Wednesday, February 27, 2008

A Wizard of Earthsea: A review

The finest fantasy fiction isn't necessarily that with the most detailed worlds, the biggest and bloodiest battles, the flashiest magic, or the most terrifying beasts. Instead, the best fantasy (like all great literature) has something profound to say. And A Wizard of Earthsea and its sequels certainly fit that description.

At the time I read it, A Wizard of Earthsea was unlike any other fantasy I'd encountered up until that time. Short, especially for a fantasy novel (182 pages in paperback), it centers around a young wizard named Ged as he matures from a boy into a man and learns the secrets of true knowledge. It and its sequels are quiet, thoughtful, and deep, and whatever they lack in action they make up for it with much to say about growing up, finding meaning, and confronting and living with death. Author Ursula LeGuin is an acknowledged great in the fantasy/science fiction genres and deserves that praise for the wisdom she confers through the Earthsea stories.

At the outset of A Wizard of Earthsea we're introduced to Ged, the son of a metalworker living a poor farmer's life on the isle of Gont. But Gont is known for its wizards, and Ged is destined to become the greatest of them all. He shows early promise when he helps save his village from a band of viking-like marauders by weaving a sorcerous mist, and in so doing attracts the attention of Ogion, the isle of Gont's resident sorcerer. Ged leaves home to train under Ogion but chafes under the taciturn wizard, who teaches the values of silence, patience, and humility instead of flashy displays of magic. With the impatience of youth, Ged leaves Ogion's tutelage to train in a wizard school on the isle of Roke (and yes, author J.K. Rowling acknowledges the debt her Harry Potter books owe to Earthsea, which was written in 1968).

It's a decision that will ultimately come to haunt Ged and provide the impetus for the remainder of the story. In the wizard's school Ged learns quickly, growing in leaps and bounds beyond the ability of his older classmates. But he is ultimately undone by his greatest weakness: Pride. Jasper, an elder classmate and rival, dares Ged to enter into a forbidden contest of magic in which Ged summons a spirit of the dead. The spirit, a shadow from the netherworld, attacks and nearly kills the young wizard, tearing into his face with his claws and leaving even deeper wounds upon his soul.

Ged eventually recovers but is left scarred and broken from the experience, and the rest of the tale is about his long road back to redemption/wholeness and his passage into maturity.

The shadow, a creature called a gebbeth, hunts Ged ceaselessly thereafter and he flees before it in mortal fear. But after a series of adventures Ged returns to Ogion and learns that his only chance is to confront the gebbeth and best it, or die trying. Says Ogion:

You must turn around... if you keep running, wherever you run you will meet danger and evil, for it drives you, it chooses the way you go. You must choose. You must seek what seeks you. you must hunt the hunter.

In other words, Ged must learn to conquer his fears (of mortality, of past failures, of assuming the heavy mantle of power/leaving behind his boyhood and its freedoms) by doing what most of us fear and never truly accomplish: Take an honest look at ourselves in the cold, harsh light of truth, confront our past, accept responsibility for our mistakes, and grow.

Ged pursues the shadow to the literal edge of the world, beyond the easternmost islands to the open sea. Far more than a wizard vs. monster confrontation, Ged's showdown with the gebbeth is the culmination of a spiritual quest, and the shadow he confronts is the blackness of his own soul. It's a bitter battle and one he expects to lose, but he grimly presses on.

When Ged "wins" the conflict and his friend, the wizard Vetch, sees his his friend freed from his inner darkness, "weeping like a boy," its a truly great moment in fantasy literature. Ged has achieved inner peace, struck a balance between darkness and light, and realizes that he can live with the ultimate knowledge of his own death:

And he began to see the truth, that Ged had neither lost nor won but, naming the shadow of his death with his own name, had made himself whole: a man: who, knowing his whole true self, cannot be used or possessed by any power other than himself, and whose life therefore is lived for life's sake and never in the service of ruin, or pain, or hatred, or the dark. In the creation of Ea, which is the oldest song, it is said, "Only in silence the word, only in dark the light, only in dying life: bright the hawk's flight on the empty sky."

WHOA-OA! Run from the valley of the evil witch

Here's a nifty little Web site that should bring a grin to fans of the immortal Ronnie James Dio: The Ronnie James Dio Lyric Generator.

Give it a try (that's how I got the title of this post) and let me know what the power of the Ronnie James Dio Lyric Generator conjured up for you.

Tuesday, February 26, 2008

Presenting...Scott's thoughts

So a couple weeks back, I happened to e-mail a buddy of mine named Scott (last name withheld to protect the innocent) with the news that I started a blog. His reaction was:

"Hey, that's interesting. What the hell is a blog?"

Then, after I explained to him what a blog is (basically a place to blow gas online), and he read through some of my posts, he said, "Hey, I'm still not quite sure what a blog is but I have to say you must have a tremendous amount of time on your hands. Maybe you could help out around the house more. Your writing is very impressive though. You should write a book or something. Maybe Fantasy for Dummies. Or The idiots guide to living in your mothers basement."

Eventually he came around to the idea of blogs and asked if I could post something he wrote. So without further ado, I present to you, Scott's thoughts. And if you like them (or would like to let him have it for slagging KISS), please let him know.

And Scott, I'm still waiting for that post about The Kipper.

Top 3 Arnold movies
1. Conan: Gay as it sounds, you can't keep your eyes off of him. James Earl Jones as a snake is cool too.
2. Predator: The quotable lines are endless. We spent months quoting this in college
3. Terminator: Arnold is such a bad ass in this movie

Top 3 Stallone movies
1. First Blood: Great story. Brian Denahey is awesome
2. Cliffhanger: Fantastic climbing sequences. Lithgow is great bad guy
3. Rocky III: I know part 1 is a better movie but I want fight scenes. You get Thunderlips and two Mr. T fights

Top 3 Metal albums
1. Operation--Mindcrime: I don't listen to it as I use to but this one blew me away when I first heard it in college
2. Tyranny of Souls: Dickinson's best solo work. Maiden should kick out Janick Gers and get Roy Z
3. Any Kiss album: I honestly can't tell one song from the next. They are all equally terrible

Saturday, February 23, 2008

The key to the gate of dreams

Someone asked me the other day why I named my particular bit of cyberspace "The Silver Key." As you can see from the quote at the bottom of my home page, I took the title from a short story of the same name by well-known horror/science fiction writer H.P. Lovecraft (1890-1937).

"The Silver Key" isn't one of Lovecraft's better-known tales, nor is it accorded one of his best. Famous for creating tentacled abominations from deep space (The Cthulhu mythos) and an evil sanity-blasting tome (the Necronomicon), Lovecraft is better known for stories like "At the Mountains of Madness," "The Call of Cthulhu," and "The Dunwich Horror."

Yet "The Silver Key" grabbed me from the moment I read it. It was unlike any other story in the particular collection (The Best of H.P. Lovecraft: Bloodcurdling Tales of Horror and the Macabre) in which I first encountered the tale. Most notably, "The Silver Key" is not about horror. Aside from a few mentions of witches, mad prophets, and strange, unexplained disappearances (relatively tame elements for a Lovecraft story), "The Silver Key" explores one man's search for meaning in a vast, uncaring, and empty universe.

At the outset of the story we're introduced to Randolph Carter, a dreamer whose imagination has fossilized due to the humdrum routine of daily life, and the onset of middle age:

When Randolph Carter was thirty he lost the key to the gate of dreams. Prior to that time he had made up for the prosiness of life by nightly excursions to strange and ancient cities beyond space, and lovely, unbelievable garden lands across ethereal seas; but as middle age hardened upon him he felt those liberties slipping away little by little, until at last he was cut off altogether. No more could his galleys sail up the river Oukranos past the gilded spires of Thran, or his elephant caravans tramp through perfumed jungles in Kled, where forgotten palaces with veined ivory columns sleep lovely and unbroken under the moon.

Carter's plight is common to that of all adults: We are taught life's facts and realities until mystery and wonder goes out of the world, and become chained down to things that are. Teachers and politicians and clergy instruct us that science and politics and traditional forms of religion are the only pursuits worth following, and that the stuff of dreams is for children. Gradually, our imaginations are choked off.

Carter tries to assimilate himself into society and embrace earthly pursuits, but without success. He eventually comes to discover that all of these "worthwhile" values and systems are empty and ugly next to the stuff of dreams:

...he could not help seeing how shallow, fickle, and meaningless all human aspirations are, and how emptily our real impulses contrast with those pompous ideals we profess to hold. Then he would have recourse to the polite laughter they had taught him to use against the extravagance and artificiality of dreams; for he saw that the daily life of our world is every inch as extravagant and artificial, and far less worthy of respect because of its poverty in beauty and its silly reluctance to admit its own lack of reason and purpose.

Carter is even more disgusted with people who abandon earthly pursuits for "barbaric display and animal sensation." Finally, he comes to realize that "calm, lasting beauty comes only in a dream, and this solace the world had thrown away when in its worship of the real it threw away the secrets of childhood and innocence."

Note that by "dream," Lovecraft does not mean the literal act of the mind while sleeping, but instead the dreams born of imagination and journeys of the waking mind. This is where I throw my support behind Lovecraft: I too wish there was more room in the world for fantasy and the stuff of dreams. I find much of what life has to offer rather shallow, unfulfilling, and spiritually empty.

