Showing posts with label entertainment. Show all posts
Showing posts with label entertainment. Show all posts

Saturday, December 24, 2016

Metafictional Musings

I wrote my first incomplete story on a manual typewriter when I was seven or eight years old.

Around the same time Loyal Sedition officially launched, I began a new fiction project that I intended to publish episodically at my static website. I imagined that I would occasionally post my thoughts about the writing process on this blog, both for my own edification and for the possible amusement of any readers. Instead, Loyal Sedition has focused mainly on politics and philosophy, touching on entertainment but rarely. It became almost my only personal writing outlet.

Meanwhile my fiction project languished … for all the usual reasons and more. The science-fictional concept behind it was beyond my ability to execute, which I quickly realized as I started to write the first couple chapters. Though I wrote the leads for several chapters, I let myself be stifled by the need for a more traditional narrative structure. The dynamic, engaging opening that I had imagined—one that would be simultaneously intensely intimate and spectacularly grand in scale—turned into disconnected scenes bracketing the characters sitting around a table talking about orbital mechanics and international treaties.

Beyond that, all I have are excuses. I don’t have enough time between working full time, establishing a part-time business, failing to maintain a satisfactory household, and all that. In truth, I lack the discipline to pursue my writing amid these and other distractions. Maybe that would remain true even if I had the wide latitude I presume to need.

Nevertheless, I’ve tried to break the impasse again and again over the years … but mostly I’ve just tinkered when the mood struck. I’ll write a sentence or a paragraph here … a page or two there. (I wrote pages and pages for my shelved Third Millennium opus.) I’ll dabble in science fiction, magical fantasy, or alternative reality. (I wrote the heartbreaking background for a bloody-handed anti-heroine from a place called Hearth.) I’ll write notes or treatments for various story ideas. (I wrote dozens of now lost pages summarizing an SF story that I eventually decided was too derivative to pursue.) In other words, I’ve toyed with many projects … but still haven’t produced any significant results.

This year, I was inspired to take a different tack. I started to write a screenplay adapted from one of my favorite novels. Building on another author’s work has freed me from the usual doubts that restrain me and lead me to surrender to other distractions. Intellectually, I know that I have to start by placing the plot elements into the story, even if I later have to rearrange, polish, or even remove some of them. Emotionally, though, I too often fail to lay that first course of storytelling bricks … and instead succumb to frustration.

In this case, the building blocks have already been placed. Working within the constraints of a different narrative medium, I can rearrange, rebuild, or even replace the plot pieces that don’t properly fit. Otherwise, the job is akin to editing a completed manuscript. I still need to provide a good measure of creativity due to the aforementioned narrative limitations, but the adaptation process will get me over that first emotional hurdle.

Already, I have made much more progress than usual, drafting about 200 pages of a probable 600-page project. I’m now confident that I can carry the exercise through to completion. Being an adaptation of other copyrighted work, this project is very unlikely to see publication. As much as I would love to see it produced as perhaps a 12-episode television series, I’m hoping that the exercise itself will prove valuable to both my desire and ability to write … even if the work must remain out of general view by design.

This post may not rise to my usual “high” standard of entertaining or thought-provoking fare, but it seemed a worthwhile milestone to place for future reference. Will it mark a meaningful change to my unrequited aspirations as a writer? Or will it mark yet another dead end in that pursuit? We shall see.

Tuesday, June 7, 2016

A Deepness in the Sky

A Deepness in the Sky (Vernor Vinge, 1999)

While not exactly a new work, A Deepness in the Sky remains one of the most important novels I have read. Even after 15 years or so, it has continued to influence my thinking on the human condition and the historical processes that constrain it. Rereading the book this year, a review seemed apropos.

Written by Vernor Vinge, the novel is science fiction, set many thousands of years in the future, when human civilizations have spread into interstellar space. It serves as something of a prequel to his earlier work, A Fire Upon the Deep, making it for the most part both less operatic and more realistic. People still face the physical and temporal limits of slower-than-light travel—and their historical consequences. The economic expense of interstellar flight is even more staggering. The details of interstellar trade aren’t explicated quite so well, but I will return to that problem in my criticisms.

The plot itself is a swashbuckling tale of conflict between different human factions set amid first contact with an alien species inhabiting an anomalous star system. Vinge splits the narratives between the humans and the aliens. He anthropomorphizes the aliens through a clever storytelling device that allows the reader to identify with them while still recognizing their unusual biology and culture.

The characters form an ensemble cast. However, the almost mythical figure of Pham Nuwen towers above the rest. A man from humble beginnings who sought to unify human civilizations and to prevent their inevitable cycles of collapse, he finds himself tempted with a second chance to achieve this goal. His internal battle represents the novel’s primary moral conflict, the struggle between the desire for libertarian individualism and the impulse toward a totalitarian pursuit of the common good.

