Nominated for an Award

Marlene Dotterrer was kind enough to nominate me on her blog for either the Sunshine Award or the Versatile Blogger.

I’m not much for sunshine, except if it’s lighting up the battlefield or glinting off a blade, so I’ll choose the Versatile Blogger. After all, I also blog about food, cycling, and writing at NewGuyDave and it’s not easy to blog about movies, comics, and games. Especially when moving from one country to another and starting a new job. Of course, that explains why I haven’t posted in a while (at either site). But have no fear, I’m on it. And though I have no TV yet, I have Netflix and a few graphic novels that made the trip.

Now, I’m supposed to tell you things you don’t know about me. For most of you, this should be new.

1) For all the cool “foody-guy” recipes I post on LiveJournal, I love sandwiches. Rye bread, tomatoes, cheese, lunchmeat, mustard and a bit of mayo.

2) By the time I was five years old I’d gone to the hospital for stitches three times (or maybe four). Between the age 34 and 36 I went twice more.

3) The first time I fought in an SCA open field battle, I rushed out of the shield wall and was the first to die. It really is safer in numbers.

4) I’m not all action and adventure. I used to write bleeding-heart romantic poetry while listening to rock ballads.

5) I drink out of a skull mug most days.

That should be enough.

Now, there are some great blogs out there, like Magical Words and Fantasy Faction but I know some others you might not know. Therefore, I nominate…

Scott Oden – Who blogs about some great historical stuff, literature, and other cool things at The Wine-Dark Seas.

Lauren Harris – Over at Ink-Stained Scribe, Lauren hits on a lot of great writing-related posts. Of particular note, planning time to write, something I’ve had trouble with now that I’ve a day job.

Joshua Palmatier – I know, I know, he’s my mentor and a friend. But seriously, over at his LiveJournal he reviews a ton of books, he offers great advice on writing, and there’s pictures of gardens and guinea pigs. What’s not to like?

Well, there you have it. Thanks to whomever started this, it was fun.

Categories: About, Updates | Tags: , | 2 Comments

Limitless (2011) “Boundless Agony”

Limitless knows no bounds. And not in a good way. Not only is this movie basically a long wish-fulfillment fantasy with little or no reason to invest in the main character, but the MC makes the stupidest decisions for a guy with limitless brain power.

Synopsis:

With his writing career dragging and his girlfriend casting him off, Eddie Morra’s life turns around when he takes a drug that provides astonishing mental focus — but its deadly side effects threaten his future. – Netflix
(Staring Bradley coooper and Robert De Niro.)

(SPOILERS follow)

Despicable He

The first problem is that down-on-his-luck writer Eddie Morra is hard to relate to because he’s doing nothing to help his situation. He’s not even a struggling writer because he doesn’t spend any time writing. And he’s not written one word. Sorry, bouncing a basketball off the wall isn’t writing. He’s a wannabe, but I digress. No empathy here for his girlfriend leaving.

Later in the film, when he has incredible intellectual capacity, he’s also not somebody you can connect to because now he has it all. He’s a Garry Stu or Larry Stu, or whatever, because he has fame and fortune, screws hot women at parties, and flies off to exotic locals with is new social life.

Sure he faces side effects, headaches and blackouts, and learns he could die if he keeps taking the drug. But given that the drug is a form of cheating to win, who cares. Also, he’s given the information and told he needs to stop, but he doesn’t. So why worry about the side effects. Worse, there’s not even any internal conflict with whether he should stop or not. He goes straight back to the drugs after hearing the bad news. But he scales back… right.

Pot Holes or Plot Holes

When on the “magic drug” Eddie has the world at his mercy, he’s able to recall anything and everything he’s ever read, watched, or heard. With amazing clarity of mind, he’s able to recall things most people couldn’t remember. So why then does he go home to review important business material when there isn’t any drugs left at his place? This has huge ramifications on the story and completely conflicts with the effects of the drug. Seriously, on the drug he’s a genius, but can’t count. Better yet he can’t remember that he left his magic stash elsewhere? I’m not limitless, and I know when I’ve run out of bananas.

Also, later when his precious stash of drugs are hidden in his jacket, he takes the jacket off and gives to, of all people, his new lawyer, who also works for his competition. Really? He can figure out with precision that his competition has bribed their way into an industry because but somehow he has not read, heard, or watched anything which shows the competition’s lawyer? Hard to believe.

Humility, Honor, or Even Remotely Redeemable? Nope.

After a laughable (but not in a good way) final confrontation with some thugs, Eddie overcomes the threat from the Robert De Niro’s character with such arrogance that I actually wanted to hit him. It’s not clear if he’s on the drug without side effects or if has had permanent improvements to his brain from the drug. But he wins because he’s “50 steps ahead of you and everybody else.”