Carter ultimately finds release by using a great silver key, an heirloom handed down by his grandfather and a literal "key to the lost gate of dreams." Here the tale takes a true turn into the supernatural, as Carter uses this key to pass through a strange cave in a forest slope near his family's ancestral home in the woods of Arkham, Massachusetts (Lovecraft's fictional setting for many of his stories). He disappears forever and is presumed dead by the authorities, but the narrator, one of Carter's heirs, knows otherwise:

He wanted the lands of dream he had lost, and yearned for the days of his childhood. Then he found a key, and I somehow believe he was able to use it to strange advantage.

I shall ask him when I see him, for I expect to meet him shortly in a certain dream-city we both used to haunt. It is rumored in Ulthar, beyond the River Skai, that a new king reigns on the opal throne of Ilek-Vad, that fabulous town of turrets atop the hollow cliffs of glass overlooking the twilight sea wherein the bearded and finny Gnorri build their singular labyrinths, and I believe I know how to interpret this rumor. Certainly, I look forward impatiently to the sight of that great silver key, for in its cryptical arabesques there may stand symbolized all the aims and mysteries of a blindly impersonal cosmos.

As I see it, the silver key from Lovecraft's tale is a symbol for the escape our dreams can offer from a mechanistic, material universe. Just as this space on the web is for me.

Wednesday, February 20, 2008

Heavy metal and the frauds that abandoned it

Heavy metal as I see it: An irregular series about the highest form of music known to man.

Today marks the start of a semi-regular series of posts I plan to write about heavy metal, the greatest genre of music ever recorded (in my opinion, of course, and my opinion may well be flawed and for crap). I've chosen to call this first entry "Heavy metal and the frauds that abandoned it" because there's something I've wanted to get off my chest for a long, long time--circa 1992 or so, I'd say. (Note that from here on out, this is the "angry me" talking.)

Here it is: Grunge sucks, it always has sucked, and it always will suck. It's a fraudulent genre of music, from Pearl Jam and Nirvana and Alice in Chains all the way down. In hindsight, it and its spawn will be remembered, if at all, as a very tiny, very lousy asterisk in music history, a nadir of creativity, right down in the cellar with other fads like disco and breakdance music.

There, I said it.

Why am I so pissed off about grunge? Need you ask? Well, its not for the reason you might think.

As everyone knows by now, Nirvana's Nevermind, released in September of 1991, basically sounded the death knell for metal (or, at least metal as a mainstream form of music). Nirvana and the grunge scene stuck a lancet into metal's bloated rear-end, and more specifically, the careers of a host of phony "hair metal" bands (Poison, Warrant, Winger, etc.). These hair bands grew fat, making money like blood-sucking parasites off of the careers of legit, talented metal bands (e.g., Black Sabbath, Iron Maiden, Judas Priest, Slayer, etc.), while serving to undermine metal as a legitimate form of music. But I'll save that rant for another day.

But that's not why I'm pissed. Not really. Metal was getting stale and bloated and frankly, needed a good kick in the pants, and Nirvana provided that boot at a good time.

What I am pissed off at are the legions of "fans" that abandoned heavy metal at this time and chose to throw in their lot with grunge. And from someone who spent four years in college watching this mass exodus up close and personal, believe me, the defection happened. It's not sour grapes talking, it was a real, bullshit phenomenon.

Suddenly, metal fans threw out or hid their Dio tapes in boxes in the attic, pulled down their Iron Maiden tapestries, put away their Metallica t-shirts, and more or less pretended as if the whole metal era had never happened. If they did talk about heavy metal, it was with a sneer and a look down their sanctimonious, hypocritical noses at this lesser form of music they had "outgrown." Metal, suddenly, was for losers.

I now have history and truth on my side to prove how wrongheaded these spineless morons were. But lest anyone still harbors any myths about the "purity" and "honesty" of the grunge movement, let me dispel a few myths for you.

Here's what sucks about grunge: everything. The instrumentation (murky, distorted guitars with no artistry or technical style) was awful, the vocals (whining and/or growling, not singing) forgettable, and the look (baggy, tattered pants, ski caps, and plaid shirts) just plain dumb. Most unforgivably of all, the content of the lyrics (annoying, angst-filled themes of alienation, cynicism, and apathy--grow a pair and shut the fuck up, please), is gratingly awful, the stuff of high-school essays. Really, if I want deep, soul-searching lyrics, I'll pick up a poem by John Keats or T.S. Eliot. These guys on their worst day had more to say than Eddie Vedder ever did.

Basically, the whole grunge phase was a pretentious mess, more so because its adherents and practitioners made ceaseless fun of heavy metal while it was going on--all the while stuffed full of more self-awareness and preening pretension than Poison on its worst day. At least Poison never took itself seriously and admitted it was all about getting laid and drinking.

It's a telling sign that metal existed long before, survived during, and has buried and pissed on the grave of the grunge era. Black Sabbath's self-titled first release, generally regarded as the first metal album, debuted in 1970, decades before grunge. When Kurt Cobain blew his head off and Pearl Jam stopped writing relevant albums (both in 1994), metal was still there, albeit underground. Now bands like Iron Maiden and Judas Priest have re-emerged and continue to tour worldwide and sell albums and fill arenas, while grunge is largely, if not entirely, forgotten (good riddance). The good metal bands had much, much, longer careers, spanning three and four decades in some instances, for a good reason: They're more talented, and that translates into staying power. Grunge has none.

In summary, to the hordes of flannel-wearing jackasses who crowded the bars and dorm rooms in colleges nationwide from roughly 1991 through 1995: How's that working out for you now? I hear that Alice in Chains is playing the local phone booth, and there's plenty of room still available. And to the critic who claimed that Pearl Jam was the next Beatles (I'm not making this up, folks): Not On Their Best Day.

Postscript: I realize that people's tastes change, mature, and grow over their lives. Many people have legitimately moved on from metal. But I also respect people who stick to their guns and don't waver in the wind and latch on to the latest trends for popularity and acceptance's sake. For those fans who stuck with metal through thick and thin, and wave the metal banner proudly even now, I salute you. You are my brothers.

Monday, February 18, 2008

The Eye of Argon: Plan 9 meets swords and sorcery

Did you ever watch something so bad that it's good? A movie that's so poorly plotted, with special effects so awful and dialogue so artificial, that it ceases to be annoying and crosses over into a fun investment of time? If you've ever seen Ed Wood's Plan 9 From Outer Space, you'll know what I'm talking about.

Well, fantasy fiction has its own equivalent of Plan 9: The Eye of Argon , a howlingly-bad swords-and-sorcery tale supposedly written in 1970 by a 16-year-old author named Jim Theis. I say supposedly because, although Theis' authorship is reportedly genuine, I have a hard time believing that a tale so deliciously awful is the result of any young writer's honest effort. To me, Argon smacks of satire, a well-done internet hoax by a fan or fans of both Robert E. Howard, from whom the tale draws obvious inspiration, and Mystery Science Theatre 3000.

But regardless of the truth of its origins, The Eye of Argon is a delight to read. Chock-full of misspellings and incorrect word choices, it contains passages so loaded with (unintentional?) humor that they can't be read with a straight face. According to Wikipedia, the story has been used as a party game at Science Fiction conventions, with readers challenged to recite passages out loud without laughing.

I wouldn't last more than 10 seconds trying to read The Eye of Argon out loud. Some of my favorite passages include:

The engrossed titan ignored the queries of the inquisitive female, pulling her towards him and crushing her sagging nipples to his yearning chest. Without struggle she gave in, winding her soft arms around the harshly bronzed hide of Grignr's corded shoulder blades, as his calloused hands caressed her firm protruding busts.

"You make love well wench," Admitted Grignr as he reached for the vessel of potent wine his charge had been quaffing. A flying foot caught the mug Grignr had taken hold of, sending its blood red contents sloshing over a flickering crescent; leashing tongues of bright orange flame to the foot trodden floor. "Remove yourself Sirrah, the wench belongs to me;" Blabbered a drunken soldier, too far consumed by the influences of his virile brew to take note of the superior size of his adversary.

...and this one...

"All that you hear is less than I hear! I heard footsteps coming towards us. Silence yourself that we may find out whom we are being brought into contact with. I doubt that any would have thought as yet of searching this passage for us. The advantage of surprize will be upon our side." Grignr warned.

...more goodness....

"What are you called by female?"
"Carthena, daughter of Minkardos, Duke of Barwego, whose lands border along the northwestern fringes of Gorzom. I was paid as homage to Agaphim upon his thirty-eighth year," husked the femme!
"And I am called a barbarian!" Grunted Grignr in a disgusted tone!
"Aye! The ways of our civilization are in many ways warped and distorted, but what is your calling," she queried, bustily?
"Grignr of Ecordia."

...and another...

