No progress yet.
  • Created a Commissions page (accessible through every blog) to accept new commissions.
  • This is the next thing that will be crossed off the list.

Come Friday this blog will be home to a double header: the next blog update, and my look for the likeable in This Means War.

Plus, if you want to read some of my writing on video games, check out my examiner page.

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Monday, August 27, 2012

Blog Break Purpose (Update Entry #4)

Working on something other than this blog has reminded me why I wanted to pause my regular updates in the first place.

One of my reasons was to make these blogs more coherent, and the other was to bring writing fiction back into my routine. Somewhere in the mix, I forgot that I am a writer and not a PR guy or social media wizard. So, this is the revised to-do list that has things directly related to these two purposes in mind:

  • Recorded, edited, and uploaded all of the missing translation recordings (over at Tongues in Jars);
  • These recordings still need to be edited. I'm slowly psyching myself up to tackle this.
  • Created and posted a hyperlinked portfolio page on these blogs;
  • All citations will be up over the next two days, and at that point I'll add this as a blog page. Every citation will be hyperlinked by the weekend.
  • Sent out two short stories to magazines;
  • After my current work is done I'm going to pull out my copy of The Short Story and Novel Writer's Market, pick the ten best venues for each story I'll be sending, and then I'll send them. This is still likely to be the last thing from this list to get finished.
  • Outlined the next 10 chapters for the fantasy novel I'm writing;
  • I've read some of what I'd written and, aside from being a little ashamed of my younger self (ah, what a difference a year can make!), I've got a plan percolating. I'd previously guessed this step would be done for today, but alas, it has not. Still, this item is the most likely to be crossed off the list come Wednesday.
  • Completed five of those chapters;
  • The plan is still outstanding, so the same can be said of these chapters.
  • Completed the next act (four scenes) of an audio drama I'm working on;
  • No progress yet.
  • Created a Commissions page (accessible through every blog) to accept new commissions.
  • Since my two previous commissions have been completed, I have no reason to not set up this page. Expect it over the next two days.

Check back here on Wednesday for the to-do list's current status. Check back on Friday for my search for the salient in This Means War. Oh, and, if you want to see some of my non-Blogger-hosted writing, check out my video game blog over at Examiner.com.
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Tuesday, August 14, 2012

Annotated Links #16: Video Games: History and Experimentation

1. "The History of Sound Cards and Computer Game Music." MacGateway 13 July 2012. Web. 14 August 2012.

An extensive, chronological history of major sound cards from 1981 to the present. Each entry includes a brief history of the sound card and a set of examples of the sound card at work. The entirety of the article is written in a straightforward style.

This article is included here because of its depth, and because it gives a great overview of an important part of computer and video game history.

2. Maleficent Rea, Jasmine. "Adding a shock to a Sega Genesis is a bad idea." BitMob 7 August 2012. Web. 14 August 2012.

Two French gamers have rigged shock collars up to a Sega Genesis. The shock collar delivers a small shock to the player whenever their character takes damage. The article is brief, and written casually, but includes a video (in French, with subtitles) of the modders testing their shocking modification.

This article is included because it's a console mod in action, and though it's a less than useful one, it reflects human curiosity and the desire to experiment.

3. "Transforming a Nintendo 64 into a Handheld Console." slightlywarped.com 14 July 2012. Web. 14 August 2012.

A nearly step-by-step guide on how to turn a Nintendo 64 into a handheld console in pictures. This particular guide-in-pictures uses Goldeneye 64 as it's test game.

The guide has a place in this Annotated Links because it's curious, neat, and a great use for an old console. Plus, it shows ingenuity and lateral thinking.

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Closing

Check back here tomorrow for an editorial and on Thursday for Annoted Links #17. Plus, don't miss Part Three of All-Request August: a look for the likeable in the deep-South worm-pocalypse flick, Squirm.

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Tuesday, July 24, 2012

Annotated Links #10: Massaging Media

1. Chung-Un, Cho. "‘Focus on human nature, not unique cultural aspects’." The Korea Herald 18 July 2012. Web. 24 July 2012.

Robert McKee explains why he finds Korean film so intriguing. He also highlights the importance of speaking to human nature rather than cultural elements in stories intended for an international audience. This article is part reportage, part interview between McKee and the Korea Herald. It is written in a straightforward style with only some minor typos.