There’s nothing good, honorable, or redeemable about this character. He gets rich and powerful from taking drugs and does nothing good with his power or wealth.

Cheat and take short cuts to win. Good message.

Now, if only the writers had taken some of this drug to keep the story facts straight, make this plot believable, and come up with a character that’s worthy of watching.

What have you watched lately? Anything of note, good or bad?

Cheers,
Dave

Categories: Action Movies, Fantasy Movies, Movies, Storytelling | Tags: , , | Leave a comment

Pathfinder (2007)- The Aboriginals Could Have Saved Themselves

At its heart, Pathfinder is supposed to be about a man’s journey to confront his past and his choice between vengeance or leading his people to safety. The film had serious potential, but becomes bogged down in meaningless violence, terrible dialog, and pastiche scenes stolen ala cart from Schwarzenegger and Stallone films. Even with the short well-written section near the end, Pathfinder reinforces terrible stereotypes, where a white man must save the aboriginals because they’re otherwise too weak to save themselves.

Before I get into trashing this movie, let’s look at a quick synopsis from IMDB: A Viking boy is left behind after his clan battles a Native American tribe. Raised within the tribe, he ultimately becomes their savior in a fight against the Norsemen.

I won’t even get into the unanswered questions like why did they bring a boy on an ocean voyage in the first place, and why did they leave him behind? Why did they depart and then return again? Why do they want to wantonly kill the aboriginals when there’s no plunder?

The Path of Vengeance

Karl Urban’s character, Ghost, relives the first blood fest in a flashback, where Vikings laid waste to the aboriginals and he refuses to join in. They leave him behind and he’s brought up by the same aboriginals his people slaughtered. Not a happy childhood. I can see why he later chooses vengeance.

The big problem in execution is that the movie waste about an hour to bring Ghost through his need for vengeance. First the Vikings slaughter Ghost’s village, killing the man Ghost knew as a father last (almost exactly like Thulsa Doom destroys Conan’s village in Conan the Barbarian (1982) Right down to dragging fire through the village). Ghost escapes, killing a few Vikings. At one point he dramatically leaps from under water (like Rambo II (1985)) to surprise a man on horseback. And when he’s rescued by the next village, realizes he’s led the Vikings to them.

From here, Ghost goes on a rampage, killing Vikings, even hiding in mud, also like Rambo. Then using sharpened branches, like Rambo in First Blood (1982) and almost as Dutch planned in Predator (1987). There seems to be an unending supply of Vikings for Ghost to kill, who tirelessly hacks and chops through them without ever sustaining an injury. Except getting shot in the back by an arrow, which is conveniently forgotten in a lengthy downhill chase scene, riding on a shield in the snow.

I was an peaceful hunter. Then I took an arrow in the back.

Strangely enough, he’s chased by two sleds loaded with two vikings each and somehow manages to send six to their deaths. The Vikings must have had extra room for men in their Dragon boats among all the horses they brought overseas. Eventually, after much bloodshed, Ghost is captured and from here the movie improves for a while.

What about the other Path?

After a dream of the People of the Dawn’s Pathfinder, Ghost takes another tack. He’s going to lead the Vikings to their deaths in the mountains because he learned earlier that it’s spring and the thaw is dangerous. This part of the film he shows some smarts, picking up a doll near a burned-out village and dropping it where the Vikings will find it, cementing the decision to take the dangerous path.

Then he tricks them into crossing a frozen lake over thin ice and then a narrow precipice, where the Vikings foolishly tie themselves together. Once he dispatches most of them, he shouts out “I know who I am” to call down an avalanche, wiping out the stragglers. This would have been a great way to end the Vikings, showing smarts over swords, but not good enough for the director. In an unnecessary sword-fight, Ghost defeats the Viking leader with the gratuitously over-used, “no-look, backwards stab through the gut.” (An imbecilic maneuver where you’d have no aim and less power).

He returns to the village for many pat on the back and thanks from the People of the Dawn.

Thank You, White Man, For Saving Us

Which brings me to the part of the film that irked me from start to finish and well afterward. Why are the aboriginals so bloody helpless in the movie? They were not in real life. In fact, they fought against all kinds of invaders for centuries, resisting colonization and western expansion.

The writers could very well have made the aboriginals tougher, more accurate with the bow or better spear-chuckers. They should have had warriors of their own, with forest skills and trapping knowledge that could have fought off the Vikings. Nope. Can’t have that. They need to be saved by a white guy.

When I first saw this movie, I thought maybe I was reading too much into it. But upon reviewing, near the end of the destruction of the first village, they give a sword to the aboriginal man that raised Ghost. He swings the sword like somebody who doesn’t know the sharp end from the handle. After they kill him, Ghost walks up.