"Your sirenity, resplendent in noble grandeur, we have brought this yokel before you (the soldier gestured toward Grignr) for the redress or your all knowing wisdon in judgement regarding his fate."
"Down on your knees, lout, and pay proper homage to your sovereign!" commanded the pudgy noble of Grignr.
"By the surly beard of Mrifk, Grignr kneels to no man!" scowled the massive barbarian.
"You dare to deal this blasphemous act to me! You are indeed brave stranger, yet your valor smacks of foolishness."
"I find you to be the only fool, sitting upon your pompous throne, enhancing the rolling flabs of your belly in the midst of your elaborate luxury and ..." The soldier standing at Grignr's side smote him heavily in the face with the flat of his sword, cutting short the harsh words and knocking his battered helmet to the masonry with an echo-ing clang.
The paunchy noble's sagging round face flushed suddenly pale, then pastily lit up to a lustrous cherry red radiance. His lips trembled with malicious rage, while emitting a muffled sibilant gibberish. His sagging flabs rolled like a tub of upset jelly, then compressed as he sucked in his gut in an attempt to conceal his softness.

I encourage you to follow the link above and read more of The Eye of Argon. It's easily the worst (and among the most entertaining) pieces of fantasy fiction I've ever read.

Thursday, February 14, 2008

The Lord of the Rings: Three films to rule them all

Part 10 of a 10-part series in which I examine my favorite films, and the reasons why I love them so.

Okay, so I'm cheating a bit here, capping off my "top 10 favorite films of all time" list with Peter Jackson's The Lord of the Rings trilogy. But just like Tolkien's novel, which was one book artificially broken into three parts for publishing purposes, I consider the LOTR trilogy to be one (albeit very long) film.

And a damned good one. In fact, I will unequivocally state the LOTR films are my favorite.

Unlike most of my reviews, which dwell on the reasons why I "love my favorite films so," I feel like I must spend some time defending Jackson's version of LOTR. Although these movies were met with tremendous commercial and critical success (Best Picture and Best Director awards, great critical ratings on RottenTomatoes, etc.) a sizable community of detractors exists.


For the most part, I think the righteous anger (and that's how I would describe some of the reaction I've seen, usually by Tolkien "purists") of some of these outspoken critics is misguided. Particularly, I don't agree at all with the notion that Jackson failed to capture the "spirit" of Tolkien's work. As I see them, the key points of Tolkien's novel include:
  • Frodo "fails" in his quest, but is redeemed by his act of pity towards Gollum--check, that's here.
  • The friendship and undying loyalty of Sam, the true hero of the tale, and how that friendship and unexpected bravery allows Frodo to succeed in his quest--check, that's here.
  • The terrible toll that war and sacrifice can take on the victors of a conflict--check, that's here.
  • The departure of the elves and the passing of a magical, timeless age into a time of mortal men--check, that's here.
  • Tolkien's preoccupation with death and the problems inherent in our pursuit of immortality, and the possibility of something greater--i.e., God--behind the great grey rain-curtain of this world--check, that's here.

In fairness, however, I do agree with some of the criticisms of these films. I don't think they are perfect, and here are my own:

The generally poor/shallow treatment of Gimli and Legolas. The former is almost wholly reduced to a comic device, while the latter is obnoxiously uber-powered. I loved Jackson's subtle early touches with Legolas (walking on the snow in the Pass of Caradhras, rapid-fire arrows in the battle with the orcs on Amon Hen), but hated the dreaded shield-surfing at Helm's Deep and his single-handed dispatch of the Mumakil in the battle of the Pellennor Fields. Gimli and Legolas weren't fleshed out, major characters in the books, but they deserved better.

The green ghost army. This, to me, is the most unforgiveable misstep in the Walsh/Jackson screenplay. By having an army of the dead sweep away all the orcs and mercenaries before Minas Tirith, Jackson undercut one of my favorite moments--the charge of the riders of Rohan. Had the brave men of Rohan waited just a few minutes longer, they could have watched as the undead army won the day without loss of life. Essentially, the ghosts negated Theoden's great moment of sacrifice and valor on the battlefield. And on top of that, I thought this was one of the rare unconvincing pieces of CGI in the trilogy. It almost appeared as if the budget had run dry by this point.

Too much artificial tugging at emotional heartstrings. This is just an overall feeling, but upon rewatching these films there's a few too many shots of Arwen's grief, Frodo's tears, etc.. The Lord of the Rings has enough built-in pathos and certainly doesn't need Jackson's heavy-handed reminders.

The exclusion of the Scouring of the Shire. I dearly wanted to see this filmed, and I think its message--that war touches us, everywhere, and that one can't simply "go home again"--is an important one and a central theme in Tolkien's work. But, to defend Jackson, this would have stretched the ending of The Return of the King--already quite long--to an interminable degree.

However, these criticisms are quite minor. Consider that, prior to 2001, the general consensus among movie buffs and Tolkien fans alike was the Lord of the Rings was "unfilmable." Jackson showed us otherwise, producing what I consider to be a stunning achievement and a work of lasting art.

There's so many good moments in these films, both large (the battles, the set pieces of Moria and Minas Tirith) and small ("It comes in pints? I'm getting one!"). Some of my favorites include:

The charge of the Riders of Rohan. This might be my favorite moment in all of cinema. Starting with the fear on the riders' faces after seeing the sprawling horde of orcs massed at the gates of Minas Tirith, to Theoden's stirring speech ("Forth, and fear no darkness! Arise! Arise, Riders of Theoden! Spears shall be shaken, shields shall be splintered! A sword day... a red day... ere the sun rises! Ride now!... Ride now!... Ride! Ride to ruin and the world's ending!") to the slow-panning back of the camera, revealing rank upon rank of Rohirrim, who scream "Death!" in unison and surge forward into a wedge, then watching the stunned looks on the orcs' faces as they realize this wave is not going to stop, until it parts their ranks like a hot knife through butter....that is some good stuff. If I live another 30-plus years I may never see its equal.

The casting/acting. Ian McKellen as Gandalf, Ian Holm as Bilbo, Sean Astin as Sam, and Sean Bean as Boromir are my favorites. All of them deserved awards. Elijah Wood, Viggo Mortensen, Miranda Otto, Christopher Lee, Bernard Hill (Theoden), Billy Boyd, Cate Blanchett, Brad Dourif (a great bit part as Wormtounge) all deserve accolades as well.

Sam's speech at the end of the Two Towers. This was a beautifully written/filmed sequence, and Astin pulled it off with great conviction: Folk in those stories had lots of chances of turning back, only they didn't. They kept going. Because they were holding on to something...that there's some good in this world, Mr. Frodo... and it's worth fighting for.

You bow to no one. Enough said. I cried (just a bit) at this line.

Hobbiton. It's obvious that a great amount of effort was expended to make Hobbiton appear to be a lived-in, realistic place, and it shows on the screen. The attention to detail and the effort poured into this set piece are remarkable. I still recall sitting in the theatre back on opening night of The Fellowship of the Ring, and watching Frodo under the tree, reading a book, and the first view of The Shire. I knew right then that Jackson had nailed the look I had imagined in my mind all those years, and that I was in for a great ride.

"For Frodo." That look when Aragorn turns back to the small force at the Black Gates, with all hope gone, eyes heavy with grief, before charging in with Narsil drawn...I still get a shiver down my spine just thinking of it.

Theoden girding up for the battle of Helm's Deep. His speech: "Where is the horse and the rider? Where is the horn that was blowing?" as he slowly straps on his armor with the bright beam of light shining through a narrow aperture is poetry on film.

Boromir's death. Bean brought Boromir to life, and his performance bettered Tolkien's depiction of the character from the books. After his death speech ("I would have followed you to the end. My brother; my captain; my king") I couldn't see the screen clearly until my eyes cleared. Must have been a dust-mote.

Into the West. What a beautiful song, performed magnificently by Annie Lennox. My kids and even my wife, no LOTR fan, are big fans. Really, the whole score (by Howard Shore) is a marvel.

Sam carrying Frodo up Mount Doom. This, folks, is what heroism is all about. Small steps taken by an unassuming, unimportant figure, beyond all endurance, with no hope to buoy him, up Mount Doom. Astin/Sam was a titan in this scene, carrying the weight of his master, the Ring, and the very movie itself on his back. All the special effects, the money, the casting, depended on the believability and sympathy evoked by Sam and Frodo, and Sam in particular. And Sam succeeds, as do the films, in brilliant fashion.

Tuesday, February 12, 2008

The Letters of J.R.R. Tolkien, an illuminating look into the author, part 3

After chipping away at it for the last couple weeks, last night I finished up The Letters of J.R.R. Tolkien. My one line review? It's not hyperbole to say that, if you're a fan of this man's great works of fiction, you owe it to yourself to read Letters.

Over the course of this book I developed a much deeper appreciation not only for The Lord of the Rings, The Hobbit, and The Silmarillion, but also for what a unique individual Tolkien was. For example, unbelievably, even towards his last days while continuing to chip away at The Silmarillion, Tolkien regularly answered fan mail. And not just in a cursory, "thank you for the kind words" manner. Letters contains dozens of detailed, multi-page letters on the history of the elves, the derivations of words and names, and the various historic ages of Middle Earth, which Tolkien composed and sent off to bog-standard readers and fans.

Take a moment to think about that: A man who is now regarded as the single greatest influence on not just fantasy literature, but the entire fantasy genre, taking an hour or two out of his busy day to write an eight-page explanation to a reader commenting on Frodo's failure to surrender the Ring in the Cracks of Doom (Letter 246), or to a woman wanting to know whether Shadowfax went with Gandalf across the sea (Letter 268), or to answer a fan's request for a translation of the opening words to one of Treebeard's song (yes, this is in here too--Letter 168).