Perhaps the novel simply came along at the right time in the evolution of my own political philosophy, but it was this moral dilemma that I found so affecting. Pham Nuwen’s personal evolution is not dissimilar to my own, though his tragedy is played out on interstellar scales. To accept and embrace freedom is to also accept the consequences that may come along with it. The alternative, however good the intentions may be, is to reject fundamental morality and to control others through violence and coercion—to provide for the common good by somehow abusing power more justly, as I have lately taken to describing the conundrum. Civilizations may fall, but history has already proved that force cannot long maintain them.

As much as I love this novel and would recommend it to the canon of philosophically meaningful fiction, it isn’t without flaw. First, there is the unambiguous nature of the characters. As I described earlier, the story’s moral conflict is personified by Pham Nuwen. Almost everyone else of importance is clearly good or evil. It isn’t enough that the villainous human faction is composed of treacherous would-be conquerors. Its leaders have to indulge in torture and rape as well.

Next, though Vinge goes to great lengths to describe the interstellar trading culture, he ultimately fails to explain how it would actually be profitable. With most of the sum knowledge of human experience and technology being freely broadcast throughout inhabited space, the marginal value of the additional technical information carried aboard a starship would be negated by the enormous expense of interstellar travel itself. That said, I think he is still closer to the mark than most. Thus far, we’ve seen only the first inklings of economic or political theory being applied to explain why our galaxy isn’t already teeming with interstellar civilizations, so the paucity of fictional representations is understandable.

The final problem is a plot hole that follows from the preceding fault. After the human factions nearly destroy each other in battle, they choose to lurk, conceal their presence, and wait for the alien civilization to mature. This would seem like a prudent, non-destabilizing strategy. However, why can’t the aliens already detect the ongoing broadcasts from human space designed to promote common language, culture, and technology?

The lessons of A Deepness in the Sky seem more relevant to me than ever. I still can’t say whether our civilization is at the beginning of its end or the end of its beginning, but it has become increasingly clear that some great transformation is imminent. Vernor Vinge himself would probably argue for the advent of a technological singularity, though this novel was written to describe human fate in a world where such has expressly not occurred. While I think the concept of the singularity is useful when examining changing historical paradigms, I also think that Vinge and the likes of Ray Kurzweil are wrong. Humans and our technologies may be capable of amazing things … but nothing that fantastic. If we make it that far in the present historical epoch, we may try, but we will fail. However, in the current moral paradigm, human civilization itself will fail. No hero can prevent it. No government can prevent it. Indeed, they will be its authors.

So … do read this novel … while you still have the luxury to do so.

Thursday, April 9, 2015

The Windup Girl

The Windup Girl (Paolo Bacigalupi, 2009)

[H]ow little anyone cares to separate wheat from chaff, when all anyone wants to do is burn a field.”

Science fiction has become so political, or at least I keep selecting works that have political implications. The Windup Girl by Paolo Bacigalupi is another such example. Set after a global-warming catastrophe, the novel uses that context to explain its essentially steampunk background. As a result, environmental politics play a central role in the plot, culminating in a literal battle for supremacy between the trade and environment factions in a future Thailand.

Bacigalupi weaves his plot with threads from five viewpoint characters: a rising capitalist, a fallen capitalist, the incorruptible champion of the environment faction, his somewhat less noble second-in-command, and the eponymous windup girl, the illegal, genetically engineered “new person” whose actions trigger the novel’s climactic turn of events. His tapestry is richly colored by the sights, sounds, and smells of latter-day Bangkok. Street markets, urban filth, and sweltering heat all come to vivid life—but then something will jar the reader’s willing suspension of disbelief.

Part of this problem is technological and part political, though these aspects are obviously related. Bacigalupi uses environmentalist conceits to justify his steampunk setting, but he struggles in the attempt. The world is so far beyond peak oil—or petroleum usage is so strictly regulated—that human and animal power is commonly needed to generate electricity, and draconian carbon-dioxide limits are still enforced long after the damage has been done. Scarcely a solar panel or wind turbine is to be seen, while advanced genetic engineering is widespread.

The cast of character is well rendered in shades of gray, but the so-called capitalists and their allies are the obvious villains by default. Their behavior inevitably borders on crime or even acts of war, and that is somehow treated as normal business practice. The heavy-handed states presumably required to enforce the overbearing environmental regulations of Bacigalupi’s windup world would never tolerate such behavior unless they were sponsoring it, but the foreign corporations that threaten the Thai kingdom seem to be free agents.