The Viking leader actually says, “This one looks different. Maybe this one can use a sword.” As if the color of his skin has any bearing at all on his ability to swing a piece of steel. Besides, if Ghost grew up among men who didn’t know how to swing swords, where did he learn to use one?

Tirade over.

If you want sword-swinging action with a story re-watch Gladiator. If you want something Norse, try the 13th Warrior. If you want to learn more about a real Viking settlement in North America, here’s a link to a location in Canada called L’Anse aux Meadows. And check out this link if you want to learn about the real People of the Dawn in northeastern USA.

I’ll bet there are great stories about the Norse landing in North America, ones with meaningful action and exciting adventure. Now if only somebody would write one.

Categories: Action Movies, Adventure Movies, Movies, Storytelling | Tags: , , , , | 4 Comments

Problem with RPGs – Limited Urgency

One thing that irks me about RPGs is that your PC can usually deviate from the main storyline with no consequences to complete a gazillion side-quests for the entire freaking world. Story-wise this isn’t a problem because the bad guys are all just sitting around waiting for you to get better gear, more skills, and stronger spells before you come kick their butts, right? Right!

Don’t Worry, the Bad Guys Will Wait For You.

First, this is an issue that goes all the way back to the origins of the RPG. Even the masters, Dave Arneson and Gary Gygax, wrote games where bad guys didn’t react to the game world (unless your DM was uber-creative). I remember playing one pnp module where, regardless of fighting in the hallway, cracking off fireballs, or summoning devils from the nine hells, two dudes were sleeping in their bunks behind the next door. ‘Cause they wouldn’t have woken up with the apocalypse in the hallway. They were waiting for your party to arrive.

Fast forward to modern computer/console RPGs. Take Dragon Age: Origins for example, which starts to fix the problem, but fails in execution. The darkspawn have just won a decisive victory at Ostagar. Once Alistair and the PC resolve to use the Grey Warden treaties to raise an army to fight the darkspawn, there should be a certain level of urgency. There is, you can feel it. After the PC’s party leave Lothering, the town is razed from the map by the darkspawn horde. Awesome! This means the enemy is active, that the PC needs to keep moving, right? Wrong.

It’s a start, but it isn’t followed up on. From there, the darkspawn don’t raze any more villages, don’t destroy any allies, don’t cause any problems until you’ve gathered all your armies (conveniently) and enter the final act of the game. The PC is given all the time in the world to complete every little side-quest in the world, regardless of how trivial. The DLC such as Warden’s Keep and Return to Ostagar add additional quests but don’t alter the timeline. In short, there’s urgency created at the beginning, but it dissipates.

Now, in Bioware’s defense, some characters do help keep you on task in a light-handed way. Until you become friends with Sten, he will remind you that the darkspawn are waiting when you dither, and ask why you’re stopping if you blather. He even goes so far as doubt your prowess as a Grey Warden. Morrigan can also be direct. Before Lothering’s destruction, she’ll give you a snarky remark if you solve the problem between the Chantry priest and the merchant gouging his customers (but only if you side with the priest). Her point is clear, however, focus on the task at hand, stopping the Darkspawn. She says, “So… we have come to solve every squabble in the village, personally? My, but the darkspawn will be impressed.”

We can work it out...

The Elder Scrolls games create an equally large problem. Whether Oblivion or Skyrim, the character is given a choice to help the world and told of its importance, but there’s no repercussions for digression. You can comb through the wilderness exploring ruins, cleaning out caves, and recapturing garrisons. You can join factions and do guild quests, talk to heads of state and solve their problems. You can do anything you like, all the while, the enemy waits patiently for you to come kick their butt. Sure, if you went forth right away, your character would probably be a smear on a mountainside (because the developers are expecting you to go spelunking and bandit-hunting). You need to get stronger to face the big boss, but there’s no urgency and sometimes little drive to keep playing.

The World Can Wait, There are Bandits in Those Caves

Let’s face the facts, for every bandit you kill the world is a safer place. So it shouldn’t be a problem if you want to go out and clean out a few caves and ruins, right? I’d guess most gamers want the ability to do all the aforementioned side-quests and DLC until they’re kicking butts and taking names. They also want their character to be geared up in dragonplate armor, carrying daedric swords, with a horde of followers at their back.

On top of all this, there’s an addiction to leveling your character, to adding to their skills and spell lists. To seeing them grow from helpless peon who is no more than a walking sliver for a dragon’s claw, to becoming the Beowulf-inspired dragon-slaying demi-god worthy of the praise of villagers and Jarls alike. Heck, I’m addicted to quest-solving and will try to solve every quest available (with or without achievements). So what’s the solution?