2. Dvorsky, George. "How An Alien Invasion Inspired Kevin J. Anderson to Start Writing Science Fiction." io9 16 July 2012. Web. 24 July 2012.

Kevin J. Anderson's accomplishments are listed, and it's noted that his novelization of Rush's Clockwork Angels is due out in September. Included is a long quote about Anderson's seeing the War of the Worlds movie lead him to writing science fiction. The article is written in a light, direct style.

3. MSumm. "Dear Nintendo, Please Give Me a Zelda Game Tougher Than Majora’s Mask." Kotaku 17 July 2012. Web. 24 July 2012.

A rant/letter directed at the major players at Nintendo, asking for a new Zelda game that is as difficult as Majora's Mask. MSumm considers Majora's Mask difficult because of its utter lack of hand-holding and un-skippable tutorials. Difficulty is sought because beating such a game grants the player a great feeling of satisfaction. This article is posted from Kotaku's "Speak Up" forum, so there are some typos and grammatical errors. The article's style is quite casual.

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Closing

Tomorrow, watch this space for an editorial entry, and don't miss Annotated Links #11 on Thursday! Then, come Friday, the final part of Nicolas Cage month, a quest to find the good in Seeking Justice, will be posted.

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Thursday, July 19, 2012

Annotated Links #9: Changing Our Minds

1. Kesterton, Michael. "Keeping an open mind about vacationing aliens." Globe and Mail 12 July 2012. Web. 19 July 2012.

This is a collection of small news briefs about quirky events and findings. The most interesting of these is one entitled "Seat of self-awareness disputed," which summarizes an article from London's Sunday Times about Dr. Donald Pfaff, a neuroscientist who believes that the center of the brain responsible for creativity and self-awareness evolved in primitive fish to help them escape from predators. These news briefs are written around quotes from the original articles.

2. Feit, Daniel. "Hands-On: Nintendo’s Demon Training Purports to Build Your Brain’s RAM." Wired 18 July 2012. Web. 18 July 2012.

As a 3DS follow-up to the popular Brain Age memory training game, Nintendo is releasing Five-Minute Demon Training on July 28 in Japan. According to Ryuta Kawashima, the neuroscientist who works on Nintendo's brain training games, Five-Minute Demon Training helps to build your memory's speed and capacity. The article is written using the first person, and includes a video of the Nintendo Direct video featuring a demo of the game.

3. Crowell, Todd. "Could Fukushima Cause A Change In Japan's Groupthink?" Asia Sentinel 17 July 2012. Web. 18 July 2012.

Two commissions, a parliamentary commission headed by Kiyoshi Kurokawa (the Kurokawa commission for short) and "The Verification Committee for the Accident at Tepco’s Fukushima Nuclear Power Station" headed by Yotaro Hatamura (the "Hatamura Committee" for short) are on the verge of publishing investigative reports on the Fukushima disaster. These reports will help to answer whether the disaster was an act of God or the result of Japanese risk-aversion and group-think, though the article takes no sides. This article is written in a clear, concise style and includes some quotes.

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Closing

Don't miss part three of Nicolas Cage month, going up tomorrow, as we get into 2011's Trespass.

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Thursday, July 5, 2012

Annotated Links #5: Technological Culture, Cultural Technology

1. Totilo, Stephen. "A New, $99 Console Called Ouya Is Real and Radically Different From Xbox, PlayStation and Wii." Kotaku 3 July 2012. Web. 5 July 2012.

This article confirms the existence of a new console called the "Ouya." Apparently the console will sell for $99, run on the Android platform, and come with a developer's kit - inviting people to create their own games and hacks. The article is written in a sparse style that just covers the basics, but promises more information once it becomes available.

2. Mckenzie, Hamish. "The Curse of Culture." PandoDaily 4 July 2012. Web. 5 July 2012.

Mckenzie writes about the limitations that a country's culture imposes on its youth, especially those of an entrepreneurial bent. His analysis focuses on the way in which cultural emphasis on hierarchies, the status quo, and risk evasion found in Asian nations leads to less innovation. This analysis is briefly contrasted with the individualistic culture of America, though with the caveat that Americans often don't know how to handle entrepreneurial hardship since their dreams often face too little criticism. Mckenzie writes in a conversational, yet professional style, and includes some quoted expert opinions.