A few times I actually found myself getting angry: Tolkien died in 1973 at age 81 before he could complete The Silmarillion, which he considered to be his life's work, and a book he continued to chip away at, unsuccessfully, until his death. His son, Christopher, published it posthumously in 1977, but I can't help but think how much more Tolkien could have fleshed out the legends and mythologies of Middle Earth if he spent those hours writing instead of corresponding with fans. But that's who he was.

While Tolkien was quite private about matters of his own life, Letters reveals some personal details which I found quite touching. For example, the fact that he asked to have his wife's headstone engraved as follows (Letter 340):

EDITH MARY TOLKIEN
1889-1971
Luthien

Tolkien himself had "Beren" engraved on his own gravestone (Beren and Luthien were a mortal man and immortal elf-maiden, respectively, who were the first-age equivalent of Aragorn and Arwen). "She (Edith) was, and knew she was, my Luthien," he wrote.

Tolkien lived and breathed Middle Earth, and spent the majority of his life thinking about it and expanding upon its legends. His devotion to his creation is apparent everywhere and even bleeds through into casual correspondence. For example, he described his relationship to his friend and publisher Rayner Unwin, "like that of Rohan and Gondor... and for my part the oath of Eorl will never be broken, and I shall continue to rely on and be grateful for the wisdom and courtesy of Minas Tirith." Middle Earth was no silly outlet for Tolkien--it was him, and he was it. This is probably the greatest reason why it remains (in my opinion) the most convincing act of sub-creation in all of fantasy literature, one that countless other fantasy authors have sought to imitate, but without the same success.

Other of Tolkien's letters reveal his sense of humor. For example, Tolkien tells that he received a drinking goblet from a fan, "which proved to be steel engraved with the terrible words seen on the Ring. I of course have never drunk from it, but use it for tobacco ash" (Letter 343). When a reader wrote to ask for Tolkien's help with an academic project about his works, Tolkien rebuffed him with a quote from Gandalf: "Do not meddle in the affairs of Wizards, for they are subtle and quick to anger." (Letter 346). When another fan asked Tolkien to sign her copy of The Hobbit, he did, but also sent her a postcard written in elvish runes.

There are tons of other great details in Letters, too many to tell here. But just a few nuggets:
  • Tolkien "began a story placed about 100 years after the Downfall of Mordor, but it proved both sinister and depressing" (Letter 256);
  • Frodo's "failure" as a hero: "Frodo 'failed' as a hero"... but "had done what he could and spent himself completely (as an instrument of Providence) and had produced a situation in which the object of his quest could be achieved. His humility (with which he began) and his sufferings were justly rewarded by the highest honour; and his exercise of patience and mercy towards Gollum gained him Mercy: his failure was redressed" (Letter 246);
  • Tolkien actually "welcomed the idea of an animated motion picture, with all the risk of vulgarization" (Letter 198);
  • Tolkien more or less told a German publisher in 1938 to go screw himself when the latter wrote to inquire whether Tolkien was of Aryan descent (Letter 3o)

In short, The Letters of J.R.R. Tolkien is highly recommended for any serious Tolkien reader.

Monday, February 11, 2008

Tolkien estate sues New Line Cinema

The Tolkien estate dealt what could be a fatal blow to the film adaptation of The Hobbit today, suing New Line Cinema for failing to share any profits from The Lord of the Rings films. This according to a story in Variety today: http://www.variety.com/article/VR1117980703.html?categoryid=13&cs=1.

According to the article, the complaint seeks in excess of $150 million in compensatory damages, punitive damages, and (selfishly, the big one for me), "a declaration from the Court that the plaintiffs have a right to terminate any further rights New Line may have to the Tolkien works under the agreements, including The Hobbit."

If this story is correct, it sounds like more sleazy, underhanded work by New Line. Remember that this story comes just months after director Peter Jackson sued the studio for allegedly cheating him out of his fair share of the profits for the LOTR films, and then failing to turn over its books.

I give New Line all the credit in world for backing Rings, and for being the one studio in the world that ponied up the money and the creative license for Jackson to make all three films as he'd wished. But these latest incidents are putting New Line in a very bad light. With worldwide gross receipts of almost $6 billion dollars, are these tactics really necessary? Let's hope the damage and ill-will doesn't put any early end to The Hobbit.

Thursday, February 7, 2008

An edible Minas Tirith?

Okay, this is just plain silly (and awesome): The Battle of the Pelennor Fields, done up in cake and candy.

I have no idea how much cake mix went into that creation, but whatever the cost it was worth it.

Wednesday, February 6, 2008

Eaters of the Dead: A review

Given my huge love of fantasy in general, and viking/dark age-influenced tales in particular, you would think that the 13th Warrior, the film upon which Michael Crichton's fine novel, Eaters of the Dead, is based, would be a personal favorite of mine. It is not. But of Crichton's work I am most definitely a huge fan.

Eaters of the Dead is a retelling of the supposedly authentic travels of an Arab, Ibn Fadlan, and his experiences among the Northmen circa 922 A.D. Several reviews state that much of Eaters is fiction; I myself thought as much after noting both the quality of the narrative and two much more obvious clues: The fact that the book is marked "fiction" on its cover, and the inclusion of The Necronomicon as one of the general reference works listed among its sources. But apparently Fadlan is a real figure from history who did spend time among the vikings as an ambassador.

Regardless of its authenticity, Eaters is a terrific read, made all the more compelling by Crichton's skillful "adaptation" of Fadlan's journal. The viking culture among which Fadlan finds himself is dirty, bloody, and graphic, but oddly appealing if you're a fan of orgies, death-duels, and animal (and occasionally human) sacrifices. These are laid out before the reader without judgment, with only Fadlan's disgust serving as a moral compass. Yet the incredible heroism of the Northmen shines through, as Crichton portrays them as unwaveringly honest and possessed of a steadfast and admirable belief in a warrior's code. Though he's at first appalled and disgusted by the rude, uncivilized behavior of the northmen, Fadlan learns to love their bravery and even comes to embrace their culture.

Fadlan is taken in by the Northmen and becomes an unwilling participant in their mission to save a viking tribe from the attacks of the mist-people, otherwise known as the eaters of the dead. In a scene with strong parallels to Beowulf, Fadlan experiences a terrifying night raid by the mist-people in the hall of Rothgar, the Northmen king. The mist-people, which appear as hairy, brutish monsters, are later revealed to be some form of surviving Neanderthal tribe, wielding stone axes and wearing animal pelts. Though it sounds silly, I found that this explanation added even more realism, and Crichton in the afterword makes a convincing case that perhaps Neanderthal man existed long past his presumed extinction date (commonly believed as 20,000-30,000 B.C).

Later, Fadlan and a small band of northmen led by Buliwyf (read--Beowulf), a mighty warrior, undertake a perilous journey to the home of the mist-people to slay their wendol-mother and stop the source of the attacks.

Equally or even more so than the fun story it tells, I found Eaters of the Dead a fantastic read due to its examination of viking culture, religion, and philosophy. And its eminently quoteable, too. Following are some of my favorites:

The deeds of dead men are sung, and also the deeds of heroes who live, but never are sung the deeds of ordinary men.

There is too much that man does not know. And what man does not know, that is the province of the Gods.

Each person bears a fear which is special to him. One man fears drowning and another fears a close space; each laughs at the other and calls him stupid. This fear is only a preference, to be counted the same as the preference for one woman or another, or mutton for pig, or cabbage for onion. We say, fear is fear.

Praise not the day until evening has come; a woman until she is burnt; a sword until it is tried; a maiden until she is married; ice until it has been crossed; beer until it has been drunk.

A hero's great challenge is in the heart, and not in the adversary.

And finally, when Fadlan tells Buliwyf that that he is afraid, the latter replies, That is because you think upon what is to come, and imagine fearsome things that would stop the blood of any man. Do not think ahead, and be cheerful by knowing that no man lives forever.

Saturday, February 2, 2008

White Dwarf: Remembering a great old magazine


The recent demise of Dragon and Dungeon magazine (in paper form-- both have since gone electronic) has gotten me a bit nostalgic for the old days of print-supported role-playing game magazines. With a few small print run exceptions, including Kobold Quarterly and the bi-monthly The Crusader, the days of widely circulated, glossy, print RPG publications are gone.

While I miss to some degree Dragon and Dungeon, both fine magazines in their own right, these days I find myself remembering and looking back most fondly at the Games Workshop (GW)-published White Dwarf magazine, "the voice of British adventure gamers."

Eh, you role-players say? Doesn't GW still publish White Dwarf every month? For the record, they do. But for me, the magazine died roughly around issue #100, when it became a mouthpiece for GW's profitable miniatures wargames line.

Pre-issue 100, White Dwarf was a fantastic magazine. Whereas Dragon very quickly evolved into a house organ for TSR and later Wizards of the Coast, and eventually covered strictly D&D, White Dwarf was a rarity in that it covered all role-playing games. Within its pages you could find articles on Dungeons and Dragons sandwiched in between Runequest columns, Call of Cthulhu adventures, Champions role-playing advice, and Traveler comics.

