1/24/12

Forging the Swords (Zhang Huaxun, 1994)

Forging the Swords is one of the least appreciated films that Tsui Hark produced in the eighties, at least in part because it is the rarest and therefore the least viewed. The Hong Kong Film Archive screened it years ago as part of a Tsui Hark retrospective, and a single English review by YTSL appeared on the web.

The description provided in the review was enough to pique my interest, but the combination of its scarcity – the film was not screened in Hong Kong until 2001, nearly seven years after its premier in Mainland China – and my having read the short story by Lu Hsun from which it was adapted made my search for it all the more desperate, as did the fact that Ding Shanxi’s rather dull fantasy film, The Magic Sword, is apparently based on the same legend.

Lu Hsun’s story initially appeared in Old Tales Retold, a collection which featured old legends and folk stories processed through Lu’s sensibilities and modernistic literary style. I am less than prepared to discuss any of the social commentary that Lu undoubtedly hid in his tale, but I can attest that the film by Zhang Huaxun follows the same plot, albeit in something of a roundabout manner, although according to his own vision. This is Lu Hsun’s story, but it is most certainly Zhang’s film.

The film is set in the early days of the Zhou dynasty, in the kingdom of Chu, where the king has placed his faith in an idolatrous religion based around the “spirit bird.” He orders a master sword smith to create the best possible sword from an iron deposit. The sword smith’s wife suspects that nothing good can come of an order from a debauched ruler, and when the sword smith finishes his masterpiece – twin swords, male and female, forged with the essence of the sword smith and his wife (their hair is used in the smithing process) – hides the more powerful “male” sword.

And sure enough, the kind not only kills the sword smith, but orders the destruction of his town and family. But a soldier who had befriended the sword smith allows his wife and newborn son to escape. Years later, when his son has come of age, he receives his father’s masterwork, and leaves to seek revenge.

But the boy is meek, and cannot manage to kill the king himself. His benefactor, the soldier who spared his life when he was an infant, seeks him out, takes his sword and his head, and proceeds to use both to depose the king.

For those who know the story, it will come as a surprise that the film renders the soldier’s revenge against the king quite faithfully. It is easily one of the most bizarre sequences to be seen in Chinese film. In fact, the visuals in general reach for a sort of mythic resonance quite unlike the typical wuxia or historical films made in China, Hong Kong, or Taiwan. The arid desert landscapes immediately call to mind the disenchanted wuxia films made by Hong Kong film-makers at roughly the same time, like Billy Chung’s The Assassin or Wong Kar Wai’s Ashes of Time. But Forging the Swords evokes something almost apocalyptic with its visuals, where dream and myth and brutal reality all seem so closely entwined that they cannot be easily separated.

And in a manner similar to Ashes of Time, or Tsuir Hark’s own disenchanted wuxia film, The Blade, Forging the Swords tells its story out-of-order. The temporal distortions, combined with strange dream sequences and even stranger fantastical events, makes for a sort of grotesque baroque. Forging the Swords is somewhat puzzling for a viewer so far removed (geographically, temporally, and socially) from its intended audience. I have no doubt that there is political commentary here that flew over my head like the King of Chu in one of his fever dreams, just as it likely did in Lu Hsun’s story.

It would be tempting to place Forging the Swords in context as a film in the Tsui Hark oeuvre, or as part of that short lived wave of disenchanted wuxia pictures in the early nineties, or as the continuation of the relatively less fantastical Mainland Chinese action films started by He Ping. It’s all of those, but none of them exclusively. It is firstly a visualization of myth, even if it is at least partially invented myth. And it is one of the most gloriously brutal films made in Mainland China. Worth watching, certainly – its rarity is unfortunate.

1/13/12

Wizardry: Tale of the Forsaken Land

I know that I posted this little piece of “criticism” on my review of The Dark Spire to illustrate the view that game journalists on the console end of the industry held of dungeon crawlers. I’m posting it again, here, because it is both fitting and because it shows just how much has changed over the past decade or so.

From EGM 151: “Back in the old days, there was a certain sub-genre of RPGs that has all but died out – first-person dungeon crawls. Dispensing with years of progress, [Wizardry: Tale of the Forsaken Land] ascribes to this timeworn tradition. Thankfully, there are a lot of touches that elevate the game above its ancient kin… [But] the truth is, though, there’s a reason this sub-genre has all but perished. All Wizardry really has to offer is a lengthy maze… Everything is built upon a rotted foundation. I find it difficult to imagine that anybody wants an endless dungeon crawl in this vein anymore…”
There are so many bad things about this review. Back in the old days, dungeon crawlers were hardly a sub-genre; they were all that was available as far as computer based RPGs were concerned, and Wizardry: Proving Grounds of the Mad Overlord, was the progenitor in both the West and in Japan. And as for the reviewer’s doubts as to whether anybody wants games of this type, the recent success of the Etrian Odyssey games on the DS begs to differ. The fact that Atlus even bothered to localize Shin Megami Tensei: Strange Journey is a testament to the staying power of the sub-genre wrongly assumed to have died out.