Nudge the Gamer

Easier said than done. How do you balance all the great things a player achieves in side-quests with moving the main story narrative forward?

First, there could be a penalty for too much spelunking and exploring. In Dragon Age, if you wasted too much time on side-quests, more allies could have fallen to the darkspawn. For example, if you completed the Mages Circle, dwarves, and then a bunch of DLC and side-quests, maybe the darkspawn overrun the Brecillian forest and the PC loses the ability to acquire the elves/werewolves as allies. This could be done with a hidden timer. Certain quests might add to the available time, say if the PC ambushed a darkspawn supply line. An advantage of this, the gamer would be unable to complete all the quests in their first play-through and encourage replaying the game with multiple characters.

"There are darkspawn to be fought. Is this delay needful?

Another way to increase the urgency is to have NPCs reminding the PC with greater frequency. Verbal reminders could get annoying, so maybe not always a “Hey, don’t we have an Arch-demon to kill?” or Sten’s favorite, “The darkspawn are waiting.” Perhaps another kind of reminder like more frequent random attacks by the bad guys, to show they’re hunting your PC down. The other day in Skyrim, I was attacked on the road by a group of thugs for some transgression against one of their buddies. Later, the Dark Brotherhood attacked because somebody clearly wants my PC dead. Both were great events, but could have been better if they’d been reminders to get my butt back on the main storyline.

Lastly, there could be achievements for completing the game with fewer quests completed. They have achievements for doing 70% or more in DA:O or for clearing out a certain number of caves in Skyrim, but not for finishing the game with the minimum number of side quests. You’d think that would be achievement worthy because it means you don’t necessarily have the most skills or best gear. You’d be taking on the big boss with fewer skills and spells, weaker armor, and less impressive swords. (Sorry, no flaming, vorpal, quickened, weightless, ever-sharp Dragonslayer sword for you).

I’m sure this is something the gaming world has looked and will continue to tackle going forward.

QUESTIONS: What other ways could you help bring urgency into the game? Have you seen anything at play in other games to keep the character on task and increase the sense of urgency? What did it do for the gaming experience?

Categories: Action Games, Adventure Games, Fantasy Games, Games, Storytelling | Tags: , , , , , | 6 Comments

Skyrim — Raising the Stakes

I was going to write about post about the Immortals movie. Then I took an arrow in the knee. I know, that Skyrim meme is way overdone, but in this case it is almost true. Like the arrow prevented the guard from adventuring, Skyrim has prevented me from writing the nasty post about the Immortals movie and even loading Dragon Age 2: Mark of the Assassin.

ElderScrolls 5 SkyrimGameStop, Inc.

(((SPOILERS))
I will warn about spoilers here, since Skyrim is relatively new and I normally analyze older material. If you don’t want early-game spoilers, stop reading NOW! Otherwise, find out about what’s at stake in the storytelling of Skyrim’s opening.

Wrongful Imprisonment – Initial Stakes

As with previous Elder Scroll games, Bethesda Game Studios stayed with the a familiar opening, your PC as a prisoner. This provides the gamer with a level of comfort. In Morrowind you arrived by boat, in Oblivion you started in a cell, and in Skyrim you are riding in a wagon with a horse thief and a couple of outlaws. Unlike the other characters, you’ve been arrested for crossing the border in the wrong place at the wrong time. This provides some empathy because your characters is clearly done nothing wrong. Oh well, a trial and prison sentence won’t be so bad. Except that when the wagon stops, the horse-thief flees and is killed.

What, no trial?

Bad Turns Worse – Personal Stakes

Prison is bad, dead is worse. You barely have time to create your PC and provide your name to the imperial guard, and one of the outlaws is beheaded. And you’re next. Crap. Imminent personal peril is a decent boost in the stakes, but only lasts so long. Assuming the PC will survive ten minutes into the game, something else will have to happen to increase the desire to play on.

Just as you’re trying to figure out a way to escape, a black dragon arrives just in the nick of time to save your skin (and fry it crispy if you don’t get moving). Running between burning buildings and falling stones gets the heart pounding and the amazing visuals of the dragon torching the place are second to none.

Dragons Have Returned – Worldly Stakes

After fleeing town with one of the Imperials, you’re free. Great, except that dragons have returned, and they haven’t been seen for centuries. Damn, what seemed like a convenient prison break, might just be the worst thing to happen to Skyrim in ages. Now, there’s something dangerous in the world, an external problem that needs solving. These worldly stakes are important, but they’re not yet tied to the character.