This model has its problems, since you're much less likely to find value in an article about a game that you don't own. Nevertheless, I derived great enjoyment as a youth examining Champions or Traveler articles and trying to puzzle out their rules based on stat blocks or descriptions. And more than any real gaming value, the pleasure in reading these articles alone made it worth the purchase. The best example I can think of is issue #53 (the cover of which I've included above), which contained Minas Tirith, a scenario about the battle of the Pelennor Fields from The Lord of the Rings. The game system was Warhammer, which I didn't (and still don't) own, but I loved reading about the background, the turns and what events would occur in each, the behavior of the Mumakil if they recieved an eye wound, the Gondor and Witch-King of Angmar army lists, and more.

White Dwarf had columns on minatures painting, scenarios and mini-campaigns, system-free articles on incorporating undead into your games or designing logical campaigns/fantasy worlds, reviews of RPGs popular and obscure, and much more. Here were some of my favorites:

The Castle of Lost Souls. Between issues 52-55, White Dwarf published a four-part choose your own adventure story that drew inspiration from the old Lone Wolf and Fighting Fantasy gamebooks. Remember those? Like Lone Wolf, The Castle of Lost Souls required you to create your own character, resolve combats with dice, etc. It was a great little romp that kept me busy in between games.

Tabletop Heroes: A regular column devoted to minatures painting. It contained lots of great advice not only on how to paint, but also caring for figures, building terrain, castles, and dungeons out of household products, and more. The color illustrations of finished figures were great, although I was left with an inferiority complex when comparing these to my own.

Treasure Chest: A great column of odds and ends, neat little ideas for treasure and devices, alternative rules, and more that you could pick up and drop into your game. Examples: The dungeon cart (a practically-designed, easily-transportable cart specifically designed for underground adventures), drowning rules, the sword of thunder (a +2 intelligent sword that allowed the user to deflect lighting bolts and absorb their charges into the blade; the clear pommel would glow blue when so charged), dragon shields (magic shields made of dragon scales/hide that confer complete protection from that dragon type's particular breath weapon), hints for creative spell uses, halfling-specific magic items, nunchucks in Runequest, and much more.

British style and humor. The letters and reviews in White Dwarf were full of that particular brand of British wit that I find endearing. Example: Issue #63 reviewed XL1: Quest for the Heartstone, a notoriously bad D&D module, with the following: Quest for the Heartstone was at first reading no more than a sales exercise for AD&D Action Toys, and is very reminiscent of everyone's first dungeon: a collection of randomly placed monsters with a random selection of Good Guys going off after some magic item and having to hack through them...my favorite is 'You may use the five-headed Hydra Bendable Monster for this encounter.'

Fun comics. My favorites were Groo, a little three or four-panel strip about the sick adventures of a thick-skulled goblin, and Thrud, which followed the adventures of a massive-bodied, small-headed barbarian that invoked all the worst Conan cliches.

Crunch-less articles. One of the reasons I stopped buying Dragon was that it seemed in the latter days too preoccupied with "crunch," aka. new prestige classes, feats, magic items, etc. This stuff gets real old, real fast. White Dwarf had its share of crunch, but devoted lots of page space to thoughtful columns and features about topics like roleplaying characters after death, discussions on how fast or slow to level, how to colorfully roleplay clerics in D&D, how to create campaigns and worlds with depth and versimilitude, etc.

Sure, White Dwarf wasn't perfect. In particular, my eyes glazed over at "Microview," a bi-monthly computer column about how to write computer programs to aid your tabletop RPGs (issue #50, for example, contained the code for creating a Taurus III striker vehicle, using BASIC language on a TRS-80. Yuck.). But nevertheless, White Dwarf was an invaluable resource from the heyday of RPGs and a vanished member of a species of magazine that, sadly, is all but extinct.

Thursday, January 31, 2008

Iron Maiden, Dickinson take to the air

What can't Bruce Dickinson do? Published author, former world class fencer, successful solo musician, lead singer of the greatest heavy metal band of all time--Iron Maiden--and, oh yeah, licensed pilot.

Dickinson is actually flying Maiden around the world on its 2008 World Tour, stepping behind the controls of the band's very own Boeing 757. Check out the paint job on this baby: http://www.thesun.co.uk/sol/homepage/showbiz/music/article743697.ece

Seriously, what's next for this guy? Can world domination be far behind?

Tuesday, January 29, 2008

The Shawshank Redemption: Cinematic perfection


Part 9 of a 10-part series in which I examine my favorite films, and the reasons why I love them so.

Warning--spoilers

Movies just don't get any better than 1994's The Shawshank Redemption. To call this a feel-good film is a gross misunderstatement: When I watch it, I'm reminded of why life is worth living, and that hope remains, no matter the depths in which you may find your spirit. It's a profound affirmation of life.

The plot is a simple one: Andy Dufresne (played by Tim Robbins) is serving a life sentence for a crime he did not commit. While in prison he befriends an old convict (Red, played by the incomparable Morgan Freeman), also serving life for murder, albeit one that he did commit.

But The Shawshank Redemption is much deeper than a mere prison film, or a buddy movie. It's a film about hope and redemption, hardly surprising given the film's title. But it's not just about the obvious, easy-to-spot redemption of Dufresne, who escapes from Shawshank Prison and takes down the corrupt prison warden on his way out. It's more so about the redemption of two souls--Dufresne and Red. This element is what makes Shawshank, in my opinion, a truly great film.

Dufresne may be innocent of the crime of which he is accused, but he is also a "cold fish," as his fellow inmates call him, an opaque, distant soul whose unfeeling demeanor casts him in a bad light with the judge and jury, and lands him in prison. At the movie's outset he remains distant, uncommunicative, and reclusive. He theorizes (probably correctly) that this flaw is what drove his wife into another man's arms, and the situation that resulted in her death: "My wife used to say I'm a hard man to know, a closed book. She complained about it all the time...I loved her, I just didn't know how to show it, that's all. I killed her Red--I didn't pull the trigger, but I drove her away. That's why she died, because of me, who I am."

Red on the other hand is guilty of committing a senseless crime as a youth. But while he's served his time and is a worthy candidate for parole, he's not truly ready for release because, until he meets and befriends Dufresne, he doesn't appreciate what life has to offer. His appeals before the parole board twice in the film are hollow and unconvincing, and result in rejection. He is, in short, without hope, an old, institutionalized man who feels his only purpose is to go on living on the inside, swapping contraband for cigarettes.

It's noteworthy that Red, always cool and in control, only loses his calm once: When Andy brings up the subject of hope: "You need it so you don't forget that there's places in the world that aren't made out of stone--there's something inside you that they can't get to that's yours. Hope," says Andy.

"Let me tell you something friend--hope is a dangerous thing. Hope can drive a man insane. It's got no use on the inside. You better get used to the idea," Red replies.

It's amazing to watch how both men bloom and grow in one another's company as the film progresses, even in the midst of the hell of Shawshank. The prison is depicted as a vision of the underworld in the opening sequence, with the new convicts ("fresh fish") stripped naked, deloused with burning powder, and marched into dark, isolated cells where other inmates bet on who will break first. Guards beat prisoners mercilessly, even to death at times. Presiding over this hell is warden Norton, who, much like Satan, thinks himself God, but is corrupt and evil at the core.

In the end, both men face a simple choice (as told beautifully by Dufresne in the film's iconic line): It comes down to a simple choice, Red: Get busy living, or get busy dying. Confronted with the choice of suicide at the end of a rope, or taking a terrible risk for the chance at salvation, Andy chooses the latter, and his escape from Shawshank is a thing of cinematic beauty. He crawls through 500 yards of foul-filled sewer pipe (an apt metaphor for life, perhaps) before he escapes, throwing his arms up to heaven in praise.

Red's redemption is more subtle but just as powerful. With his mind and soul opened by Andy's example, his third appeal before the parole board is painfully honest, heartfelt, and successful: "There's not a day that goes by that I don't feel regret--I look back at the way I was then, a young, stupid kid who committed that terrible crime. I want to talk to him, I want to try and talk some sense into him, tell him the way things are, but I can't. That kid's long gone, this old man is all that's left. I've got to live with that."

As the film ends we're left with a beautifully uplifting ending, two friends embracing on the warm sand by the blue waters of the Pacific. The colors here are achingly beautiful after two-plus hours of gray prison walls. It makes you feel like anything is possible. And that is why I love this film.

Remember Red--hope is a good thing, and good things never die.

It's worth noting that, as most people know, The Shawshank Redemption is based on a novella by master of horror Stephen King. I highly recommend that story as well (you can find it in Different Seasons). It's one of King's best.

Monday, January 28, 2008

Del Toro chosen to direct The Hobbit

Buzz around the internet, including this story from the Hollywood Reporter, appears to put Guillermo Del Toro in as the chosen director for the The Hobbit.

I haven't seen any of Del Toro's films, which include Pan's Labyrinth, Hellboy, Blade 2, and The Devil's Backbone. But I've heard lots of good things about him and Pan's Labyrinth in particular, so I'm hoping for the best.

Friday, January 25, 2008

...and the Blade Runner bashing continues

Just when I thought the Blade Runner bashing was over, along comes another smug review of its new "Final Cut" release, courtesy of the Slate Web site. Critic Stephen Metcalf accuses the film of not only possessing a light script, weak characters, and pretension--a trio of old, tired saws--but also takes some mean-spirited shots at the fans who have come to its defense. Writes Metcalf:

The mystery of Blade Runner is not that early audiences were so put off by it, but that a quasi-sacred halo has come to surround it, a force field so powerful as to apparently render nuanced critical judgment impossible.