And that is all to ignore the relative presence of dungeon crawlers on the PC made by American and European companies when EGM published their review of Wizardry: Tale of the Forsaken Land in 2001.

Granted, it would be six years before Etrian Odyssey made its way into American stores, and even then, the gaming press was underwhelmed. Not whelmed at all, if Game Informer’s review (written by the evidently incompetent Joe Juba) is cited. And even then, games in this style appeal only to a niche, a tiny minority of gamers who either do not like the direction of mainstream RPGs from Japan and the West, or who willingly play anything so long as it is actually good.

Either way, the players who enjoy this sub-genre, such as it is these days, should look into getting a used copy of Wizardry: Tale of the Forsaken Land, as it is one of the best of its kind, and, from my perspective, even one of the best games on the Playstation 2.

Game starts with character creation. The player’s character is quickly pared off with three other adventurers, a human warrior and ninja, and an elvish priestess. You can choose to create your own party members and leave these behind, but you’ll miss out on some melodramatic, if rather amusing, dialog if you do. I kept them in the party, and added a hobbit thief and human mage to round out the team.

After creating the party, a nameless swordsman leaning on a broken sword leads the player into the dungeon, a deep tunnel created after the flash, a cataclysmic event that killed a large portion of the local town, and reduced the castle to a heap of rubble on top of deep labyrinth. He instructs the party to make it to the bottom of the dungeon, to figure out the cause of the flash, and to utilize “allied actions,” tactical movements that utilize multiple members of the party, by building trust between the members of the party. After introducing the basics of the game, the player is then on their own in the labyrinth, free to accept quests at the local inn to bring in money, equipment, and experience, fighting in turn-based battles and leveling up the party as he or she proceeds down the labyrinth.

In other words, it’s a typical dungeon crawler, but its novelties add a great deal to an otherwise rote genre excursion, the “allied actions” in particular, as they make battles into strategic puzzles. Say that the player encounters a mob with multiple spell-casting enemies and a tank-like physical attacker. If carefully selected, the allied actions can end the battle early, with minimal damage to either the front or back rows of the party. By utilizing the “spell cancel” action, the “double slash” action with two characters capable of critical hits, and an individual spell from one of the party’s mages, all three of the enemies can be taken out in a single turn.

The mobs seem to have been carefully planned out in advance to allow the player to find the right combination of allied and individual actions. This makes almost every encounter a “puzzle battle” so to speak, usually a convention that the Japanese developers only employ for boss battles. It does not mean that the battles are always easy. Aside from some trial-and-error in finding the best strategy for dealing with a particular enemy group, the enemies in Wizardry: Tale of the Forsaken Land actually pose a consistent threat. Ninjas, particularly high level groups of them, can decimate the party with instant kill critical hits, and, when throwing projectiles from the back row, can hit every member of the party, regardless of their placement. Ghosts can de-level a party member with a special attack, and large groups of spiders (as many as twenty, by my count) can throw enough poison to status-effect the entire party.

So along with battle-by-battle planning with the allied actions (not to mention taking into consideration the available spell points, hit points, item inventory, and player statistics), careful pre-dungeon planning also proves considerably important. It is important to gather materials and find special recipes so that spell-casters and priests have access to the abilities that will save a party from being completely poisoned or paralyzed. It is equally important to make sure that at least one of the warriors has an enchanted weapon to deal damage to undead enemies who are resistant to physical attacks.

And just as the battle system is a complex of moving parts, so too are the dungeons. Most of the dungeons are pre-planned mazes, usually with traps or secrets or events of importance, although there are randomly generated floors of the labyrinth. Usually large and containing (only slightly) hidden short-cuts, each segment of the dungeon can become dangerous if the player tarries, as the grim reaper will appear, hunt down the party, and kill one of its members, who can only be revived at the town’s sanctuary.

This is the sort of challenge and complexity that aficionados crave (and I have not even mentioned the party trust and moon-phase systems). More than an “endless dungeon crawl” it offers a great deal of customization, optimization, and challenge that was all but absent in the majority of JRPGs on the Playstation 2 at the time, and just as absent in the Bioware developed games that were developed for, or were eventually ported to the Microsoft Xbox.