At the request of an NPC, you end up in Whiterun hold, where your knowledge of the dragon attack elevates you to The-best-equipped-person-to-help-with-the-dragon-problem. This isn’t so bad. It’s better than prison. The Nords want you to find a dragon artifact and then fight off a second dragon that attacks. You help because you can, or because killing dragons is awesome. When the second dragon dies, you absorb the dragon’s soul and can shout in dragon’s tongue. According to the guards, you’re a legendary Dragonborn. Sweet, except that now you’re directly linked to the problem.

Whether wanted or not, the PC must heed the call of the Greybeards, those who can train you in the art of the Thu’um, shouting in dragon. This starts the PC on the path of the Dragonborn ultimately tying them into the worldly stakes.

Nords vs Imperials – Political Stakes

In addition to staying alive, and your responsibilities as a dragonborn, the imperial province is in turmoil. War has already broken out between the Imperials and a group of traditionalist Nords called Stormcloaks. You may also side with one or the other factions and either fight for the Imperial or Nordic rule in Skyrim. Neither is a clear choice because there are complications with both. The Imperials are quashing the Nord’s religious freedom to worship Talos, and the Nords are trying to separate from the Empire their god helped forge. Either way, this adds yet another layer of the stakes.

My first character Gwenyrig is a female Nord warrior, siding with the Stormcloaks to free them from Imperial rule. She will not steal, or use any magic beyond restoration, but she’ll chop you to bits with her axe and sword.

So for those who have played through the beginning, what did you think of the setup and the way the games stakes are folded into each other?

Categories: Action Games, Adventure Games, Fantasy Games, Games, Storytelling | Tags: , , | 1 Comment

Immortals Graphic Novel Part 2 “Character Sketches”

After the fragmented and contradictory part one of Immortals, I tackled part two warily. Still, the artwork and some of the storytelling in GODS had been decent, so I didn’t venture forth into HEROES without hope.

(c) Archaia Entertainment

Published by Archaia Black Label of Archaia Entertainment, Immortals part one, GODS, told stories of the fall of the titans, the rise of the Olympians, how Hades forged the cubic prison to hold the titans, how Hercules created a bow that could unlock the prison, Ares used the bow to kill the titans, and Zeus decided not to destroy the bow that could one day set the immortal titans free.

Immortals Part 2: Heroes

In looking at the storytelling in part two, HEROES, I’ll ignore the strange costuming. In the first chapter/issue The Age of Hyperion has the basics of a story. It has two characters with opposing goals, a little moral conflict, and through some back-story the reader learns how Hyperion came to invade Greece. It’s worth noting that in Greek Mythology Hyperion is also the name of the titan of light, the sun, moon, and stars. This could be a touch confusing, and I’m not sure why the writers chose that name for their main antagonist. In Immortals, Hyperion is a jaded human who wants to bring about the end of order and the rule of the Olympian gods because they ignored his prayers for his dying wife. Now, this seems a bit drastic and made it hard to understand him. We’ve all lost somebody at some point in our lives, and many of us have probably prayed for the loved one to survive. But to physically enslave the rest of humanity in search of destroying the gods seems a bit much.

The next chapter, The Law of Zeus, is mostly about justifying Zeus’s decision to leave humanity to their own devices, another conflict with Greek Mythology where people believed the gods were active participants in their lives. In the end, Zeus decides that the threat of Hyperion is too great for humanity and says, “I MUST INTERVENE”…”However, I can only do so in secret. To do otherwise would be hypocritical.” What? That makes no sense. It’s hypocritical to intervene after telling the other Olympians that to do so would be death, doing so in disguise or openly makes no difference. Zeus actually sounds stupid here, not flawed. Now, I understand that in Greek Mythology Zeus is a hypocrite, telling his wife Hera that she must remain loyal and then impregnating every other woman and goddess that comes along. Part of that stems from the patriarchal society and the double-standards the Greeks used in their lives and mythology. I’m not condoning that, but I understand where his hypocrisy comes from. But this decision to go in disguise to circumvent being hypocritical is so blatantly dumb that it threw my suspension of disbelief.

The Story Unravels

The graphic novel falls apart from there. In Old Man’s Warning, Zeus acts as Theseus’ life-coach, mentor, and battle-master, teaching Theseus right from wrong and how to fight. Theseus learns “Never throw your spear unless you have another weapon in hand” and defends his mother from cutthroats, using the skills he’s learned. Bravo. Except that this doesn’t contribute much to the overall story of part 2, HEROES. It’s just another character sketch and says nothing about the bow, the titans, or anything related to part 1.

The characters sketch is as relevant as this random wallpaper of Poseidon.