Whether the author was writing from his political heart or simply playing with a fictitious fancy, there is a glimmer of rational hope in the novel’s closing acts. Hock Seng, the Chinese refugee who has seen his entire family murdered in previous pogroms, arms himself as Bangkok dissolves into civil war, learning at last that it “is possible to prepare for chaos.” Notably, though, in a story haunted by the environmental evils committed by humans upon the “natural world,” the definitive declaration that humanity is itself natural is put in the mouth of the archvillain Gibbons, a man possibly responsible for creating the worst of the genetically engineered plagues.

Almost everything is political these days, so we probably shouldn’t expect our fiction to be any different. The Windup Girl is a good example of the trend. Though Bacigalupi reaches too far with his political conceits, he does so with delightfully pungent, if awkwardly immediate prose and a good deal of baroque charm. His novel is hard not to enjoy, even if you occasionally have to put it down and shake your head.

Monday, October 28, 2013

Attack on Titan

Attack on Titan (Wit Studio, 2013)

I don’t usually write reviews, but in this dreadful new era, here’s the second in a row. Furthermore, though I’ve also touched upon my interest in and involvement with anime (Japanese animation) in the past, I haven’t written much about it. Recommended to me by friends and acquaintances, this example seemed worthy of mention for both enthusiasts and those unfamiliar with the medium.

Attack on Titan (Japanese: Shingeki no Kyojin) is a science-fiction/fantasy television series adapted from the ongoing manga (graphic novel) of the same name by Hajime Isayama. Thousands of years in the future, presumably, human civilization has been all but destroyed by the onslaught of a mysterious race of humanoid giants, the Titans, who seem to exist solely to kill human beings. The survivors eke out a kind of pre-industrial existence behind a series of concentric walls. These walls have kept the Titans at bay for a century … until that day when they don’t.

The protagonists then find themselves in a renewed fight for survival and soon realize that they must also begin to unravel the mystery of the Titans and their origins if humanity is to prevail.

Mikasa Ackerman executes her signature attack.

Like any other medium, anime ranges from the cheap and formulaic to the artful and innovative. Attack on Titan has proved to be an example of the latter. It manages to achieve unusually beautiful and consistent animation for an episodic television production with detail that is not too simplified to distract from the viewer’s enjoyment. The plot and characters are equally engaging. The ensemble cast carries the viewer through emotions that run from terror to courage and from grief to hope. The story is intriguing and engrossing, combining mystery, dramatic (and sometimes brutal) action, philosophy, and palpable dread. The viewer is always left eager for the next episode … or the next season.

Of course, the series isn’t entirely without flaws. Setting aside the central technological conceit that has the protagonists fighting the Titans in an entertaining but farfetched form of aerial, sword-based combat, the show suffers from some of the usual storytelling crutches. For example, the Titans almost always appear at the speed of plot, rarely interrupting important conversations between the protagonists. Many of the characterization clichés that often plague anime are avoided, but the seemingly obligatory scenes of angst and self-doubt are occasionally indulged for interminable moments. The computer-aided animation is very well done without clumsy CGI inserts, though still pans and other low-budget motion-avoidance techniques are employed with annoying frequency.

In conclusion, Attack on Titan is well worth watching and stands as a perfect example of what anime can be. It is currently available for subtitled viewing via both Crunchyroll and Funimation. A home-video release is expected next year … hopefully along with a second season.

Saturday, October 26, 2013

The e-Book Revolution

2312 (Kim Stanley Robinson, 2012)

The e-book revolution has arrived! Actually, it arrived a few years ago, but now that I’ve purchased my first e-book, I can finally make this belated announcement with some confidence. Previously, I had been waiting to see how well the first waive of dedicated e-book readers (namely the Amazon Kindle and the Barnes & Noble Nook) would fare in the marketplace. They did reasonably well, though the recent popularity of tablet computers probably deserves most of the credit for mainstreaming the e-book market.

Originally, therefore, I had thought to muse about the utility of tablet computers. However, while e-readers may well be the killer application for tablets, one rail trip was enough to prove to me that the portable convenience of the compact multifunctional device (namely the so-called smartphone) still trumps the comparative luxuries of the bulkier tablet.

For my first e-book, I selected 2312, Kim Stanley Robinson’s transgendered romp across the solar system of the 24th century A.D. I had enjoyed his Mars trilogy, which serves at least implicitly as the historical background for 2312, so I wanted to see Robinson’s vision for a fully fledged interplanetary civilization and all its political and economic implications.