One thing I find particularly irritating about that EGM review is that it implies that the game has no story or characterization. This is incorrect; expository sequences and dialog are sparse, and somewhat overwrought, I admit, but they are doled out appropriately and, when combined with the graphics and presentation, add quite a lot to the experience. While the graphics themselves are nothing special, the expert art direction helps to create a distressed atmosphere. The town covered in fog and snow (or ash), the warm and earthy colors of the inn and the pub. Even the art style strikes a healthy balance between googly-eyed anime and a more western fantasy aesthetic, for the information of the Nipponfobic out there.

Wizardry: Tale of the Forsaken Land is an underrated gem from an underrated developer. Racjin (aka Racdym – they changed their name to “be more pronounceable.” Lol) also developed the charming Snowboard Kids (and its sequel) for the Nintendo 64, as well as the excellent Trap Gunner for the Playstation. Recently, they made the Nintendo DS remake of SaGa 2, better known here as Final Fantasy Legend 2, which was sadly not localized for the English market.

With the release of a new Wizardry game for the Playstation 3 and IOS, and with the whole of the dungeon crawling genre gaining renewed interest and respect, hopefully a little bit of retroactive appreciation will be given to this unfairly maligned game.

1/2/12

Return of the Bastard Swordsman (Lu Chin-Ku, 1984)

At the end of Lu Chin-Ku’s previous film, Bastard Swordsman, the titular bastard swordfighter, Yun Fei Yang, had rescued the Wudang clan from certain doom, won the heart of the lovely Lun Wan Er, and made a promise to the wicked Dugu Wu Di that they would fight using their signature styles – Yun’s Silkworm Skill against Dugu Wu Di’s Invincible Palms – in the inevitable sequel.

Return of the Bastard Swordman picks up where the first film left off in the manner of a television serial (fact: the two films are adapted from a television serial). Wudang is in trouble again, with both Dugu Wu Di planning to attack the Wudang temple and an interloping group of martial artists from Japan waiting in the background to take on whichever martial clan remains intact after the ensuing battle between the Invincible Clan and the Wudang.

The Wudang clan dispatches a student to find Yun Fei Yang, who has retreated to a life of contemplation and companionship with Wan Er, so that he can set everything right. Illiterate and lost, the pupil contacts the fortune-teller Li Bu Yi, who foresees a great deal of turmoil in the martial world. And sure enough, the Japanese fighters ambush Wudang while they host the leaders of the other martial sects, killing them all, and framing Dugu Wu Di in the process. Angry and bereaved, Yun Fei Yang decides to duel Dugu Wu Di before the appointed date.

Dugu Wu Di, seeing one of the Inivincible Clan’s strongholds in ruins, with a corpse signed in blood by Yun Fei Yang, agrees, although his advisors warn him that the perpetrators of the assault were likely foreigners and not Fei Yang, a suspicion later confirmed when one of the Japanese warriors attempts to ambush the Invincible Clan in disguise.

The duel takes place. Animated rays, wire-work, and blistering fast fight-choreography take flight. And the duel ends inconclusively with Yun Fei Yang injured and Dugu Wu Di coughing blood. Li Bu Yi sees his fortune, and warns Wu Di that he will die unmarried and childless, at which Wu Di scoffs. Given that the film has established the efficacy of Li Bu Yi’s divinations, this seems like a bad move. Sure enough, the Japanese fighters ambush Wu Di while he is ill and kill him.

Meanwhile, Li Bu Yi and Wan Er transport the incapacitated Yun Fei Yang to receive treatment from the legendary physician Lai Yao Er. But Lai Yao Er needs a ginseng root that has aged for a thousand years to treat Yun Fei Yang, and the only person who has one is Ghost Doctor Lan Xin Zu, who had previously thrown his lot in with the Invincible Clan. They fight, and Doctor Lai gets the ginseng. So Yang Yun Fei and Li Bu Yi set out to right the wrongs committed by the Japanese fighters, facing off against the “Vital Skill” of their leader, Mochitsuki Soryu Han.

The fight against Mochitsuki is the showpiece of Return of the Bastard Swordsman, and given the chaos of the preceding fight sequences, it has a lot of show to stop. And it does. This fight showcases some of the strangest visuals in Lu Chin-Ku’s considerably strange career at Shaw Brothers. Mochitsuki makes himself invincible by controlling his heart beat, utilizes ninja tricks that involve costume changes, explosives and tumbling; and when he really gets going with his special skill, his whole chest begins to expand and contract with his heart beat. Li Bu Yi attempts to distract him by beating drums asynchronously to his heart beat, while Yun Fei Yang shoots darts and flies about on wires, conjuring animated silkworms.