(c) Relativity Media

The Beast is no Minotaur

The Origin of the Beast is yet another character sketch about a brutal man who loves to kill. He becomes a butcher and kills animals, but the village disdains him. Hyperion arrives and sets him free to slaughter at will. Gore, gore, and more gore. Then Hyperion gives him a horned helm made from barbed-wire that makes him look like a minotaur. But he’s not. Just a sociopath who lives killing people. None of this has anything to do with the previous stories, except that Hyperion has found his champion. The artwork is extremely aggressive and violent. If you you don’t mind heads on pikes and other gruesome stuff, it is pretty cool.

In the final chapter, The Hunt, don’t expect much. There’s no narration or dialog, only Beast hunting and killing people. The lack of dialog would be fine if that had been a precedent, but it strikes as odd given the narration and dialog in past chapters. The Hunt doesn’t do much on its own, nor does it tie in Hyperion’s search for the Bow of Epirus, or mention the titans, or anything related to the first part. It certainly doesn’t wrap up any of the stories that came before.

By the end of Immortals part 2 HEROES, you know who the characters are and that’s about it. There’s been little drama, so little reason to care. This graphic novel is pretty. It has some wonderful artwork, and a few interesting chapters. Unfortunately, it doesn’t prime the reader for the movie, which is what I expected the graphic novel to do and it is not worth the money I paid for it.

If I learned anything, pretty gilded covers don’t mean good stories.

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Immortals Graphic Novel Part 1 “Hello, Editor?”

Immortals graphic novel part 1 fails to deliver a consistent story, even casting aside the strange costume choices and alterations to Greek Mythology.

(c) Archaia Entertainment

Delivered in two parts, GODS and HEROES, the content in Immortals all precedes the movie. I’d hoped that reading it prior to watching the film would enhance my movie experience. It may have filled in some back story as and provided a bit of character depth, but not much. Reflections on the film will appear in the next post. Here, I’ll focus on the story, or lack thereof, between the covers.

Hello, Editor?

The biggest problem with this beautiful book is that the content is fraught with inconsistencies. With one section conflicting with the next, it delivers a jarring, disjointed reading experience. Individual teams wrote and drew each chapter (or issue), but it feels like there was little supervision by an overall editor. Perhaps that was part of the creative design. If so, it failed. Individually, some the chapters are well-scripted and some of the artwork is fantastic, while others are merely character sketches and tell no story at all.

GODS: Rise of the Olympians

The first chapter of part one, Rise of the Olympians, outlines the story of Kronos, who kills his father for dominion over the titans. It continues with Kronos’ son Zeus, who rises up to kill Kronos and free his brethren, the Olympian gods from a dark prison. Dennis Calero‘s artwork in this chapter is fantastic and the colors chosen all deliver an otherworldly experience with a superhero style to some of the poses. Jim McCann‘s narrative works perfectly in an omniscient voice, telling a complete tale. This chapter ends with panels where Zeus states, “We must wage war for them”…”Hunt down the titans for them”…”Do our best to protect them”…”For we are humanity’s last hope.” The Olympian gods will war with the titans to protect humanity. An excellent start to the overall story.

(c) Archaia Entertainment

The introduction for the second issue, The Pride of Prometheus, states “The agreement between the Olympians and Titans to share dominion over mankind proved to be an uneasy alignment.” Huh? This conflicts directly with the end of the first story. Last I heard, they were hunting down, protecting, last hope… Remember? Instead, this issue starts with a bunch of humans strapped to rocks to be eaten alive by buzzards, while Prometheus watches. Zeus confronts Prometheus, believing that the titans are responsible for “brutalization of humans.” When Prometheus rejects Zeus’ claim, Zeus calls Prometheus a liar and shoves him with much bravado about what he’s capable of. This makes no sense. If Zeus didn’t want to hear Prometheus’ answer and had made his mind up already, why bother asking? In response, Prometheus then takes Zeus to the site where the buzzards feasted, which pushing Zeus over the edge. This also confusing. If Prometheus didn’t want Zeus to know what he’d done, why change his mind after being shoved? If he wanted Zeus to know what he was capable of, why lie about it and delay? The issue ends with Zeus talking to Ares about the impending war. Thus starts the war between titans and gods, like the first issue ended.

Locked Inside Tartaros

In, Dungeon of the Damned, Zeus sees the danger the war between the titans and the Olympians poses to mankind. Zeus decides, like Dumas’ Count De Monte Cristo that “death is not a punishment: it is a release” and decides the titans must suffer endlessly. Ouch. Zeus and Poseidon approach their brother Hades about devising a trap for the titans, which Hades agrees to forge for an undisclosed cost. With everything in agreement, Hades builds his cube-of-holding in mount Tartaros. Poseidon tricks Oceanus into the cube and Hades is given his payment, Persephone. This story worked well on its own and as part of the whole, describing the creation of the cube, which is so prominent in the movie trailer.