Well, as a card-carrying member of the "cult," let me take a moment to repudiate Metcalf's review.

Metcalf's review is well-written and in some cases, quite correct. Blade Runner has certainly benefitted over the years from "ancillary distribution" on VHS and DVD, which gave ample opportunity to rehabilitate its image. I also had to chuckle at his accurate mocking of the (too) many workprints of BR floating around on video, and the pedantic discussions that spring up around the Web over why one version sucks/rules/is superior to another/is antithetical to Ridley Scott's "vision." I too find these discussions tiresome.

But Metcalf too lightly brushes over the damage inflicted by the 1982 Theatrical Cut, which dumbed down Scott's intended film, added a laughable voice-over, and removed the darkness of the ending and the Deckard-as-replicant subtext. Writes Metcalf:

Over the years, the idea of a Blade Runner wholly unfucked up by the suits has become a kind of holy mythopoeia that accompanies the film everywhere, as cherished as the idea of a childhood wholly unfucked up by parents...

Well, the hard and cold truth is that the "suits" did fuck up Blade Runner in 1982. But just because its been catalogued and rehashed ad nauseum does not make it any less true.

Metcalf later adds that the critics that panned Blade Runner in 1982 were right all along:

But for all of its supposed transmutations along the way to this, "The Final Cut," it is still vulnerable to the same criticisms originally applied to it. The movie is a transfixing multisensory turn-on from beginning to end. But because its story is underplotted and its characters almost totally opaque, the weight of the film falls to its sumptuous visual palette—its abiding strength—and to its quasi-Nietzschean theology—its abiding weakness.

In other words, Blade Runner is all visuals and no soul, a victim of "underplotting" and poorly-drawn characters. I guess a car chase could have livened things up, or perhaps Ridley Scott could have given Deckard a wife and set up a nice, juicy, love triangle when Rachel enters the picture. Because that would have made the film so much better. As for the Nietzsche influence, I see this as a strength, not a weakness.

Metcalf also says, A movie that is about what it's like to be mortal should not include the line "What is it like to be mortal?" but Blade Runner comes perilously close.

I don't even know how to respond to this last criticism, only to say that Metcalf must not have been watching too closely. The very reason Blade Runner is accused of being "underplotted" and "slow" is because its precisely not a film about action. Even as it asks, "what makes us human," it spends most of its two hours trying to answer the question, and in my opinion succeeds on a more profound level than most films seeking to do the same. I don't know why he labels such examination "turgid," only that I detect a whiff of elitism in the review.

Finally, Metcalf makes the tragic mistake of revealing that his wife "laughed" at Roy Batty's death scene. A word to critics who resort to anecdotal evidence ("hey, lots of people I know laughed at Blade Runner. Therefore, it sucks!") to make their point: No one cares. It's a shallow tactic and ultimately proves nothing. I expected better from Slate.

Wednesday, January 23, 2008

A Dungeons and Dragons dilemma

An interesting difference of opinion--and gaming styles--recently cropped up during our regular Dungeons and Dragons game. The scenario involved an interesting quandary about player versus player-character decisions, and revealed a simple truth about role-playing games in general: That sometimes, there is no right answer.

To provide a little background: The island nation of Aflitan had just declared war on the island of Ilsardia, whom our party (or at least three of us) have sworn oaths to protect. Our party was hurrying to stop an all-out attack that we thought was about to occur on the peaceful village of Hommlet. It was now early evening, and the attack was to come sometime before daybreak.

En route, my PC (an elven ranger) noticed a single set of tracks leading away from Hommlet--a strange finding, given the snowy conditions, the time of day, and the general unsafe conditions of the road. We reasoned that it may have been an Aflitanian spy off to deliver a signal for the attack. But opinions were divided: should we make all haste to Hommlet, or follow the tracks and investigate? Ultimately, we decided to violate one of the oldest and most sacred rules of the game ("Never split the party!") and break into two groups: Tristan and Shem, our human fighter and halfling thief, respectively, would press on at all speed to reach Hommlet and warn the populace. I would follow the tracks with our cleric and wizard.

Our progess following the tracks was slow and Tristan and Shem reached Hommlet first. Naturally, the worst scenario occured--an attack had already begun. Hearing yells of pain and the clash of steel on steel--and witnessing a Hommlet defender pass his spear clean through an attacker, only to have it strike back, seemingly unfazed (undead?)--Tristan and Shem drew their swords and charged into the fray.

So was this the appropriate action? One of our players who controls the wizard PC (Cyrus) argued vehemently against it, and with good reason. When attacking piecemeal, a party is much more vulnerable. In D&D, as in real life, there's strength in numbers. Each PC has a role in combat, with bow users and spell-slingers providing long range support for the toe-to-toe fighters. Shem and Tristan also deprived themselves of entering the battle powered up with valuable "buff" spells, like haste and bless, that our wizard and cleric could have conferred.

Secondly, no one likes to sit and watch from the sidelines. Presumably when we next meet, I and the wizard and cleric players will to have to wait and watch a couple rounds of tense, exciting combat as we rush back toward Hommlet.

In summary, these are all good reasons for irritance. But Dungeons and Dragons and role-playing aren't that simple, and there's another side to the story to consider.

In role-playing games (as is evident by both their name, and their nature), the player assumes a role--that of his or her character. The degree to which we imbue ourselves into these roles varies from player to player. This level of player immersion typically falls into one of three camps:
  1. Players who actually adopt voices and accents and "become" their character as much as possible.
  2. Players who play out how they believe their character would act in a given circumstance, based on their character's alignment (i.e., good, evil, neutral), personality, history, and other factors.
  3. Players who consider their character to be an abstraction, and play their PC as an extension of themselves. In other words, I, Brian Murphy, am also Arden the Ranger, and Arden has the same beliefs and exhibits the same behavior that I would in a given situation.
Personally, I tend to hew closest to option no. 2. I'm not one for mimicking voices and mannerisms, but I like to think and act as Arden would act, even if it means that I might make a less than tactically-sound decision. I get a kick out of stepping outside myself. But there's also something to be said for option 3: D&D can be enjoyed as a fun game, in and of itself. There's a host of tactical decisions to make, resources to keep track of, experience points to be gained, etc.

In summary, Tristan was "right" for rushing into his combat, as it was a heroic, selfless action and villagers lives were in peril. And Cyrus' player was right, as Tristan's decision was not tactically sound, and may cost us in the end. Suffice to say that there's many ways to play and enjoy role-playing games, and none are inherently better than the other.

In the end, it's all a matter of style and opinion. Can you say the same for Monopoly or Trivial Pursuit? Hardly. And that's why for me, role-playing games are a great hobby and remain a constant source of entertainment and fascination.

Sunday, January 20, 2008

The Wasteland: Post-Lord of the Rings fantasy film landscape is looking pretty bleak

From the time The Lord of the Rings: The Fellowship of the Ring hit the theatres in 2001, until The Return of the King finally exited the big screen and made its way to home video in 2004, I was in fantasy film heaven. Long the subject of scorn and derision--and with duds like The Beastmaster and Conan the Destroyer, deservedly so--the fantasy film genre had finally broken through to respectability. From its box office mastery (grossing over a billion dollars, all three films combined) to its crowning achievement, an Academy award for best picture, The Lord of the Rings was overwhelming proof that fantasy can be a critical and commercial success on the silver screen when done right.

When the curtain went down on Return of the King, I was saddened at the thought of a holiday season without a Rings installment to look forward to, but my spirits were lightened considerably at the thought of what was to come. I and many other more savvy film enthusiasts predicted that LOTR's mightly splash would start a tidal wave of fantasy films that would capture the public's imagination. Inspired by Peter Jackson's example, I thought that a new group of directors would pick up the torch and produce similiarly awesome adaptions of King Arthur and the Knights of the Round Table, Susan Cooper's The Dark is Rising series, Ursula LeGuin's Earthsea trilogy, and other fantasy classics.

Well, four years on the wave has certainly struck, but--and forgive the hyperbole--its delivered mostly raw sewage on our shores.

How bad is the post-LOTR fantasy film landscape? Here's a few examples:

I wanted a big budget, live-action Dragonlance, and instead we got this "adaptation", whose dusted-off 1980's-style animation looks not unlike a failed Saturday morning cartoon pilot that got beaten out by the likes of Thundercats and GI-Joe.

I hoped and prayed for the heir apparent to Excalibur, still the best Arthurian film against which all others, past and present, will be judged, but instead I got King Arthur, an awful, arrogant ("The Untold True Story That Inspired the Legend"), Guinevere-as-Xena, faux-Arthurian mess. After watching it, I wanted those two hours of my life back.

I ached for a big and bold swords-and-sandals film, but instead I got Troy , which featured flat, emotionless acting, an unengaging storyline, and battles with the same spectacle but none of the heart of the LOTR films.

While I haven't seen The Dark is Rising, Eragon, The Golden Compass, or the newest fantasy film, In the Name of the King: A Dungeon Siege Tale, all the reviews I've read about these pictures range from medicore (Compass), to poor (Eragon), to outright atrocities on celluloid (Dark and In the Name of the King).