However, instead of a realistic interplanetary economy, I found a fantastical iteration of centralized planning. Robinson himself seemed somewhat unsure how such an economy might operate in practice, and his protagonists apparently pay their way on interplanetary voyages by washing dishes. (Then again, perhaps Robinson had merely described the perfection of each-according-to-his-abilities communism.) He suggested that a socialist utopia could be achieved with advanced computers running the economy, if only capitalism would stop resisting.

Space travel would be easier, too, if only gravity would stop resisting our attempts to fly.

Thursday, September 9, 2010

Entertainment and New Media

I like movies and television as much as the next guy, but in recent years, some of the most entertaining productions with the most intriguing plots, the best acting, and the most beautiful design and cinematography have come not from film studios but from game developers. Yes, video games have come a long way since two rectangles bounced a square “ball” back and forth.

Though I have played video games off and on since the days of coin-operated arcades and the first Atari console, I’ve also mostly avoided or at least lagged far behind in the electronic arms race that is PC gaming. However, there were two notable exceptions for me. StarCraft (Blizzard Entertainment, 1998) and Half-Life (Valve Corporation, 1998) were both innovative in their respective genres (real-time strategy and first-person shooter), but they were also novel for me in that they had cohesive stories to go along with their pixelated mayhem. These stories moved the games forward and kept the action from becoming stale.

StarCraft was one of the first video games with a coherent plot.
I also completely missed several intervening generations of video-game consoles. While these systems were much more powerful than my old Atari, I felt that they still fell below the bar set even by my perpetually outdated PCs. That finally changed after the arrival of the Sony PlayStation 2.

Star Wars: Battlefront (Pandemic Studios, 2004) was the title that brought me back to console gaming. It was a straightforward action game (with the trappings of the popular Lucasfilm franchise), but the detailed graphics amazed me. In between blasting enemy troopers and robots, I found myself marveling at tree rings, blowing leaves, and waterfalls.



At the same time, I also picked up Grand Theft Auto: San Andreas (Rockstar North, 2004), which was then the latest entry in that controversial series. This was my first experience with an open-world game, where the player is largely free to move throughout the entire game environment and to experience the story in a nonlinear fashion. In many ways, it remains the most ambitious game I have ever played.

The story itself (despite its dubious morality and sometimes ridiculously over-the-top action) was also emotionally engaging. Set in a fictional southwestern American state (complete with three major cities, several small towns, and the countryside, waterways, and airspace between them) in the period leading up to the 1992 riots, San Andreas deals with family, friendship, betrayal, poverty, crime, and corruption. Excellent voice work by the main cast (including Chris “Young Malay” Bellard, Samuel L. Jackson, James Woods, and the late Chris Penn) sells the tale completely.



However, San Andreas pushed the limits of the PlayStation 2’s capabilities. Indeed, the developers made many technical compromises to achieve the game’s breathtaking scope. I wondered what the next generation of gaming consoles might bring.

Once the winning format for high-definition video had been determined, I quickly bought a PlayStation 3. This versatile device features Blu-ray playback, wireless Internet connectivity, and many gigabytes of on-board memory. Oh, and it plays video games too.

Soon, the Uncharted series (Naughty Dog, 2007–09) brought back the action-adventure magic I hadn’t experienced since Raiders of the Lost Ark (Lucasfilm Ltd., 1981) or The Mummy (Universal Pictures, 1999). There were puzzles to solve and enemies to fight, but sometimes I simply had to stop and admire the scenery as I followed lovable rogue Nathan Drake (voiced by Nolan North) through his improbable but engaging adventures.



Red Dead Redemption (Rockstar San Diego, 2010) took me to the dying days of the Old West and into another gorgeous open-world environment. In the game, reformed outlaw John Marston cuts a bloody path across several fictional border states in search of redemption for his past crimes. The fact that virtually every other character he encounters is morally flawed (and often deeply so) tells the player how successful Marston’s quest will ultimately be.



The world of Red Dead Redemption is fantastically detailed, rivaling San Andreas in ambition and far surpassing it in execution. The sparsely settled countryside ranges from deserts and mountains to prairies and forests, and it lives and breathes with the activities of people and animals. The graphics are beautiful, and the animation is mostly fluid and realistic.

Honorable mentions are also in order for Dead Space (Electronic Arts, 2008) and Prototype (Radical Entertainment, 2009). While these two science-fiction/horror games lacked the overall attention to detail offered by most of the others that I’ve described, they made up for it with singular focus on brutal combat gameplay. They also had better plots than most movies within the genre.



Video games won’t replace movies any more than movies replaced books, but they have certainly established themselves as a powerful new storytelling medium. As information technology and computing power continue to advance, I expect that we will experience some truly amazing interactive entertainment.