In, The Bow Bearer, Ares tricks the titan Cyclopes, (a man with one eye missing?) into describing how to build a weapon of power, in exchange for his potential release from enslavement. Ares then tricks Hercules into making the bow from a tree infused with Zeus’s energy and takes the bow away. In the end, Ares doesn’t free the Cyclops but claims he is war and doesn’t have to play fair. A solid story by Paul Tobin. Unfortunately, I didn’t like the artwork compared to the other chapters. What I don’t understand in all this is why they needed the weapon in the first place. If they had a way of imprisoning the titans permanently, each one in the cube is one less to fight. Even if the titans were eternal, dwindling numbers are good. As it turns out in the movie, the bow is the only thing to open the cube and release the titans.

Ares and the Titanomachy

The last chapter is The War of the Gods. In this, things get a bit confusing, again. After many beautifully beheaded and re-headed titans, painted by Rafael Kayanan, Artemis gives the Epirus bow to her brother and master-archer, Apollo. Envious that he wasn’t given the power to destroy the titans, Ares the God of War, takes the bow from Apollo and lays waste to the titans. Zeus arrives and takes the bow away, stating, “But I now see the titans can be imprisoned. You have served me well, Ares. Because of you… we need not make war no more.” Of course, he knows can be imprisoned, he had it made. That made no sense. Zeus should have said something to reinforce the reason he doesn’t want them killed such as, “deliver not death with the bow, when eternal torment awaits.” Now, was the creation of the bow just the folly of Ares, granting the ability of a mortal to unlock the titans for future conflict? Also, troublesome is Zeus’ decision not to destroy the only item that could unlock the titans and merely secret it away. I could understand if this was a person whose wisdom is clouded by hubris, but Zeus seems infinitely unwise here for the lord of the gods.


Video of Rafael Kayanan’s developmental work for Immortals from YouTube.

Thus ended part one. Not bad overall, but needing a combing through by a developmental editor to smooth out some wrinkles and to make sure that the end of one chapter didn’t contradict with the beginning of another. They could also have worked things that perhaps the bow was created first or simultaneously with the cube. Perhaps Zeus didn’t fill Ares and the others in to his plan, and they did that because they were trying to help. Without the context of their motivations, in seems strangely circumstantial that Ares created the only device that could unlock the titans.

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Diablo III Soulstone Cinematic

This new Soulstone Cinematic is wicked.

When I first heard that Diablo III was returning to the town of Tristram instead of exploring a new location, I was sort of unimpressed. That you’re supposed to fight King Lleoirc again also sounds like a creative cop-out. I mean, the Sin War, the Prime Evils, the Unique bosses, and destruction of Tristram, were what made the first games so much fun (aside from button mashing and cool equipment sets).

Thus, I’ve been reluctant to get excited about Diablo III because it seems to be merely rehashing the old storyline. Tristram, kill monsters, kill boss, repeat.

With the introduction of Azmodan, the Lord of Sin, I have to say, there’s something about a great trailer that stirs the blood.

I’m still hoping they create something new instead of levels of skeletons and zombies and minor demons.

How much new content are you expecting for Diablo III to be exciting and new? How much can the developer rehash for comfort without it being boring?

Later,
Dave

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Dragon Age 2: Legacy “Rich details, Lacking Choices”

DA2 Legacy provides interesting character background and world history, but lacks meaningful choices for great storytelling. At times it feels barely more than a hack ‘n’ slash where sword-swinging and spell-casting take precedence over the components of story. At other times, there are rich details that games have come accustomed to with the Dragon Age franchise. Unfortunately, there’s not enough of the latter and too much of the former to really recommend this DLC. First, check out the official trailer.

In Legacy, you’re essentially trying to solve a single problem. Carta dwarves been trying to kill the members of the Hawke family to get the blood of Hawke to release Corypheus, a darkspawn with magister-like strength imprisoned below the fort.

Darkspawn’s Not-so Triumphant Return

Before getting to the main faults, there were some minor improvements in this DLC. Back when I discussed Dragon Age 2, one of the issues was how the Darkspawn only appeared briefly at the beginning and in the deep roads, after setting the expectation in Dragon Age: Origins that they were the major antagonists in Thedas. Thankfully, there are more darkspawn here, complete with Genlock Alphas wielding giant snow-plow shields. Smacking around the Carta can get tiresome, but I can kill Darkspawn for hours.

Additionally, the appearance of a corrupted Grey Warden and his associates is a nice touch to bring DA2 closer to the world created for DA: Origins. It was great to see how they were affected by the call of the darkspawn magister. In truth, I don’t understand how they had problems resisting the magister, if in fact Wardens can resist Archdemons (old gods and masters of the Tevinter magisters). It seems contradictory for a Grey Warden to be able to ignore the control of the gods in DA:O, but not the servants of the gods in Legacy.

