Saturday, October 10, 2009

I see the future, and it is in MOTION!

Spider-Woman: Agent of SWORD, Episodes 1-3

Written by Brian Michael Bendis
Art by Alex Maleev
Spider-Woman/Jessica Drew – Nicolette Reed

In my first foray into comics blogging, I thought I’d discuss something that doesn’t even technically qualify as a comic. Paper is for Luddites, motion comics are the future, so what does the future look like?

Short answer: a really cheap cartoon with an impenetrable plot.

Long answer:
After her solo title was canceled in 1983, Jessica Drew vanished into character limbo while the Spider-Woman name got passed around to various heroines, none of whom found any lasting success. In the mid-2000s, Brian Michael Bendis pulled Drew from obscurity and placed her on his high profile revamp of the Avengers. Spider-Woman: Agent of SWORD is the first serious attempt at a Spider-Woman ongoing in more than 20 years, as well as Marvel’s first go at motion comics.

Considering that motion comics are sold through iTunes rather than the Direct Market, you’d think that Marvel would target the casual “I liked Downey, Jr. in that movie” fan. But Marvel is nothing if not predictable, and instead the story launches out of the last mega-crossover, Secret Invasion (also by Bendis). Jessica Drew was apparently kidnapped by Skrulls, a shape-shifting alien race, and replaced by the Skrull queen. So the Spider-Woman that readers had been following for the last couple of years in New Avengers was a fake. Now the real Spider-Woman is back and she’s understandably pissed. Lucky for her, Abigail Brand, director of S.W.O.R.D. (Sentient World Observation and Response Department), offers Spider-Woman a job hunting down Skrulls, thus allowing her to work out her issues and beat up illegal aliens at the same time. Spider-Woman’s first assignment takes her Madripoor, the crime capital of Asia. As these things always go, her mission quickly goes to shit and she’s on the run from HYDRA (like G.I. Joe’s Cobra, but no ninjas). And just when you think things can’t get more complicated, in episode 3 Spider-Woman is targeted by the Thunderbolts, a super-powered hit squad run by Norman Osborn, the Big Bad of Marvel’s current Dark Reign mega-crossover. In other words, it’s a story only a hardcore superhero fan could love.

Thankfully, Alex Maleev’s artwork is easier to appreciate. His penciling is fairly realistic and detailed, but he applies multiple layers of color to his work, causing every image to appear dark and washed-out. While the coloring can make certain details hard to see, it effectively establishes the mood and atmosphere of an espionage thriller.

The main attraction though of Spider-Woman: Agent of SWORD is neither the story nor the art, but the format. Each motion comic episode runs about 10 minutes, and consists of three types of visuals. The first type is a sequence of still images accompanied by dialogue and other sound. During conversation scenes, the same images are frequently re-used. The second slightly more sophisticated visual involves moving an image in the foreground while keeping the background still. The third type of visual, which is used for the vehicle chase scenes, is just low budget computer animation (which seems like cheating to me).

Many critics have accused Spider-Woman, and motion comics in general, of simply being low budget animation, and there's a pretty strong case for that. But comparing motion comics only to animation ignores their biggest flaw, namely that they sacrifice the communicative aspect of comics without replacing it with the advantages of actual animation. While it probably goes without saying, comics are a sequence of artistic panels accompanied by text. But there’s more to reading a comic than just proceeding from top-left to bottom-right. Artists can influence the pace at which the reader progresses through panels, sometimes by encouraging the reader to linger on a single panel or to move swiftly through a sequence. The layout of panels, their size, the level of detail, and the amount of text are all part of the communication between creators and readers. Motion comics take most of that away. Every “panel” is now just another background that fits the aspect ratio. And the pacing of the story is set by the motion comic producers rather than the artist and readers. Motion comics, in short, are something less than comics AND something less than animation.

Of course, motion comics do have one element that comics can never have: sound. The music and sound effects in Spider-Woman are used quite well, adding to the atmosphere of the story but generally remaining unobtrusive. The dialogue and Spider-Woman’s inner monologue are another matter. Bendis has a peculiar approach to the English language, which seems to consist mostly of repetitions, redundant statements, and pointless asides. Presumably Bendis is going for realism, but I can happily say I’ve never talked to anyone who speaks as strangely as the characters in this comic. I feel pity for the voice actors who had to read his lines and try to make them sound like something non-assholes would say. Nicolette Reed, who voices both Spider-Woman and Madame Hydra, doesn’t seem to quite know what to do with her lines, so Spider-Woman comes across as flat (and British?) while Madame Hydra quickly becomes obnoxious. But her performance seems Oscar-worthy compared to her co-stars. Particularly shameful are the “actors” who voice the Madripoor police detectives, who seem to take the Breakfast at Tiffany’s approach to portraying Asian men.