The fight choreography in this scene holds up under the prodigious use of visual effects, and, like the film’s less fantastical set pieces, is well performed. If Lu Chin-Ku and Yuen Tak had set out to make a standard wuxia film in the style of, say, Chu Yuan, their action design would more than adequately compliment the film. As seen in the first film, as well as the same year’s The Lady Assassin, Lu Chin-Ku could easily utilize the classical style of Shaw Brothers martial arts films while synthesizing newer techniques pioneered in films produced by rival studios.

My review of Bastard Swordsman asked the question of why, with films like these, which bridged much of the gap between the staid and conservative production style which built the Shaw cinema empire and the wild creativity of the young new wave headed by directors like Tsui Hark, the Shaw Brothers studio eventually imploded. I think now, even more so than earlier this year, when I reviewed Bastard Swordsman, that the reason must be more complicated than somebody so removed from the situation can grasp.

But it is true that even with Lu Chin-Ku and Yuen Tak’s astonishing creativity in both shooting and choreographing their films, and even with the appropriation of editing and cinematographic techniques from the new wave, Return of the Bastard Swordsman still looks very similar to the old style of Shaw Brothers movies. It reuses the familiar sets and costumes; the principle members of the cast, like Chen Kuan-Tai, Norman Chu, and Lau Wing, were hardly fresh faces in 1984.

Even though I would rate the film’s fight choreography at the same tier as, say, Ching Siu-Tung’s Duel to the Death, Ching’s film simply looks, for lack of a better description, more real. Its location shooting outmatches the sometimes garish look of the Shaw sets, which had already appeared in countless films since the late sixties. Even the costuming in Duel to the Death, though hardly exemplary in this sense, is more authentic – particularly when it comes to the depiction of the Japanese characters – than that of Return of the Bastard Swordsman.

But if there is any real problem in the film itself, not as a symbol of where its studio failed to go, but in and of itself, it is that Yun Fei Yang is so powerful that the script has to sideline him until the finale in order to generate any tension. The first Bastard Swordsman was tightly plotted; Return of the Bastard Swordsman is bloated, first with the Wudang pupil wandering about, then with the flight to Doctor Lao, then with the conflict between Lao and Ghost Doctor Lai.

That said, it’s still coherent, at least, which puts it ahead of Zu: Warriors of the Magic Mountain on one account. And for its problems, Return of the Bastard Swordsman is still one of the looniest wuxia films that Shaw Brothers ever cranked out. Taken together with Bastard Swordsman, it is the perfect blend of fun characters, byzantine plotting, and old-school fight choreography mixed with then-new school special effects. Easily required viewing for fans of the Shaw Brothers and wuxia films.

12/12/11

The Sorcerer and the White Snake (Tony Ching Siu-Tung, 2011)

Although it is generally known under the title for The Sorcerer and the White Snake, the title card for Tony Ching Siu-Tung’s latest film has the English title “Its Love,” which sounds not a bit unlike a really cheesy telenovela – the kind which my mom used to watch on the Spanish language television networks, much to my dissatisfaction, when I was a kid. Like “Asi el Amor” or something. It’s actually a fairly appropriate comparison, as The Sorcerer and the White Snake features enough soft focus and lingering close ups of beautiful people casting longing looks just past the camera to fill a week’s worth of episodes of the goofiest Mexican soap opera.
It’s the latest cinematic version of the White Snake legend, a story about a snake demon who takes human form after a thousand years of meditation, falls in love with a mortal man named Xu Xian, and marries him. As this violates the natural order, fanatical Buddhist Fa Hai seeks to split them apart. Motion picture renderings of this legend run the gamut from the quaint, like the Shaw Bros. Huangmei styled Madame White Snake, to the utterly bonkers, like Phantom of Snake, which places the story in 2000 AD Hong Kong. They vary about as widely in quality as well.

The Sorcerer and the White Snake is one of the growing number of made-for-China films from old-guard Hong Kong film makers. Like Jingle Ma’s Butterfly Lovers and Frankie Chan’s The Legendary Amazons, Ching’s latest film covers well-worn material. And while I cannot speak to The Legendary Amazons as I have not seen it, I can say that Butterfly Lovers and The Sorcerer and the White Snake aim for the same audience of teenaged Chinese girls. Not that there’s anything wrong with that.