How did you feel about darkspawn and Grey Wardens making a token return to the story?

Another complaint about DA2 was the lack of original settings and the poor use of interesting ones like the Gallows. Conversely, Legacy is set in the wastelands with a fort full of traps and an underground magical prison, all excellent editions to the DA2 world.

Improved Character Depth

The biggest improvements came in characterization. In Legacy, you briefly meet an old friend of Varric’s, Gerav, who built Varric’s repeating crossbow, Bianca. At that point, you’re faced with one of the few gray-area choices that made Dragon Age: Origins morally challenging. Tainted by darkspawn blood, Gerav threatens to attack, and you’re given the choice to kill him for Varric or make Varric do the deed. It’s a solid conflict, but over far too fast.

Had Gerav been present from the onset and Varric wondering about him from the beginning, there would have been more time to deliver substantial background and allow the weight of the impending action to sink in. Gerav’s death could have been more meaningful than a few words over his corpse and perhaps impacted Varric longer than a few seconds.

Another major improvement is the flushing out of the history from Hawke’s father’s side of the family. From the beginning of DA2, you learn Hawke’s father, Malcolm, was an apostate mage who fled Kirkwall to Ferelden with Hawke’s mother, Leandra. Much of the family saga in DA2 revolves around Leandra, her good-for-nothing brother, and his spending their inheritance. Little is known about Malcolm Hawke and his life as a mage. This is strange given that Hawke’s sister is a mage (and possibly Hawke, if you choose that class). In Legacy, you learn that Malcolm Hawke helped the Grey Wardens of the Free Marches strengthen the locks in the prison, and that Malcolm Hawke had been coerced to do so.

History of the Tevinter Imperium

This brings us to the last and most interesting piece of world-building in Legacy. There are lots of excellent codexes to read about the darkspawn, Corypheus, who was locked in the prison. Some of the early ones are written by the the dwarves and the names they give Corypheus are chilling, such as Malvernis, the Pestilent One. This adds to the menace of Corypheus even before you decide to destroy or control him.

Corypheus himself offers insight into disputed history between the chantry priests and circle mages on whether or not the Teveniter Mages corrupted the Maker’s Golden City. It’s almost too bad that you have to fight Corypheus because he could provide proof to end the struggle between priest and mage over who really is at fault for the blights, maker or mage.

Choose or Choose Not, It Matters Little

The biggest problem with Legacy is the lack of meaningful storytelling choices. The first major choice was with Gerav, which wasn’t much of a choice at all. Either way, Gerav died. With the ancient magister, there’s a choice to destroy him or to control him. Either way you end up fighting him, and he dies. The overall lack of choices, and lack of meaning behind the ones that exist, lend to a feeling of linear storytelling. They don’t give the player the same feeling that actions have any meaning in the world. You’re sent to Vimmark to end the threat on your family, but there’s only one way to solve it. Kill.

If you played DA2: Legacy, was there enough new material to make up for the lack of choices?

Perhaps Mark of the Assassin DLC will be stronger. Watch for analysis of DA2: Mark of the Assassin in coming weeks.

Game Reviews

Other issues with Legacy include that it’s “too simple and too easy,” as discussed by The Escapist. It’s also “noticeably linear” as discussed at joystiq. For more on those game reviews, click the links.

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Happy Halloween “Costume Parade”

In tribute to a day of ghouls and princesses, here’s a collage of costumes from NYCC.

NYCC 2011 Costumes

Dr. Doom made several appearances as did Harry Potter.

Young Steve Rogers as Captain America, some Avengers, and Cap on a cell phone. Hey, even super heroes need to make calls.

Boba Fett, where? Everywhere. Here’s Boba Fett playing an accordion outside, wandering with himself, and posing in large groups.

Batman and Robin posing for pictures. Batgirl taking an ice cream break. Sark, ninjas, and various others. I posed with only one cosplay during NYCC, Morrigan from Dragon Age.

I snapped the pic of Macho Man Saturday on my way out. Somehow he managed to get a microphone and was asking, “Where Elizabeth?” in a suitably raspy voice. Awesome!

Which ones were your favorites?

I didn’t take shots of everybody. There were tons more including an overweight Spiderman in a skin-tight suit and a Wonder Woman whose costume was several years too young. There were some that were clearly made by hand, and others obviously bought from the store. It takes guts to dress up and put yourself on display when not everybody else is. Still, there were enough people in costume that if you wore one, you were not alone.

Holiday Gift Guide at BarnesandNoble.com!
Holiday Gift Guide at BarnesandNoble.com!

Barnes&Noble.com

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