How to Launch Your Franchise

I was surprised, but How To Train Your Dragon is a fantastic movie.

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How to Train Your Dragon is a story about defying expectations and learning to accept a world in which everything you know turns out to be wrong. Like, for instance, a world in which Vikings and dragons can peacefully coexist. Or a world in which a 3D animated DreamWorks movie is something you’d make a point of seeing in the theaters, even if you don’t have children.

I was surprised to see several ex-coworkers raving about how great the movie was, and even more surprised to see the movie getting such a good reception on Rotten Tomatoes. In retrospect, I shouldn’t have been so skeptical: it was co-directed and co-written by Chris Sanders and Dean DeBlois, and Lilo & Stitch remains my favorite Disney (non-Pixar) movie. There’s obviously a little bit of Stitch in the design of the titular dragon, and a good bit of Lilo & Stitch in the rest of the movie. It’s definitely a bigger-budget, bigger-scope action-oriented movie, but the heart of it is similar. Start with a personal story, and keep it close and familiar until it builds into something epic.

Plus they pretty much nail the tone. It’s all light enough to feel relevant instead of stuffy or self-important, but not so enamored of its own in-jokes and pop-culture references that it becomes Shrek-ified and dated seconds after you walk out of the theater. They move from the boy-and-his-pet moments to learning-to-become-a-man moments to father-son bonding moments to the obligatory “A Whole New World” flying sequence and on to the epic conclusion, and each moment works without seeming forced or unnatural. Just looking over the list I just wrote, I shudder to think how this script could’ve turned out if they hadn’t gotten the tone exactly right.

The character design is terrific as well. In stills, they look pleasant enough, but kind of generically cartoony — still a lot better than most of the early DreamWorks character design, which looked as if they’d made it different just for the sake of differentiating itself from Disney and Pixar. When you see them in motion, though, the cartoon just fades away and they seem completely natural. The best work is on the main character Hiccup, who’s perfectly expressive. I know what the voice actor looks like and instantly picture him when I hear his voice, but he completely disappeared after a few minutes and became a completely new character.

I called the post “How to Launch Your Franchise” because I’m all cynical like that, but it’s not really fair for this one. The DreamWorks marketing machine is going to be in full force, no doubt, but you’ll be missing out if you let the marketing turn you off what is actually a good, rousing, and genuinely heartfelt movie.

And sure, yeah, I did cry a little bit at the end. Which is a compliment, but it doesn’t take that much to make me cry at a movie. The more impressive achievement: I really had to go, but waited until after the credits because I was completely wrapped up in the ending. Which I guess is my new movie rating system. I give How To Train Your Dragon “One Bladder Held, Way Held!”

Blendo

Flotilla is another perfectly weird game from Blendo Games. Everybody should buy it, even if you don’t think you’ll be into it.

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Blendo Games is the studio name of Brendon Chung, and he is who I want to be when I grow up. He’s been cranking out brilliantly weird experimental games for years now, and Flotilla is the most polished and complete one yet.

You can download the demo for Windows, but I’ve been waiting for the Xbox 360 version, which went live last week. It’s in the Indie Games section, and is so far beyond any of the other games there, it’s almost embarrassing; it’s kind of like finding a complete draft of Kavalier and Clay buried in a thread on a comic book message board. Microsoft has done a noble job democratizing game development and distribution, but they kind of need a better filter on their Indie Games category, maybe a “No Really These Are Good” section.

In any case, the Xbox download will cost you five bucks, and the PC version is only ten. Even if you don’t think you’d be into the game, go ahead and buy it just to support the principle.

You can watch the demo video to get an idea of what the “core” gameplay is like — it’s a series of tactical battles in 3D space. Spaceships are more vulnerable on their backs and bottoms, so there’s a good bit of focus on flanking maneuvers and balancing ship speed and seriously this is all missing the point.

The point is that the game has a level of polish in the presentation and imagination in the storytelling that makes it abundantly clear this is one guy’s unique voice. There’s an attention to detail in all of the UI and graphic design that would be in the top tier of “professional” games, and is just plain overkill for an “indie” project. Even better, the tactical combat in Flotilla is part of a whole adventure mode, in which you’ll be encountering space rhinos, stowaway toucans, and psychic dogs. Like the previous Blendo project Gravity Bone [YouTube video of the first level], it’s not just that the whole is better than the sum of its parts, it’s that the whole is a self-contained package of genius that seems to come out of nowhere.