3. Shin, Ji-Hye. "Culture Technology – a Paradigm Shift from Technology Oriented to Human-Centered." Korea IT Times 3 July 2012. Web. 5 July 2012.

Shin provides two definitions of 'culture technology': technology used to emphasize pre-existing cultural forms, and technology that has stories embedded in its design. Shin also mentions the theory of convergence, and the fact that technology and culture are converging more and more in the realm of the individual as society as a whole puts more and more emphasis on the individual. The article is written in a simple style, but with a few misspellings and grammatical errors that may initially cloud understanding.

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Closing

Be sure to come back to this blog tomorrow for a search for the good in the first film of Nicolas Cage month: Deadfall!

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Saturday, June 30, 2012

[Freya-dæg] The Wrath of the Titans More Effective Than Their Clashing

{The Wrath of the Titans's movie poster, found on Wikipedia.}

Plot Summary
The Good
The Bad
Judgment
Closing

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Plot Summary

The age of gods is fading and the age of men is dawning. But on the cusp of this change, a threat lingers. Hades (Ralph Fiennes) and Ares (Édgar Ramírez) have cut a deal with the leader of the Titans (and Zeus (Liam Neeson), Poseidon (Danny Huston), and Hades' father), Kronos, and are working to revive him so that he may plunge the world of man into chaos.

Fearing the worst, Zeus appeals to his son, Persues the Kraken slayer (Sam Worthington). Since his heroic deeds of a decade past, Perseus has lost his beloved wife Io (not featured in this film), and been raising his son Helius in a simple fishing village. Hoping to keep his oath to his departed wife that he will never let his son Helius (John Bell) wield a sword, Perseus reluctantly joins Zeus in the fight against Hades and Ares - but will it be enough to soothe the Wrath of the Titans?

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The Good

The best thing about this movie is that it is definitely an improvement over the first - Clash of the Titans (read my review here).

The story is told in a better fashion, character conflicts are better handled, and the graphics are improved to the point where there are only a few flawed frames and textures.

The story is told in a way that's similar to Clash of the Titans. Where that movie had an unbalanced pair of parallel plots, Wrath of the Titans presents a much more balanced pair. Not only do we see what's happening with Perseus and his quest for the Spear of Triam, but we also see enough of what's happening with Ares and Hades and Zeus to care about it.

And within that divine trio, there is some definite drama in the conflict between Zeus and Hades. This drama comes mostly from Hades' having a decent motive to fight Zeus - he holds a grudge for being banished to the underworld when the gods were still young and sorting the universe out. This explanation doesn't gel with the original myth, wherein Zeus, Poseidon, and Hades simply draw lots for the realms of air, sea, and underworld, but it's at least something.

The conflict between Perseus as an unbeliever and reluctant demi-god and his father Zeus is also fairly well-done, considering the sort of movie this is and its obviously teenaged male key demographic. *spoilers*Especially poignant is the scene in which Zeus dies, as it packs an unexpected amount of dramatic punch for a movie that is otherwise entirely action-driven.*/spoilers*

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The Bad

However, Wrath of the Titans is not a complete and entire improvement over Clash of the Titans.

While there's definitely a more balanced approach to storytelling in the more recent film, it still suffers from something rather noisome. It plays out far too much like a video game.

On the one hand this isn't necessarily a bad thing, there's nothing wrong with storytelling methods associated with one form of entertainment being used by another. But, at the same time, it isn't carried out in a fashion that's well-suited to the screen. The end result is heavy implication that this movie was produced with high hopes of (or maybe even because of) a movie tie-in game.

The plot follows the general "pyramid" or "arc" convention of exposition, rising action, climax, falling action, denouement. But, instead of having one climax, the movie tries to pull off two. This can be made to work through clever writing and plot twists, but this movie has neither.

The first climax is the reveal of Kronos at approximately the one hour mark, after an entire hour of buildup. Then, after this reveal of a slow-talking, slow-moving, lava-monster like thing (think the Nome King from Return to Oz, but on fire and less clever). And the second is a three-minute let-down of a fight involving Perseus, Pegasus, Kronos, and the unimpressive Spear of Triam (essentially a glowing stick).