So the execution of Marvel’s first motion comic is not so good. Maybe a better example would change my opinion of the medium, but I doubt it. Still, it gave Marvel an excuse to come up with another corny character theme song. Behold, the Spider-Woman music video!

Update: the entire first episode is available for free for a limited time on Youtube. Check it out if you're interested.

Friday, October 9, 2009

In the old days, we called 'em expansion packs...

Halo 3: ODST

The fact that they called it Halo 3 colon blah rather than Halo 4 should tell you everything you need to know about the game. It's more Halo 3, with the same gameplay, weapons, vehicles, and story. The plot, drop troops in occupied New Mombasa, basically amounts to a footnote in the Halo mythology. And playing as a non-superpowered helljumper is no different than playing as a SPARTAN. Sure, you don't have shields, but your character is still pretty damn tough on normal difficulty.

It's also really, really short. To compensate, the developers included a second disk with Halo 3 multiplayer, but there are only a few new maps.

There's no way in hell this game is worth $60, but hardcore Halo fans will find more of what they enjoy.

Saturday, October 3, 2009

Zombieland

Directed by Ruben Fleischer

Starring
Jesse Eisenberg
Woody Harrelson
Emma Stone

Another month, another zombie apocalypse. Zombieland doesn't break any new ground so much as cast a more humorous slant on the genre's tropes, much like Shawn of the Dead. But whereas Shawn preferred to riff on classic films, Zombieland is more directly influenced by zombie video games like Dead Rising or Left 4 Dead. The rules of surviving a zombie apocalypse (don't use public bathrooms, double tap in the head) are displayed prominently for the audience's benefit. And unlike most video game-to-movie translations, Zombieland works precisely because it understands what gamers love about zombie games: brutal carnage as the heroes slaughter the undead in creative ways.

The story, unfortunately, is fairly predictable. Jesse Eisenberg (doing his best Michael Cera impersonation) plays Columbus, a sad-sack nerd who survives the first outbreak of zombie flu because he's so isolated. Like all Hollywood leading men, he has to learn the values of love and manly courage. To help him with the former, he meets the lovely but devious Emma Stone. But most of the film follows Columbus as he hitches a ride with Tallahassee (Woody Harrelson), a borderline lunatic who's become a zombie-killing artiste. And there's a very funny cameo by a former Ghostbuster.

There honestly isn't much more to say about Zombieland. If watching Woody Harrelson beat zombies with a baseball bat appeals to you, you'll probably enjoy this flick. The rest of the film amounts to a reasonably entertaining diversion.

Wednesday, September 23, 2009

True Blood Finale

Been a while since I posted, but I thought I'd yak a bit about the season finale of True Blood.

The season started off with so much promise, with copious amounts of blood and nudity. But about midway through, the show completely ran out of steam. It didn't help that the slightly more interesting plot in Dallas ended first, meaning that the last few episodes focused entirely on the interminable maenad story. I could have gone without scene after scene of Jason being comic relief, or Hoyt's fat mom dancing around like an idiot.

The season finale somewhat redeemed the show by killing off the maenad early and spending the rest of the episode setting up more interesting plots for next season. But True Blood needs to get back to its first principles. And by first principles, I mean T&A. This is HBO damnit!

Tuesday, September 1, 2009

Two Games Worth Getting

Shadow Complex

I've never had much interest in the content of Xbox Live Arcade, but Shadow Complex completely redefines what gamers can expect from downloadable content. At first glance, it's just a two-dimensional shooter (like Metroid) with some very nice graphics. But the game is superbly designed, with a variety of weapons and items, inventive use of three dimensions in an 2-D game, and a surprisingly well-written story. Not to give too much away, but you play as an average joe with an above average amount of training in combat, who finds himself trapped inside the massive headquarters of a shadowy group determined to overthrow the United States government. By the end of the game, you've become an unstoppable bad-ass in power armor.

There's a number of different ways that the player can beat the main story, and also a challenge mode where players can test their skills getting through various obstacle courses. And the entire thing costs only $15.