And Tony Ching has made a better film than Butterfly Lovers in all respects. It is considerably better written, better acted, looks much less low-budget and etc. But it does as much for me as Butterfly Lovers did. Other versions of the tale have aged quite gracefully. The Japanese film, Love of the White Snake, is pretty close to timeless. Tsui Hark’s Green Snake is one of my favorite movies; for all of its dated pre-handover commentary, there is a meditation there on love and destiny and human nature that is unusually deep for as commercial a director as Tsui.

So what of The Sorcerer and the White Snake? I don’t know. It seemed to me like an easily forgotten exercise. The computer generated effects, which dominate every part of the movie, are hardly impressive compared to western films, and there is neither interesting design nor thematic weight to hold them up. Jet Li is on hand to play Fa Hai, whom the script portrays as essentially well-meaning, but his athleticism means quite little when CGI chaos floods the screen. He showed himself quite capable of handling dramatic roles in Ocean Heaven, but his character has none of the depth seen in Tsui’s Green Snake. He is well-meaning throughout, and that is all we know of him. There is no unresolved doubt, no hypocrisy, and no sexual tension with his sworn enemies. He’s one note.

Likewise with Xu Xian. Raymond Lam is competent enough in the role, but we only know that he likes to help people with his herbal medicine and that he loves Bai Suzhen. He finds no moral dilemma in her deception (she does not tell him that she is actually a snake demon), nor in their breaking of natural law. He’s one note too.

That we know so little about these characters beyond the intensity of their feelings makes the climax fairly dull, unnecessary even. There is nothing to be resolved; it’s a light show. Spectacular, yes, even with less than impressive cgi, but it is still an empty display.

The Sorcerer and the White Snake is a showcase for pretty people and often ugly computer effects. It is inoffensive, and likely to entertain its intended audience with its talking cgi animals (mice, bunnies, and turtles). There’s nothing especially wrong with it, and it is clearly the film that Tony Ching intended to make. But it seems to me that it does nothing that I could not find in any other film of its type. Ching Siu-Tung was once a director who pushed visual boundaries with his fight choreography and wire-work. Now he’s directing family film pablum.

Or maybe I’m just burnt out on cgi filled costume films.

11/28/11

The Entropy of Fairy Telling

Lightwing23 e-mailed me the other day, fresh from seeing the splendorous absurdity of Immortals, to inquire about my thoughts, which I provided. I’m sure my readers are shocked.

He also mentioned that he wanted to see more of Tarsem’s work, recalling the adulation I heaped on his previous film, The Fall, but that the trailer for Tarsem’s upcoming Mirror, Mirror dissuaded him. In his words: “There aren't enough bad things to say about that trailer… [It] looks like such crap that my colon actually responded, like ‘hey, speaking of that, I need to, you know, unload.’” Ouch.

He contrasted that with his reaction to the trailer for that other Snow White adaptation, the Kristen Stewart vehicle, Snow White and the Huntsman, which he also thought looked terrible but appreciated the possibility of seeing it as a crossover between Twilight and Marvel Comics’ Thor (Chris Hemsworth plays the role of the huntsman).

I think they look awful in complimentary ways, although I must admit to being far more ambivalent towards Snow White and the Huntsman and its awful following of a truly awful fad. The attempt to take old stories and rework them for contemporary cinema has taken a particular tack which can be summed up as such:

1) Insert large-scale battle scenes.
2) Incorporate sub-Tim Burton surreal imagery.
3) Make it grim/dark/grimdark.
4) ????
5) Profit!

This method can be seen in a number of recent films, but not so clearly as in Tim Burton’s own imagining of Lewis Carol’s Alice in Wonderland. Burton’s inventiveness has declined over the years, to the point that his films now resemble bland computer driven theme-park rides. His Alice in Wonderland is a pastiche, yanking elements from both its literary namesake as well as Carol’s Through the Looking Glass and "Jabberwocky," with a dash of C. S. Lewis’ Narnia to embitter the pot.

We have the cowed Victorian stereotype Alice learning about herself and picking up a sword and armor to do battle with the Jabberwocky in a toothless cartoon world presented to the audience as a dangerous jungle of phantasms. It plays on current trends (action-gurl being the most obvious), as though the original source could benefit from a twenty-first century sensibility and still maintain its integrity. The film could not any more miss the point.

Snow White and the Huntsman looks to follow in its footsteps, albeit without the whimsy that made Burton’s film bearable. The trailer opens with ominous music and narration, the voice of the evil queen. The trailer treats us to images of such startling originality as creepy forests, milk baths, and clashing armies. And, most impressively of all, we see Kristen Stewart, the eponymous character, in a suit of armor wielding sword and shield, sans helm or helmet.