{Kronos above, the Nome King below. Which is more terrifying? Image of Kronos from F*ck You: Idiosyncratic Wit and image of the Nome King from The Fourth Wall: A Television and Film Blog.}


Thus, just like so many action/adventure games and RPGs, the movie's 'exposition -> quest -> last minute complication -> more quest -> quest completed' plot arc is more suited to video gaming. Simply put, the false climax device is better suited to a medium where a good twist isn't needed to pull it off. Video games can make a much better use of this sort of device since good gameplay can pull in players to the point where storytelling becomes truly secondary. Experimentation is good, but this one is definitely a failure.

Characters don't suffer quite so much, at least in their portrayal, but there's a glaring absence in this movie. There are only three named women, and one of them has only a smile for a line.

Those other named women are Andromeda (Rosamund Pike) and Io, who doesn't even appear in the movie. The one who does, Andromeda, is essentially present to balance Perseus' party. She is underdeveloped (it's not clear who she's fighting, how she knows where Kronos is going to come from after he's freed, nor is the romantic tension between her and Perseus properly established).

In fact, it's fair to say that she's just in the movie because all action films need a femme fatale, and all the more if she can wear a completely impractical leather sleeveless top and skirt (skirt!) - which she does throughout the entire hour and a half running time of the movie.

However, the sense that there was a "No Girls Allowed" sign hung over this movie during its production and editing is solidified when Hephaestus mentions Aphrodite, but makes no mention whatsoever about catching her and Ares in an adulterous embrace. This would have made Hephaestus' motives for helping Perseus and his party so much stronger, since it wouldn't just be a matter of saving the world, but some revenge could also be involved.

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Judgment

Wrath of the Titans is a fine action film that is squarely aimed at teenaged boys who likely spend most of their time playing the standard sort of FPSs and western RPGs that are full of male/male conflict and warrior women clad in armor that would only protect them from torso-aimed dodgeballs.

But, if you can set that aside, it's a decent enough movie that actually does get inches deeper than most others in the genre, and that is a definite improvement on its predecessor.

But is it improved enough?

Not quite. Some real effort has been put into improving this movie, but without a well-portrayed female lead, or a fully engaging plot, this film falls flat.

Freya, fly low and take a look, but smile or frown, leave this one down in the field of fallen films.

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Closing

Check back here next week for another piece of creative writing, an editorial on the newest news, and part one of Nic Cage month - a month of looking for the good in some of the lowest rated efforts of the action star. And of course, Tuesday and Thursday will host more annotated links.

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Wednesday, April 4, 2012

[Wōdnes-dæg] Arcade Culture Gets its own Documentary - Quarters All Around!

Introduction
So, Why Do Arcades Matter Now?
Friday's Entry
References

{A classic cabinet. Image from Wikimedia}


Introduction

Since getting back from a jaunt in Toronto to see the inestimable Thomas Dolby at the Mod Club late yesterday evening, things have been busy around here. But I had just enough time to pop into my inbox and find an article of great interest.

It's a piece about Brad Crawford and his documentary about arcade culture in Japan and the US. A child of the (mid) 80s, I missed the brunt of the arcade scene in North America. Luckily, however, small towns tend to change at a slower pace than the rest of the world, and so the small beach town that we spent a few weeks in during each of my childhood summers is fondly remembered not just for lakeside shenanigans, but also for the rolls of quarters spent in the town's arcade.

Reading this article got me thinking, though, just what is the difference between the US (and, being similar at least in gaming culture, Canada) and Japan when it comes to their arcade scenes? Why did major arcades die out in North America but stay alive in Japan?

Since Crawford's documentary (called 100 Yen: The Japanese Arcade Experience) is still in post-production it's not possible to turn to it for answers, but Crawford reveals enough in the article to suss out a few of the reasons why the arcade suffered such a diverse fate in the East and West.

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So, Why Do Arcades Matter Now?

Unlike the present perception of Japan as a high-tech, video game-accepting culture, around the time that arcades were at their peak (in the 70s and 80s), it was a common view that they were gathering places for hoodlums.1

But, rather than let this image linger, the parent companies in Japan (Crawford mentions Taito and Sega specifically) actually worked to help clean up this image and to make arcades more family friendly, the kind of places where people could meet up after school/work for a few friendly virtual bouts.1

And, wouldn't you know it, the makeover worked. Arcades are now just that - a physical space where people can gather to play live, in-person multipayer games.