The biggest mistake that I've seen from this recent spate of sub-par fantasy films is exemplified by 300. This film features battles, battles, and more battles, broken up by angry, yelling men and/or flat, emotionless acting. It's as though Zack Snyder and other recent fantasy directors watched LOTR and got such hard-ons from Minas Tirith and Helm's Deep that they forgot all of the quiet moments that made LOTR so great. I love hacking, bloodletting, and bombastic, troop-rousing battle speeches too, folks, but there's more to good fantasy than CGI combat and pretentious dialogue.

So is the all the news grim? No, fortunately. I'm glad to say that there have been some rays of light in the darkness: I was quite pleased with the first installment of the Chronciles of Narnia: The Lion, The Witch, and the Wardrobe, for example, which I thought was very well-done, enjoyable by both adults and children. The early glimpses I've seen of Prince Caspian leave me with high hopes for that film as well. I've also heard some good things about the recent 3-D Beowulf. And while I'm not a fan of Harry Potter, I've heard that the films are reasonably faithful and quite watchable adaptations.

But overall, I'm frankly quite bitter at the current state of fantasy celluloid. I'm angrier still that the great opportunity afforded by The Lord of the Rings--a window in which the big studios loosened their purse strings and financed the big budgets necessary to do justice to high fantasy--has been llargely squandered. Earning back that respect and erasing the damage may take years, I fear.

Thursday, January 17, 2008

The end of the world as we know it: And I feel fine


Yesterday I simultaneously finished two books about the apocalypse, albeit from two very different causes: World War Z, by Max Brooks, a tale about a massive zombie infestation that threatens to overwhelm the world; and The Children of Men, by P.D. James, a story that takes place in 2021, 25 years after the last child on earth is born with the world's infertile population left to age and die.

Both books are very different, and not just in their subject matter: World War Z is much more action-oriented, a series of powerful narratives told through multiple characters' eyes in a series of flashbacks, while The Children of Men is written from the viewpoint of Theo Faron, a 50 year-old Oxford professor, and is a slower-moving character portait. They do share one likeness in that both contain strong political commentary.

What I liked about the books
First of all, I'm a huge sucker for books and movies about the apocalypse. It's not the violence and chaos in and of itself that I find interesting, it's watching people's reactions in extremis. Wiser men have said that true character is revealed in times of crisis, and The Children of Men and World War Z certainly deliver the calamity and the truth born from it.

I cannot recommend World War Z highly enough if you love zombies, warfare, or simply action-packed page turners. I'm not a particularly fast reader, but I was absolutely unable to put it down and burned through its 350-odd pages in three days. While the zombie plague is deliberately left unexplained--it starts in the heart of China, half-hinted as the result of some undescribed industrial waste--Brooks manages to paint a very convincing picture of how the plague quickly spreads and threatens to overwhelm all of humanity. Brooks has done his research on politics, military tactics and technology, combat fatigue, climate conditions, and the result feels like history, an event that really happened (or, chillingly, will happen).

Here's some highlights: The Great Panic, the initial outbreak of suffocating fear and rout that sent millions or billions to their deaths on traffic-choked highways; The Battle of Yonkers, which pits a large ground force of U.S. Marines, tanks, helicopters, and jets against a horde of more than a million zombies pouring out of New York; a voluntary quarantine of all of Israel to prevent the spread of the hordes; a limited nuclear exchange between the suspicious countries of Pakistan and India; hordes of zombies emerging from the oceans, attacking in massive, unexpected beach invasions; zombies attacking across the Russian steppes, slaughtering thousands before freezing in the winter (and thawing and re-animating in the spring), and much, much more. I was horrified, entertained, and best of all, convinced by the events in this book, which was deliberately written as a series of memoirs. in fact, World War Z reads much like the very well-done war documentaries of Ken Burns.

Whereas George Romero's classic Dead films (Night, Dawn, and Day of the Dead) were brilliant social commentaries that focused on portrayals of small groups and individuals struggling for survival, Brooks takes the 10,000-foot view, casting his gaze on countries and nations, examining their weaknesses, flaws, and ultimately the strength that makes them able to regroup and survive. Despite its horror, gore, and destruction, World War Z is a refreshing change from the often too-nihilistic zombie genre.

The Children of Men, while far less visceral, asks the larger questions: What gives mankind meaning, does God exist, and how can we cope with our own stark mortality? At the outset of the book Theo is living a life that should sound very familiar to 21st century man: Protected, pampered, insulated by his profession, his comfortable home, his refined tastes in books, food, music, and wine. But there's a black hole waiting at the end of it all: Oblivion.

James brings mankind's ever-present fear of mortality into stark relief by removing the universal hope that our children will carry on our works, our stories, our history, and our culture after we die. Bereft of that hope, we're left with meaningless trappings and empty existence.

Like World War Z, the cause of the blight--worldwide infertility--is left unexplained, but while James does not delve into the scientific root causes, she describes its chilling consequences in convincing fashion. To quell the widespread crime caused by crumbling societies, the British government institutes a tight-fisted, near dictatorial rule, run by prime minister Xan, who is actually Theo's cousin and childhood friend. Immigrants are turned away at the borders and criminals and dissidents are shipped off to the Isle of Man, while the aged take their own lives in government-sponsored mass suicides called a Quietus.

The story builds slowly but kicks into high gear when Theo falls in with a small band of young rebels battling against the government's atrocities.

What I disliked about the books
World War Z was great all the way through. Although there were no fully fleshed-out, truly memorable characters, it was told using dozens of post-war "interviews," so development wasn't possible (or intended). I found Brooks' portrayals of some of the cultures to be a bit stereotyped (particularly the katana-wielding Japanese survivors), and it's no surprise that the strongest and truest sections were his portrayals of the crisis in the U.S.

Overall rating: **** stars out of five.

The Children of Men had a few flaws as well. I found the whole Xan-Theo relationship to be forced, and their final face-off was heavily telegraphed. In fact, I think the film of the same name, though shallower and much more violent (often needlessly so), improved on the book by cutting out the tiring backstory, dropping Xan and focusing on Theo and the rebels.

Overall rating: **** stars out of five.

Wednesday, January 16, 2008

Getting nostalgic for old school Dungeons and Dragons

While surfing the boards today at RPG.net, a Web site devoted to role-playing games, I came across this ultra-cool link.

Click through, check out these fine old-school miniatures by Otherworld, and if you're of a certain shared background, I guarantee that you'll experience an intense bout of nostalgia. I did, as I was immediately (and pleasantly) assaulted with a flood of memories about first edition Advanced Dungeons and Dragons.

For those who haven't been following the game's progress, D&D is currently on version 3.5, and by the summer a fourth edition is due for release. Like 2.0, 3.0, and 3.5 before it, fourth edition promises sleeker rules, more options, and more "fun" than ever before. On most days I find talk of new rules and new versions of D&D a good thing, as it represents progression, a refinement of a rules-system that has brought me great pleasure since I started playing circa 1982 or so.

But not today. These old miniatures brought back the countless hours I spent with the old first edition books, aging tomes like the Players Handbook (the one with the gem-eyed, fire-lit, leering idol on the cover, above), and the Dungeon Master's Guide (the one with the three adventurers battling a towering, muscular, red-skinned efreet on the cover, with the fabled City of Brass floating over a flame-swept sea of oil on the back, below).

Role-playing games were simpler back then. Certainly there were rules (and first edition AD&D had its share of them, often byzantine and difficult to find in a pinch due to poor organization in the books), but when we didn't know a rule and couldn't be bothered to look it up, we simply made it up on the spot. Sure, we had impossibly high-level characters and ran "monty haul" campaigns in which +5 holy avengers and Axes of the Dwarvish Lords were scattered across the land, but it was fun.

If this sounds like nostalgia talking, you're right. The games I play now are better, more focused, and more immersive. But I believe that it's more than just fond, hazy memories of childhood coloring my perceptions. Even though later iterations of the game are arguably better--cleaner written, with more coherent rules, and more options that allow for more character customization--first edition AD&D has it all over the later editions in one crucial aspect--flavor. The old books were far more evocative of adventure, of mystery, and of danger. Version 3.0/3.5, despite its superior rules, simply can't compete in this regard.

Here's an example. From the 3.5 Dungeon Master's Guide, page 7, "Style of play:"

The DM provides the adventure and the world. The players and the DM work together to create the game as a whole. However, it's your responsibility to guide the way the game is played. The best way to accomplish this is by learning what the players want and figuring out what you want as well.

Ho-hum. Essentially all the 3.5 rules are written like this: Dry, text-booky, highly accurate but devoid of color. Compare and contrast with the AD&D first edition Players Handbook, p. 109, "Successful adventures", written by the incomparable Gary Gygax:

Characters with stories related about their exploits--be they cleverly wrought gains or narrow escapes--bring a sense of pride and accomplishment to their players, and each new success adds to the luster and fame thus engendered. The DM will likewise revel in telling of such exploits...just as surely as he or she will not enjoy stories which constantly relate the poor play of his or her group! Some characters will meet their doom, some will eventually retire in favor of a new character of a different class and/or alignment; but playing well is a reward unto itself, and old characters are often remembered with a fondness and pride as well. If you believe that Advanced Dungeons & Dragons is a game worth playing, you will certainly find it doubly so if you play well.