Wondering what possible service a tiny young woman like Kristen Stewart could serve in a massive melee is deafened by the consideration of what purpose massive battle set-pieces could serve in a film based on a fairy-tale like Snow White. It seems almost inspired by Catherine Hardwicke’s recent bomb, Red Riding Hood, another supposedly gritty reimagining of a fairy-tale in which everyone’s skin and hair looks nothing less than perfect, even when chased through the woods by a marauding were-creature.

Films like these are vapid entertainment, which fairy-tales, the most humble folk literature, were most certainly not. I recall a passage from Gene Wolfe’s Castleview:

"They kissed, and it was not (as Mercedes has always heard it was supposed to be) before she knew what was happening. She knew perfectly well what was happening -- that a whole world, new and strange, terrible yet wonderful, was unfolding for her. She understood, when their lips touched, exactly why Snow White and Sleeping Beauty has been awakened by a kiss, knew what those old grandmothers of eight hundred years ago had been trying to tell her, and knew that they had told her, their coded message coming clearly across the years, and that those dear old grandmothers--the bent crones at the firesides--had triumphed, their word not lost with the crackling of the sticks in their fires. That she and Seth or some other like Seth would someday ride on one white horse, laughing in the sunshine."

I’m also reminded that when Seth and Mercedes uncover a book and sword in the illusory castle of Morgana le Fey, Mercedes forgets the book, preferring the sword.

The ultimate purpose of fairy-tales is to transmit those truths about life which the young cannot know because they are young, to assure them of a magic that is not that of occultists or (as it must now be said) generic fantasy novels and video games. They tell children – and remind the teller – of true magic; they tell us that the entropic world in which we live, a world of the arbitrary cruelties of circumstance or fate, is not the whole of things.

What films like Snow White and the Huntsman do is ignore the book for the sword (I hope Mr. Wolfe would forgive me for appropriating his words). The finality of the tale might be similar, or even the same, but its audience leaves with quickly forgotten images of pandering simplicity: girls in armor, clashing armies, and eroticized evil.

If Snow White and the Huntsman looks likely to fail as a cinematic fairy-tale, Mirror, Mirror looks likely to fail as anything but an unwitting parody of Snow White and the Huntsman. While the former follows the trends of Burton and Hardwicke, the latter marches down the trail blazed by Shreck.

Shreck’s message – that you are fine no matter how grotesque, smelly, annoying, disgusting or objectionable you or your actions are – is an ugly reversal of the fairy-tale that compliments the grating insouciance to which most mid-tier children’s films of recent vintage aspire. Mirror, Mirror is similar in that respect. “Snow White?” one of the dwarves exclaims in the trailer, “Snow Way!”

The best I can say for Mirror, Mirror is that it might provide a little amusement, much as Shreck did, with knowing performances and pop culture references. Tarsem’s expert visual sense certainly could not hurt it. But for all of the minor amusements of the movie itself, probably the best thing about Mirror, Mirror is that it seems almost to have been an unwitting parody of Snow White and the Huntsman. At least it seems to realize that it is itself ridiculous, even if its writers mistakenly took their source material for being ridiculous too.

11/22/11

David Gaider is a Virgin: a review of Dragon Age: The Calling

I do not usually make predictions as I read – I have no inclination to do so and hardly believe that anybody who reads for pleasure does – but I knew immediately what I expected to happen at some point in Dragon Age: The Calling when Fiona, the elf mage, gets into an argument with King Maric of Ferelden. She accuses him of being a poor father. He gets angry and tells her that she doesn’t know the first thing about him.

And all I could think was: “Oh no. He’s going to fuck her.”

Dragon Age: The Calling is the sequel to David Gaider’s debut novel, Dragon Age: The Stolen Throne, which was awful. The Calling opens with King Maric, who successfully expelled the Orlaisian occupation and regained his kingdom in the first novel, holding court with the Grey Wardens, an order of warriors dedicated to fighting the darkspawn, considered irrelevant by the major political bodies as the darkspawn are quarantined in the underground ruins of the Dwarven civilization.

Maric agrees, with the flimsiest of reasoning, to accompany the Grey Wardens on an aimless quest into the Deep Roads based on the questionable visions of their new leader. And off they set, meeting with mages, fighting with darkspawn, slaying dragons, and making stilted conversation. If The Stolen Throne used fantasy plot #5, The Calling is written according to fantasy plot #1: the dungeon crawl. This plot is the bread-and-butter of licensed fantasy fiction, a travelogue through a particular location often interrupted by interminable battles and sex scenes written by people who do not seem to have ever been in a fight or a woman.