Apparently, along with nostalgia, the same desire fuels the indie arcades in North America. As Jared Rea, lifelong arcade gamer, puts it, playing games like Street Fighter online is like “playing [against] a ghost.”2

But is this desire for a more intimate multiplayer experience really such a major force behind the arcade scene in North America?

Why aren't people just playing at home and inviting friends over? Unlike Japan (where inviting people to your house is rare),1 it's pretty common to have some friends over to play video games in North America.

Though if you have people over, you inevitably wind up playing equal parts host and gamer. Arcades take the hosting concern off of your shoulders and foist it onto people who are actually in the hospitality business. Through tournaments and such, arcades are also places where people can more easily make new connections and feel a stronger sense of community.

Of course, such a sense of community can also be gained at tournaments based on console games, something that a few indie arcades host in addition to those based on cabinet games.2

So then, why continue to have places that have cabinet games? Arcade cabinets are expensive, it's hard to get newer models and upgrades, and arcade gaming is still a niche that makes for a poor profit-oriented business.2

Is the power of nostalgia over those who grew up with arcades so great that it's worth the time and effort of a few to offer a glimpse back at 'simpler times'?

Is the North American gamer so starved for a feeling of real, physical community that they don't mind paying to play games that they could play with friends for free on a home console?

Is this indie arcade culture a reaction to the trend toward putting more and more of gaming online?

Feel free to add your thoughts to the comments.

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Friday's Entry

And keep your eyes on this blog come Friday - for then you'll find a review of the Jeff Goldblum horror flick Hideaway here.

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References

1. Orland, Kyle. "Documentary Explores Why Japan’s Arcades Didn’t Die." Ars Technica (featured on Wired.com) 4 April 2012.

2. Bailey, Kat. "In Back Alleys and Basements, Video Arcades Quietly Survive" Wired.com 23 February 2012.

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Friday, February 10, 2012

[Freya-dæg] Jonah Hex

Good comic book movies are hard to come by these days. Most are excellent showcases for fabulous special effects, and maybe for some comic-style art interludes that remind viewers that they're watching something based on a comic book. However, given Legendary Pictures' style of shooting these movies,m such sequences are hardly necessary.

But this isn't about Legendary Pictures. This is about just one of their comic book movies. One from two years ago called Jonah Hex. No, it's not recent. But, with Rotten Tomatoes as my witness, it sure is reviled. A critic score of 12% and audience score of 23% makes cringing faces and insistent thumbs down obvious to me.

And why did the movie fare so badly with audiences and critics? Well, as the consensus rating on RT suggests it is a relatively short movie, coming in at about 80 minutes. Even in 2010 most movies were at least 90. Were scenes that got cut so bad that they couldn't have included them to at least pad it out a bit? Maybe actually explain a thing or two? But length is the least of the movie's problems.

The biggest issue that I have with the movie is that it's not even trying to root itself in the 19th century wild west. There's a sci-fi "nation killer" weapon that the villain is after that, though different in substance, reminds me of the wacky sci-fi elements in Will Smith's Wild Wild West. At one point early on, in fact, a small town sheriff is dealing with Hex and he utters the words "aw hell..." I seriously thought he was going to follow up with "naw," but instead he went with "Hex." His loss, the reference would have made it clear that the rest of the movie is as ridiculous as Will Smith's wild west outing.

But anachronism doesn't end with sci-fi elements that lack proper explanation. It extends into the very fabric of the plot itself in that the villain, Quentin Turnbull (played by John Malkovich in much the same way he plays all his comic book villains), is said to be a "terrorista" by his "Mexican slaves." Add to the confederate soldiers that hold up a train by strapping dynamite across their chests. Instead of a film about the West being wild, it's just a movie about the fear of an internal terrorist attack based entirely on the return of an old enemy to the US of A - the South.

Again. I could let this go and maybe even enjoy the movie if things were better explained. Does Turnbull want to bring back slavery? Keep power in the South? Let all the states govern themselves separately? Just avoid being pushed around by "big government"? Aside from the fact that the South lost the Civil War, no motivation is given for his actions. A villain without motivation is like an allegory told without symbolism or metaphor. Oops.

One more big problem and then I'll move onto a few of the smaller ones.