If that doesn't make you want to grab a torch, a sword, a 10-foot pole, and head into the underdark, I don't know what will.

If you need further proof of first edition's greatness, go back to that link up above and click on that troll miniature. That menacing, hollow-eyed visage is--and always will be--Dungeons and Dragons to me.

Thursday, January 10, 2008

My top five heavy metal albums

Following are my top five favorite heavy metal albums, and the reasons why. These are in no particular order.

One of these days I'll get to writing an obnoxious screed as to why I think metal is one of the great, underappreciated genres of music, and the subject of much unfair scorn and criticism, but not today.

On to the best:

1. Somewhere in Time, Iron Maiden. Blasphemy, you say? What with a catalogue that includes classic albums like Number of the Beast, Piece of Mind, Seventh Son of a Seventh Son, and Powerslave? Yes, I retort. While hardly a fan favorite (or seemingly a band favorite--Maiden seems to avoid this album like the plague in concert), Somewhere in Time is consistently great all the way through. It has an otherworldly sound and a feel that makes me think of Blade Runner and instantly transports me back to high school (with all its high and low points). There was a time when I wore through two Somewhere in Time cassette tapes from too many listens. There's just something about this album that resonates deeply with me. Maybe it's the whole package--the mesmerizing cover, the distinct guitar synths, Bruce Dickinson at his peak as a singer, the band at its creative peak--I don't know. In the end, I love it because it exemplifies that metal can be a lot more than just loud and fast, and can aspire to art.

2. Heaven and Hell, Black Sabbath. I know Ozzy Osbourne will forever be identified as the one and only lead singer of Black Sabbath, and I'm not saying that assumption is wrong. But for my money, the Ronnie James Dio-fronted Heaven and Hell is Sabbath's best. Neon Knights and Children of the Sea never fail to transport me into a land of dragons and kings, while Die Young, though depressing, is brilliant. The title track is among the finest examples of the soaring heights of greatness metal can reach. Operatic and epic, it ranks alongside Maiden's Hallowed be thy Name in this regard. And Tony Iommi is my personal favorite metal guitarist, with a unique style and a sound that more technically gifted players (Steve Vai, Joe Satriani, etc.) can't touch.

3. Screaming for Vengeance, Judas Priest. I hemmed and hawed over a couple of Priest albums before setting on Screaming, which wins out by a nose due to The Hellion/Electric Eye (best metal album lead-in, ever), and hits like Riding on the Wind, Bloodstone, and of course, You've Got Another Thing Coming. Nobody could sing like Halford at his best.

4. Operation Mindcrime, Queensryche. It's a cliche' to call this the best heavy metal concept album ever, but that's exactly what it is--and arguably its the best concept album across all genres of music (though Pink Floyd's The Wall is perhaps superior). While I don't find the story of Mary and Doctor X quite as compelling as I did as a teen, there's no denying that Mindcrime is a brilliant piece of writing. And it's every bit as good musically--Chris DeGarmo's guitar work and Geoff Tate's soaring vocals are artistically perfect. In 1988, nobody could touch Queensryche. This album reminded me of George Orwell's 1984 set to music, and absolutely blew me away.

5. Master of Puppets, Metallica. Metallica was at its high water mark on Master of Puppets (1986), hitting the right note at the peak of their considerable talent. 1984's Ride the Lightning is another extremely good album, though a bit rawer and less artistic. And Justice For All (1988) marked Metallica's creative peak, but I find it though a bit less compelling and more repetitive than Master. Unfortunately, it was all downhill from there. Can Metallica ever again write a lyric like, Mirror stares back hard, kill is such a friendly word, seems the only way, for reaching out again, and be able to pull it off with conviction? No way--there's simply too much (sewer) water over the dam. It's a shame to see how the mighty have fallen.

Honorable mentions: Defenders of the Faith, Judas Priest; Holy Diver, Dio; Nightfall in Middle Earth and Live (2003), Blind Guardian; and every Iron Maiden album ever made (except for the Blaze Bayley era, No Prayer for the Dying, and Fear of the Dark).

Tuesday, January 8, 2008

American Gods, a review

Warning--some spoilers ahead

****1/2 stars out of five

Part fantasy, part literature, part meditation on religion, part travelogue, part commentary on American culture, part murder mystery, part character study, Neil Gaiman's American Gods contains so many disparate elements that it is nearly indefinable; yet it is undeniably brilliant and nearly succeeds in pulling off all of its grand ambitions.

American Gods is first and foremost the story of a man named Shadow, who at the book's outset is just about to exit prison following a three-year sentence for assault. Shadow's world is soon rocked when he finds out that his wife is dead, killed in a car accident only days prior to his release. Flying home, he is approached by a large, bearded, one-eyed man named Wednesday, who turns out to be none other than Odin the All-Father, chief god of the Norse pantheon (props to those who know the derivation of Wednesday=Woden=Odin's Day). Wednesday hires Shadow to be his assistant in what we soon find to be a coming great war--a Ragnarok, if you will--between the old, dying, mostly forgotten gods of dozens of ancient cultures--Egypt, Japan, India, etc.--and the new "American Gods" of wealth, technology, television, sex, and more.

Odin and Shadow take to the backroads of the U.S. to enlist the old gods to their cause, and soon run afoul of the new gods and their hired guns. After a run-in with the assassins, Shadow goes underground to hide in an (too) idyllic town named Lakeside, a place with a dark secret--Shadow finds that a child has disappeared each year for the last 100 or more years, victims of a hungry, dark god who demands sacrifice. This is the mystery piece of the story.

In the end, we learn that Shadow is part of an elaborate scheme (manufactured by Odin) to get the old gods to join Odin's cause and start the war. Odin hopes for a great slaughter in the battle of new and old gods, a great blood-letting that will deliver the sacrifice he needs to regain his lost power. I won't spoil any more, only to say that Yggdrasil, the world tree, plays a role as Shadow becomes part of legend.

American Gods is an amazing book. Gaiman writes brilliantly about the nature of religion ("a vantage point from which man examines his life"), about death, and about what it means to live and find meaning. The portentously named Shadow is just that--a shadow of a man, a drifter and not a doer, who is representative (and perhaps an allegory) of 21st century man. Without religion or foundation, we drift like pale shadows, seeking answers and firm ground, but find none--especially not in the harsh, new "gods" of technology and flesh and violence, avatars that blaze with great brightness but burn out with equal rapidity.

My only complaint with American Gods is that Gaiman's scope at times feels too broad, and I was left with some questions and some loose ends that weren't adequately tied up. But it's a book that demands re-reading and one that I heartily recommend.

Sunday, January 6, 2008

Immersed in Blade Runner

I've spent the last hour or so immersed in the four-disc collector's edition of Blade Runner, released this December complete with director Ridley Scott's definitive cut of the film, plus a megaton of extras.

The four-disc set comes with an attractive fold-out package, with nice scans from the film on the packaging. Each of the four discs is painted with black and white images of one of the four major characters from the film, including Deckard, Rachel, Pris, and (of course) Roy Batty.

Needless to say I'm in geek heaven right now. There's so much to watch here, including the following:
  • Disc 1, which contains the final cut, as well as three separate commentaries: One by Scott; one by Executive Producer/Screenwriter Hampton Fancher, Screenwriter David Peoples, Producer Michael Deeley, and Production Executive Katherine Haber; and a third by several art and production folks.
  • Disc 2, which contains Dangerous Days, a documentary of the making of Blade Runner, including outtakes, deleted scenes, and all new interviews.
  • Disc 3, which contains three complete versions of the film, including the U.S. theatrical cut, the international theatrical cut, and the 1992 director's cut. Each has its own introduction by Scott.
  • Disc 4, which contains an "enhancement archive," more than a dozen segments chronicling aspects of production and other features.

As I'm typing I'm watching the final cut with the Fancher/Peoples/Deeley/Haber commentary turned on. This interests me the most as the thing I like best about Blade Runner is its exquisite script (though its rich visuals are of course amazing, especially completely restored and on a remastered DVD). Listening to these four chat about the film some 25 years after its initial release is fascinating. For example, here's their take about why Blade Runner fared so poorly at the box office on its release:

(Deeley): One of the reasons was timing misjudgement. The picture should not have been released in the summer. It was being treated as a big expensive picture for it wanted a summer audience, but it wasn't the standard summer fare. We knew that we were following E.T. by 4 or 5 weeks, but we figured that E.T. would have done its job with the audience by then, and that audiences would have been willing to move on to something much harder, much tougher. Well, that was completely wrong. E.T. just went on and on and on, and we were out of tune with that moment in the market. I think if it had been released as a Christmas picture, it might even have done as well at the Oscars as it perhaps should have done.

(Haber): Apart from anything else, the cinematography, the production design, the visual effects, sound, everything, was overlooked by the academy, which was insane.

(Deeley): It is insane, but it's our fault for releasing it then. You'll remember on Deer Hunter, the decision was made to release it in December, so it came as near to nomination time as possible. And it was still fresh in the voters' minds. This (Blade Runner) had been forgotten. Everyone agrees that it is remarkable in terms of texture. But it was just bad timing. And I have to attribute that bad timing to a desire to recover the cost of the picture as soon as possible, because we had gone over budget, there was more money to recover, and there was not much patience with this. Which was a mistake.

Damn you E.T.!