As readers of The Stolen Throne will recall, the Deep Roads were already the location for the most boring portion of David Gaider’s first novel. They are the setting for the majority of this novel. It is safe to say that plot is not Gaider’s strong suit, and he attempts to make up for it here by narrating incidents. The plot itself is just substantial enough to fill a two-hundred page paperback. The Calling is just a bit shorter than my hardback copy of Nabokov’s Ada, or Ardour.

At 440 pages, the narrative structure of The Calling shakes under the weight of all the incidents Gaider packs onto it, especially when so much of the narration is on the order of “he thrust his sword into the darkspawn.” I could easily forgive the contrivance of Maric accompanying the Grey Wardens on their quest in the Deep Roads if those incidents were not so similarly contrived, described in such beige prose.

I previously praised Gaider for having moved on from his reliance on adverbs. It seems I spoke too soon, as we get such descriptions as: “The water was littered with bits of flotsam that pooled at the edges, lapping wetly against the stone…” How else would water lap? Particularly grating is the statement that “Fiona was glad to be getting out of there finally.” Say that out loud; every time I do, it comes out as “thud.” And it follows – somewhat less gracefully and grammatically – the same formula as nearly every sentence from The Stolen Throne. X does Y, Zly.

The childish humor also makes a return. When talking about dreams and visions, Maric, King of Ferelden, confides in the Grey Wardens: “I once dreamed Loghain brought me a barrel of cheese. I opened it up, and there were mice inside. Made of Cheese.” When faced with an insurmountable horde of opponents, one of the Grey Wardens mentions that he has very few arrows, to which another replies “I’m running out of clean smallclothes.” I cannot roll my eyes enough.

Probably the worst of the extraneous bits is the encounter with the demon, which traps Maric and the Grey Wardens in dreams tailored to their deepest wants. Maric realizes first that he is trapped in an illusion, breaks free, and travels across the Fade (Gaider’s term for the world of dreams to which the consciousness travels when asleep) to help the others. Only Fiona, the elf-mage Maric will so obviously boff at some point, has a bad dream. Maric and company find her tied up, her back whipped raw by the demon’s avatar, a handsome gentlemen from Fiona’s memory. The sexual tone of this scene is patently obvious, and it sets up what I can only refer to as the fantasy maiden’s mating call.

The fantasy maiden’s mating call is when the fantasy novel's masturbatory object signals to the protagonist that she is ready for him to fuck her by telling him about some sort of horrific abuse she survived as a child. It could be sexual, physical, or supernatural, but the telling of it always ends on the tip of the protagonist’s erection. Fantasy authors (and writers in other genres, to be fair) mistake this as good characterization; the characters share important details about their pasts which lead to mutual affection. Unfortunately, its not only a cliché, but somewhat creepy.

Fiona, who has just physically and mentally relived the sexual torture she tells Maric that she experienced from the time she was seven until she was fourteen years old, informs Maric of her past. He tells her about his – he saw his mother killed in front of him. Granted, he eventually avenged her, regained his kingdom, and now rightfully presides over it, but both he and the narrative seem to think that this is a rough equivalent to the torture that Fiona underwent. And it puts her in the mood. They do it only a few feet from where their fellow spelunkers sleep.

Now, as a straight male, I am not one to speak about women’s issues. It is not my place. But even then, I find this scene offensive; not even so much for its subtext, but for its utter contrivance. It rings spectacularly false, from the moment it starts until the actual sex ends in (thankfully) abbreviated fashion.

The fetishization of the elf mage becomes even more blatant when Maric, knocked unconscious during a battle, looks up at Fiona, who is cradling him in her arms. “He looked up at Fiona’s face and thought only how beautiful she was. Those dark eyes had seen so much suffering.” So she’s covered in “black ichor” as Gaider redundantly puts it, bruised all over, and has confided in Maric a past fraught with horrific abuse, and Maric, thinking he will soon die, leaving his very young son in charge of a kingdom, can only think of how hawt Fiona looks, that he wants to comfort her, and tell her that things will be okay.

I cannot continue to read or write this review; I cannot see. My eyes are so permanently rolled.

My review of The Stolen Throne received numerous comments to the effect that I set my standards too high for a fantasy novel, particularly a licensed one. Putting aside the ability of supposed fans of the genre to denigrate it as a whole with their low expectations, I have to point out that I am only judging Gaider’s writing according to his own metric. In a recent interview at the New York Comic Con, Gaider said about Dragon Age as a whole: “It's also character-driven, and thus concerned more about the human condition than it is about being epic.”