I’m not even any good at the tactical combat, and I can never survive past the second battle. I still bought the game without a second thought and I’m enjoying the hell out of it.

When I first got interested in videogames, it was via the Atari 2600, in the days when most of the games were made by one or two people and then packaged up to support the Activision or Atari brand names. When I got interested in making games, though, was via the old “album cover” games of Electronic Arts, and later the LucasArts adventure games. What those games had in common was that they acknowledged they were creative works, not just a prepackaged toy or a piece of Commercial Entertainment Product. Over the years, having “A Game By Some Dude” on the front of the box became less cool and more a case of ego-tripping on the part of Mr. Dude, but for a while it was a huge deal: a reminder that a videogame can be a medium of expression, just as much as a comic book, or novel, or painting, or film.

That’s what I’m seeing when I browse through the Blendo Games site (although Chung doesn’t feel the need to paste his name all over everything; he mostly lets the games speak for themselves). I’d like to believe that games and the tools for making them have advanced to the point where we can reach that level of artistry and creativity of the late 80s/early 90s, where you don’t need a huge team or a publisher or an established franchise to make a videogame, you just need a good idea.

I’d like to believe that, anyway. It’s more likely that Chung is just crazy talented and/or too weird to talk himself out of making a game out of a novel idea.

Hell is Exactly Two Other People

Lost is working its way back to my good side. Spoilers for episode “Ab Aeterno.”

lostisabelleghost.jpgNow that Lost is in its final season, I’ve seen more than a few people trying to get caught up, and I’ve taken it on myself to try and explain why the show has such an obsessive following (including myself). The last few times I’ve tried, I’ve mentioned numbers stations, smoke monsters, a dead-on accurate 70s educational movie aesthetic, urban legends, the creation of a genuinely modern mythology, Elizabeth Mitchell, non-linear storytelling, and polar bears.

Now I can just say “they’ve got an episode about a guy who’s on a slave ship that crashes into a statue and then he has to kill the Devil but gets talked out of it and is granted eternal life instead.”

When you think about it, there wasn’t a whole lot of new stuff we learned in this episode. (Except maybe that the Canary Islands in the late 1800s really needed to work on their service industries). But that doesn’t matter at all. It did confirm a good bit of stuff we already suspected — while still leaving plenty of ambiguity — but the most significant thing it did was confirm that Lost is capable of some of the best storytelling on television, when they feel like it. The hour flew by, and I was intrigued the whole time, each commercial break in exactly the right place, and each story development just off-kilter enough to be unexpected. With the way the season had been going up until tonight’s episode (and with the loss of Brian K. Vaughan), I was starting to get worried that they’d lost it.

That’s been the basic appeal all along: with the flashbacks and flash forwards and all the disparate influences, they had free rein to make basically an anthology series, telling whatever kind of story they could think of next. But they’d gotten so bogged down in attempting to form a continuity around everything, that the stories were starting to fizzle out to the point of Cop Haunted By His Past Never Learned How To Love. So we were way past due for a good, old-fashioned story about a poor man taking on the Devil. With ghosts and shipwrecks and horseback rides on stormy nights and all the other stuff they shouldn’t be able to do with a show set on a deserted island.

So now we know basically how old Richard Alpert is, kind of how the four-toed statue got destroyed and how the Black Rock ended up so far inland, the basic idea of why people keep ending up on the island, a reminder of what the black smoke is trying to do via Locke, and a reminder of why the story only remained interested in six of the castaways. And they threw in a little message about ineffability, which I guess is nice.

They also did a good job of ramping up the ambiguity around Jacob and the smoke monster (coming this Fall from Sid & Marty Krofft). Even with one dressed in white and the other dressed in black, they make a point of not explicitly saying who’s good and who’s evil. And in fact, they seemed to go out of their way to put an evil spin on Jacob and a good spin on the “man in black.” After all, the Devil would never admit to being the Devil, would he?