Batman: Arkham Asylum

A licensed game based upon a comic book that doesn't suck! That alone would probably make Arkham Asylum worth checking out, but it isn't just a great comic book game, it's an outstanding game period. The story is straightforward: Batman captures the Joker and brings him back to Arkham Asylum, but Joker's pals have already seized control of the prison and are in the process of using it as a base to launch an all-out attack on Gotham City.

The gameplay is quite varied. You can get into fistfights with dozens of Joker's goons, using a combo system that seems facile but actually allows for some remarkably complex combat. Or you can stalk your enemies as a silent predator, leaving them dangling from gargoyles or knocking them out with your batarangs. There's also an investigation mode that's simple but helps break up the monotony of the fights. And there are a ton of collectibles, as well as clues left by the Riddler.

And the game looks gorgeous. If you're a fan of Batman, this game is a must get. Even if you couldn't care less about Batman, it's worth checking out.

Monday, August 17, 2009

District 9

Have you ever wondered what would happen if you combined Halo, apartheid, and Peter Jackson? You'd get a fairly entertaining action/sci-fi romp set in South Africa.

Produced by Jackson and directed by Neill Blomkamp, District 9 follows the story of alien refugees who arrive on Earth for reasons never entirely explained, and settle in South Africa for reasons never entirely explained. Initial enthusiasm for aliens quickly gives way to weariness as South Africa is forced to carry most of the burden for housing and feeding millions of refugees. The humans come to detest the alien settlers, who are derogatorily called Prawns because of their shrimp-like appearance. All Prawns are forced to live in a ghetto called District 9, where they're exploited by both the private corporation that runs the camp and by Nigerian gangsters who operate the black market. Both groups are trying to unlock the secret of alien weaponry, which is genetically keyed so that it can only be used by Prawns.

The first half of the film follows the decision of the South African government to move the aliens to a new concentration camp that's further away from any cities. Wikus van der Merwe, a stereotypical middle manager, is tasked with informing the Prawns that they're being evicted and obtain some sign of assent, thus providing a legal pretext for what is essentially a forced relocation. Footage of Wikus (who's an interesting mix of cheerfulness, ambition, and racism) doing his job is mixed with "documentary" footage that provides the audience with necessary background information. Things fall apart when Wikus discovers an alien liquid that everyone wants to get their hands on.

The second half is a straight-forward action film, as Wikus is pursued by both the Nigerian gangsters and the military contractors who work for his employer. There's quite a bit of gun porn, as Wikus gets to play with all the fancy alien weaponry. It's worth noting that the filmmakers responsible for District 9 were originally tasked with producing the movie adaptation of the video game Halo. Presumably, the impresive action scenes in the second half were fuck you to whoever shelved that project.

Unfortunately, the two halves of the film never quite come work together as they should. The first half is clearly an allegory for apartheid, but it also references the massive refugee crisis that currently affects large parts of Africa. The "documentary" footage works fairly well here, as it gives a realistic weight to what is ultimately a very silly premise. However, the filmmakers don't bother trying to make the aliens sympathetic, and only one of them ever exhibits anything resembling a personality. Instead, the viewers are meant to feel sympathy through a process of allegorical morality. In other words, apartheid was bad, so doing the same thing to aliens must also be bad. Despite its rather obvious moralizing, there's something appealing about the film's earnestness. It reminded me of Star Trek, back when Star Trek was all about morality plays in space.

But, if the first half is a riff on Star Trek, the second half is all Star Wars. The alien liquid becomes the MacGuffin that all the characters fight over. As the movie shifts into summer blockbuster mode, the plight of the alien race is ignored in favor of the plight of Wikus and the one friendly alien. Even the heavy-handed apartheid allegory gets lost in the gunfire and obligatory male bonding. Not surprisingly, the "documentary" footage is used less and less, as it would just get in the way of the action.

District 9 has been praised by a few critics as the return of intelligent sci-fi after years of Star Wars clones (which ironically includes the recent Star Trek remake). But District 9 is little more than a low budget blockbuster that makes a few stabs at political relevance. At the end of the day, it just isn't all that smart. But battle mechs and grav guns are really, really cool.

Thursday, August 6, 2009

Red Faction: I like it and so should you!

Red Faction: Guerilla seems to be one of those games that came and went without much interest from the gamer community. This surprised me a bit, since it's actually a great game that's part of a fairly well known franchise.

Are people tired of open sandbox games? Or are games set on Mars just too cliched? I think one significant criticism is that the multiplayer was somewhat unambitious, especially in comparison to the vast, open world of the single player campaign. And a game without a good multiplayer just isn't going to have much staying power in today's market (except for big RPGs like Fallout or Oblivion).