That statement is utterly gob-smacking when juxtaposed to The Calling, which is the very definition of plot-driven and ham-fistedly characterized. It is the apotheosis of tie-in literature, the quintessence of all those malignant aspects I previously enumerated. The Calling, and its author, have nothing to say about the human condition. They trade in only the worst kind of fantasy; neither entertaining nor escapist, but dull and imprisoning in its rote plot and tortured prose. It is the sort of fantasy writing that does not evoke the imagination; it does not challenge the reader. It is not fantastic in any sense. The Calling panders.

A little bit of humility would behoove a writer who is fairly new to prose fiction, but it occurs to me that David Gaider is not, and likely never will be a writer a prose fiction, nor humble about his position. He is a pretentious writer of game books. The Calling is a Fighting Fantasy book or a D&D campaign in which the player makes no choices, builds no characters, and participates in no adventure. We only read Gaider’s fantasies as told to himself, relevant only to those who share them.

11/16/11

Immortals (Tarsem, 2011)


I left Tarsem’s newest film, Immortals, thinking that it was the best bad movie of the year (Ebert called it “the best looking bad film you will ever see). Its advertising campaign proudly referred to it as coming “from the producers of 300,” as sure a sign of its quality as any. Supposedly based on Greek mythology, it tells the story of Thesus, a bastard peasant, as he helps to save Greece from the schemes of King Hyperion, who searches for the Epirus Bow in order to free the Titans.

Theseus, for those who do not know, was not a bastard or a peasant in Greek Mythology; he was jointly sired by Aegeus, king of Athens, and Poseidon, each of whom slept with Aegeus’ wife, Aethra, on the same night. The Minotaur was not a giant man wearing a bull mask, nor was the labyrinth a temple gravesite. Hyperion was a titan, not a warlord who tried to free the titans. The titans, generally speaking, were not depicted as blue skinned monsters with animalistic tendencies, nor did the gods follow a “Star Trek” style prime directive in their relationship to mortals. Zeus frequently states that mortals must rely on themselves, that men have limitless potentials and etc.

Immortals makes use of the “digital backlot” technique popularized by Robert Rodriguez’ Sin City, its heavily stylized visuals reminiscent of 300. The aesthetic here is that of a comic book adaptation, with everything that entails. The cast was chosen, as best anyone can tell, based on their looks. And not necessarily whether or not they look right for their parts as ancient Hellenic warriors and priestesses and Olympians. It seems a distinct possibility that casting was done according to how good each member looked in a costume.

But Eiko Ishioka designed those costumes, so, yeah. And if Immortals rests entirely on visuals (and it does; the plot and dialog are either formalities or excuses) those visuals, for once, carry the movie. If a town etched in a cliff side, whose distance from a deadly drop could be well measured in feet seems like a geographical and technological improbability, and obviously a computer generated façade, it is also an image of extraordinary romance. If the action sequences which make use of Hong Kong style fight choreography, with spinning fighters and whipping chains, seem like anachronisms, they are at least visually pleasing and compellingly so. If Micky Rourke, Frieda Pinto, and Henry Cavill’s acting leave something to be desired, their faces and bodies leave nothing outside of visual satisfaction.

Immortals is the work of Tarsem, director of The Fall, The Cell, and the upcoming Mirror Mirror. Ecstatic visuals are his modus operandi, and Immortals, he admits, was a willing departure from the tableaux visuals of his previous films, in which he used photographic tricks to create his vision. It is true that Immortals bears his trademark sensibility – from the early depiction of the Titans hanging from bars by their teeth, to visions of an Olympus free of clouds and sunlight, the audience knows that this film is not a retread of previous cinematic versions of Greek myth – but it is also true that reliance on computer generated images diminishes this vision. For all that the images appear unique; it is abundantly clear how those images were created.

Some would place Immortals as a descendent of 300, or of Clash of the Titans, or of the Ray Harryhausen films of a bygone era, as a special effects showcase and a shallow, if not outright misuse of mythic sources. I think the real antecedent would actually be Mario Bava’s Hercules in the Haunted World, another work of a true auteur and dynamic cinematographic virtuoso. Like that film, Immortals is well worth viewing for its style alone, but is similarly forgettable for every moment that its characters speak rather than act.

Immortals is obviously less personal than Tarsem's other films. It watches very much like a summer blockbuster, in fact. But it would be a wonderful turn if summer blockbusters could actually attain this level of visual splendor regardless of their hackneyed scripts.