As for the big picture: if in the alternate reality we keep getting shown, the island is sunk; and if the island’s purpose was to keep evil from leaking out into the rest of the world; and if the black smoke’s leaving the island means “We all go to Hell,” then why hasn’t the alternate reality been significantly different? Everybody’s been more or less the same, and Jack and Locke ended up better off, arguably. This episode hasn’t done anything to convince me the “flash sideways” will all fit neatly into context at the end of the series. But it has reassured me that whatever they do for the end of the series, it’s going to be good television.

Darling Nikki

My infatuation with “Castle” continues with the two-parter “Tick tick tick… BOOM!”

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I should’ve put a spoiler warning on this whole post, for the most recent episode of “Castle”

I already explained why I like “Castle” so much, and if you’ve been unfortunate enough to follow me on the Twitters, you’ve seen that turn into a full-blown new-favorite-TV-show infatuation. And there’s one bit from the first part of the recent “Major TV Event” that sums up everything I like about the series:

A serial killer is at work in New York, obsessed with Detective Beckett’s “alter-ego” Nikki Heat, calling her and taunting her to catch him before he kills again. The FBI arrives on the crime scene, with a tough expert profiler (played by Dana Delaney) claiming jurisdiction over the case and being dismissive of Castle and Beckett’s casework. She brings a ton of high-tech equipment and a cadre of FBI agents into the precinct and takes over the situation room…

…and then, they all cooperate and work together to try and solve the case. Everybody is friendly and supportive of each other. On a crime show! All it takes is one commercial break before they’re all making wisecracks at each other and gossiping.

Which proves that there’s no cliche they can’t deflate. I don’t know if it’s because I’ve been getting older or what, but over the past few years, I’ve developed a lot more respect for creators who aren’t just obsessed with novelty, but can spin and rework formulas and genre tropes into something new. And this is exactly how you do genre fiction: be confident enough to acknowledge cliches and recognize why they’re useful, and then use them as tools instead of just crutches.

Take for instance the “Bones”- and “CSI”-like super-futuristic VR holo-screens they toted in for this episode, causing me to emit a pained groan. They brought them in, set them up, had Castle make a joke about them to make it clear they weren’t taking this stuff too seriously, and then took advantage of exactly what they’re good for: cramming a ton of pseudo-detective work into a limited amount of screen time. Basing a code on Castle’s books is a neat idea; having to crack the code could’ve been clumsy and tedious without an injection of TV-universe technology.

Another great touch was having Susan Sullivan reminiscing with an old episode of “The Incredible Hulk” she’d appeared in. It’s tough to hit just the right level of “meta” enough to acknowledge you’re in on the joke, but not so much that it makes the whole thing pointless (e.g. the Firefly reference earlier in the season that didn’t quite work as well).

The beauty of it is that if you’d described just the plot of this episode to me, I would’ve dismissed it as just another police procedural, and probably a hopelessly cliched one at that. But the plot is usually secondary on this show — why else would they put a “surprise” exploding apartment cliffhanger in an episode titled “Tick tick tick…” — because everything is driven by chemistry.

(And Beckett was totally in a different apartment, of course. That’s the one TV gimmick that’s been enabled by cell phones, instead of being ruined by them.)

Oh I'm sorry, is this controller bothering you?

Early impressions of Final Fantasy XIII. Initial outlook is grim.

laciedrive.jpgThe joke about Final Fantasy X was that it was called Final Fantasy X because all you did was hit the X button over and over again. I’m a little over three hours into Final Fantasy XIII, and so far it seems like Square Enix has been spending the last eight years trying to find a way to dispense with even that level of meddlesome button-pressing.

Granted, I’d been warned about this. Most reviews hit the same points: it’s a lot more stripped down and linear than previous Final Fantasy games, with all the exploration jettisoned in favor of long tunnels leading up to a boss fight. But the only review I’d read that was actually negative was Chris Kohler’s on the GameLife blog. All the others I’d seen warned that the game takes fifteen hours to take off, but once it does, it has the most interesting combat system in the series to date.