The overall message of the movie, if it can be said to have one, is that vengeance only begets more vengeance and killing and war are bad. At least, that's what the voice overs in the first few scenes suggest. But Jonah never tries to solve things peacefully. Many of the movie's scenes end in explosions, and Jonah demonstrates his prowess with a pistol by never leaving any prisoners.

Hell, in the scene where he's bartering with the sheriff about the four brothers he just brought in, he kills the local law enforcement, hands the badge to some lolly-gagger and then as he's leaving town he blows it up. Why?

As far as I can figure Jonah is only secured as the hero because he doesn't do things like attack small towns while everyone's in church. Turnbull is blind vengeance, but Hex is Christian vengeance, and somehow that's okay.

Now. The small things.

Two of the scenes opened on really ridiculous shots.

The first of these, the scene after Lilah (Megan Fox) and Hex have been knocking boots all night, opens with her fully clothed and holding herself up over him. This, to me, is awkward since it makes it look like they haven't moved all night.

The second is a scene that starts with Turnbull's henchmen opening a chest and one of them saying "pretty orange balls." Eventually the camera swivels around to reveal a bunch of starless dragon balls, but still. It's a ridiculous line with which to open the scene hinting at what the "nation killer" weapon is.

And, the last of the small things that I'll write about here: Megan Fox can't seem to emote when she's doing her accent. When she does (acting angry with Hex in an early scene) it noticeably falters. Further, her breasts get pushed further and further out of her blouse in each successive scene. I prefer my fanboy pandering to have a little more subtlety.

But - this isn't about tearing bad movies down. There's a whole internet for that. This is about building them back up, or at least coming up with something to recommend them. So, here are a few good things about Jonah Hex.

The music. There's some nicely placed light metal (thanks to Mastadon), a bit of kicking banjo, and, when Hex is about to enter the cemetery at night the music has a brief section that definitely refers to the "Boo House" music from Super Mario World. Listen for yourself:

Jonah Hex Cemetery Music

Super Mario World Boo House Music

Also good: the casting. Josh Brolin really does a good job here (indeed the mark of a good actor, as Joshua Starnes of comingsoon.com points out[link]). John Malkovich does a good job here. Will Arnett is also entertaining, even if his character is forgettably generic.

More good can be found in Jonah Hex's talking with the dead super power. It's a really neat idea since it isn't unlimited. He can't bring people back from the dead permanently. He can still die. That those he revives burn up as their time runs out is awesome, and that dirt revives them is incredibly cool. But the only explanation that we're given of this power is that it is the result of his near death experience at the movie's beginning.

What's more, the idea that the dead can see everyone they knew in life at every and any moment is incredible, but I'm left asking: how does it work? Are they in heaven? hell? Can Jonah revive a good person (in the movie he revives only scoundrels) and will they be helpful? Will they burn up? Maybe these questions are answered in the comic.

Which brings me to my next point.

Does this movie cause the Green Lantern Effect? Does it make me want to learn more about the character and his world? Even go so far as to start reading the comic or a summary thereof somewhere?

No. Not really.

His powers are pretty rad, but that's all I'm interested in based on this movie. The comic seems like it'd be a busty explosion fest. There might be some neat visuals like Jonah exhaling a crow (that was absolutely amazing!) or the one immediately below (homemade screen-cap, all rights to Jonah Hex's creators/producers), but this movie failed to interest me in the mythology or history or background of the characters, plot, and setting.


For more than anything this is because no one learns anything.

By the end of the movie Jonah is still a 19th century "big government" hater and nothing really changes. The twist regarding his best friend Jeb and Quentin Turnbull is a nice one, but hardly worth sitting trough the hour and fifteen minutes that precede it. It complicates the story, sure, but why complicate your story when your main character doesn't even learn from it; the movie ends with Jonah essentially saying - "I'm a killer, always have been, always will be."

Maybe this makes him the perfect symbol of Christian vengeance (having been branded *does* bring the Biblical mark of Cain to mind, too), but it comes nowhere near enough to making him a good character or this a good movie.

But. With that said - I admit that I can see myself playing this movie again for background noise. I'd watch the amazing crow exhaling scene, and revel in the Boo House music, but I'd not give it a captive pair of eyes.

So, Freya, try to take just half of this one up. Oh. And, be sure to get its good side.