I’ve played at least half of every Final Fantasy game since VII, so I figured it was inevitable I’d end up getting it. I just figured it’d be later rather than sooner, until Best Buy informed me that my store credit was about to expire and I’d best get to stimulating the economy, pronto. (Incidentally, at the store I was trying to decide between a videogame and a printer. Both were the same price. Did I miss some event that made the bottom drop out of the printer market? Or have I been so wrapped up in digital distribution that I didn’t notice that games have gotten crazy expensive?)

So I’ve just been taking it on faith that if I keep at it, the game is suddenly going to open up and reward me with a complex and interesting battle system. And so far, it’s just been testing my faith. They’ve stripped away all the stuff that makes Japanese RPGs compelling, in favor a barely interactive Japanese anime that’s every bit as over-produced and murky and vapid as the ones that made me stop watching anime after Cowboy Bebop.

I don’t mind their mixing up the formula; in fact, I’m all for it. This is of course the series that defines what Japanese RPGs are supposed to be, and if they want to try new stuff instead of just making the same game over and over again, more power to them. But it feels like they’ve jettisoned the core game in favor of all the surface presentational stuff. There’s no leveling up (yet), just a score and a star count at the end of each battle. The stars are good for… I’m not sure, exactly. The game will occasionally toss me a new weapon or piece of equipment, but there’s no real choice involved: this weapon goes with this character, and it’s better so use it now. And I’m being led through a two-hour-long series of tutorials that claim to be introducing more and more complexity, but in fact just have me pressing A more often. (I’m playing on the 360, or it’d be X).

They’ve just started to introduce some limited customization in the form of the big stat wheels from X and XII, but as in those games, it’s something that looks like interactivity but really isn’t. The characters are pretty much pre-defined, and I can only decide whether my obnoxiously twee pre-teen girl is a magic user with 400 HP or 420 HP. They’re clearly heading in the direction of more AI control, like the previous games, and let you do “paradigm shifts” to switch the whole party between attacking, defending, healing, etc. Which sounds fine at first, but results in less interesting choices: it’s as if they replaced a party of characters with just one character. No interesting experiments turning a ninja into a black mage or anything like that. Plus, it’s been almost three hours and I have yet to fight a fireball or an angry custard.

The visuals are outstanding, but that’s to be expected from these things. And worse, they’ve reached Star Wars-prequels levels of over-saturation: the opening has a big train escape sequence through a futuristic city with mechanized monsters with deadly scorpion tails and all kinds of airships and lasers and space tunnels and crumbling buildings. I wouldn’t be able to tell you what was actually happening, though. The cutscenes in Final Fantasy VII were amazing for their time — no doubt they’d look horribly dated now, but the one thing I do know is that they were used effectively. When the game cut to a full-motion video of a new city or a wide vista or the appearance of some huge monster, it was a big moment. Here, it’s all thrown at you at once.

And over the years I’ve developed a lot of patience for the weak characterization in these games — in fact, it’s usually part of the charm of them — but my attachment to these characters ranges from “don’t care” to “actively dislike and want to fall down a deep crevasse.” Final Fantasy XII did a good job of combining moderately annoying characters with a story that seemed pleasantly familiar: a brash backwoods kid teams up with a rogue pilot and his quiet, inhuman sidekick to save a beautiful princess from an evil Empire. Final Fantasy XIII seems familiar, too: there’s the taciturn ex-soldier with a troubled past, the wise-cracking black guy who’s a gun expert, the perky inappropriately dressed girl… hey, wait a second! For good measure, they added a sniveling little whiny boy who needs to die soon, and the lead singer from any given Japanese boy band.

It’s entirely possible that I’ve just outgrown these things. I still haven’t finished Final Fantasy XII, and that was one I was actually enjoying quite a bit. I suppose there’s a devoted (and much younger) audience who just loves poorly-defined characters and J-pop songs and scenes where everyone speaks in half sentences, and this is the game for them. But it seems that there used to be at least a stab at balancing the anime and the actual game. And I always got the sense that there was a little bit of humility on the part of the makers of the game, acknowledging that they’re passable storytellers but great game-makers. Here, it’s gotten Metal Gear Solidified: the cutscenes aren’t nearly as interminable, but they’re given every bit as much focus. The game seems like an afterthought.