Avengers: Endgame – Spoiler-free mini-review

  • Visuals and special effects: 4.5. It’s extremely well done, but I’m docking it half a point for borrowing the dour DC palette too often. Give it back, Marvel, you don’t want to play with someone else’s dirty cast-offs.
  • Soundtrack: 4.5. Lots of good use and reuse of both orchestral and pop music. Alan Silvestri’s work is solid, and there are little musical jokes in the soundtrack.
  • Writing: 4. Unlike Avengers: Infinity War, which I thought was a jumble of good scenes tied by a weak excuse for a plot, Endgame actually has a plot that hangs together, at least in a comic book way. Also lots of good lines.
  • Casting and acting: 4. Not a whole lot of new faces, but nearly all of the old ones are there, even minor ones. Solid acting, with some actors once again showing more range than they often get credit for; made me cry a few times (that’s an easy feat right now, though.)
  • Direction: 4. Smoothly moves back and forth between moments of drama, humour, and action. The character development moments felt like they received special attention. Directors Joe and Anthony Russo’s vision seemed much clearer, much like it was in Captain America: Civil War.
  • Editing: 4.5. Tight. There is a lot of material packed in there, and segments that could get mired for a long while are resolved briskly; yet poignant moments are given the time they need to unfold. Good sense of comedic tempo as well.
  • Superheroics: 5. Although my favourite superhero group action scene remains the fight at Leipzig-Halle Airport in Civil War, there are a lot of quintessential superhero moments in Endgame, so many that it may take repeated viewings to catch them all.
  • Diversity and feminism: 3.9. Characters of many different origins, orientations, genders, etc. appear, but the lion’s share of the focus is still on white (straight, cis) men. There are even some scenes that deliberately highlight this, I’m not quite sure what the message was. However, three of the female characters in particular do have serious moments of deep self-realisation, and that was cool. Also, thank you Wakanda for putting up with white people’s messes.
  • The Sean Bean Award for character I will most miss in future Marvel movies goes to Stan Lee.

Like most other Marvel movies, Endgame offers a lot of cool little touches for fans, whether they are the long-time comic book fans or the newer fans who have followed the movie franchise. I enjoyed the many call-backs to scenes from previous episodes and the way they were spun, some times in parallel and sometimes in contrast.

As others have said, this really felt like the end of a season and the ushering in of the next one. I enjoyed, will likely see it again, would recommend.

Movie Impact

I just completed this challenge on Facebook.

“Ten movies that made an impact on you and remain in your rotation, in no particular order. Post the poster, no need to explain. Nominate a person every day.”

 

Black Panther: Spoiler-Free Mini-Review

We saw Black Panther and it was even better than I had hoped. It’s now a strong contender for best Marvel movie ever, and therefore, for best superhero movie ever.

  • Visuals and special effects: 5. The most gorgeous eye-candy delight Marvel Studios have ever brought us. In scale and poise it holds its own against Asgard, and is much more joyous and colourful. Every visual choice was very carefully made. The tribes of Wakanda feel very different yet true and (mostly) unified.
  • Soundtrack: 4. Good mix of pop, traditional, and orchestral music.
  • Writing: 4.5. I have very few quibbles; the main one is that some characters I would really have liked to see again appear to have died the Final Death. But the dialogue is fun and smart, and the pace is good. Also, reflections on insular and and nationalist attitudes well-suited for our times, by a film-maker who cut his teeth on current events.
  • Casting: 5. There was not one actor I didn’t love, the choices were excellent all around. The characters’ personalities shone brightly and the lines were well delivered.
  • Direction: 4.5. Superb attention to detail and sense of an overarching vision. Ryan Coogler assembles the funny, dramatic, sad, tense, and absurd moments into a lifelike tapestry. I really enjoy the glances that characters exchange, the little non-verbal moments. Some exposition, but really not that much considering the amount of material the movie brings in, and well handled.
  • Editing: 4.5. Tight. Even the slower or more solemn moments did not feel like self-indulgence.
  • Superheroics: 4.5. The only problem is that the Black Panther suit is, well, black and can be a little hard to follow in the action. But the fights were definitely larger than life.
  • Diversity: 4.9. As the meme says, they even had two Tolkien white guys (Andy “Gollum” Serkis as Ulyses Klaue/Klaw, and Martin “Bilbo” Freeman as Agent Everett Ross.) Gender, orientation, and ability diversity not really showcased.
  • Feminism: 5. It passes the Bechdel test as well as the Strong Female Protagonist benchmark. Female characters have their own agendas and goals, their own opnions and methods. You can’t swing a dead panther in this movie without hitting a cool female character doing cool stuff.
  • The Edward S. Curtis Award for Anthropological Detail goes to Ryan Coogler and the set design team for the futuristic Wakandan buildings in the style of the Songhai and Aksum empires.

My take on it: who says intersectional social justice is dour? This is the bomb!

 

 

RPG a Day: Quotables

28. What’s a film or series used as a frequent source of quotes in your group?

We treasure bad puns over quotes, still, everything geeky is a source of quotes with us. The touchstones, of course: Monty Python’s Flying Circus, The Holy Grail, and Life of Brian; Firefly, Babylon 5Star Wars, Star Trek, The Lord of the Rings, Doctor Who; The Simpsons and occasionally South Park; and of course old games.

  • “I will hit him to kingdom high, kingdom there!”
  • “Meet me on the bridge at midnight.” “IT’S A TRAP!!!”
  • “You see an altar surrounded with burning brassieres…”
  • “I sap him.” “You—what? Why?” “He looked like a traitor.”
  • “Oompa loompa ompa dee dall, I think I’m going to smack into that…”
  • “I am DIMENSION MAN Man Man man…” (reverb effect)
  • “You dare mock our customs?” “No, just you personally.”
  • “Ronin sense… tingling! Magistrates in trouble!”
  • “I hate space.”

#RPGaDay2017

 

 

 

RPG a Day: Missing links

28. What film or novel would you be most surprised that a friend had not seen or read?

Because I move between various game groups both in person and online, as well as play at conventions and game days, I have a lot of people in my gamer circles. They come from diverse backgrounds, a spread over decades in age, so there is a lot of variety in favourite movies and books. I’m generally slightly surprised when a role-player says they have not read The Lord of the Rings or seen Star Wars, but it’s not exactly shocking, especially with younger players.

#RPGaDay2016

 

 

RPG a Day: Inspirations?

CreativeProcessPieChart15. What types or source of inspiration do you turn to most often for RPGs?

[Repeated from a similar question last year.]

Everything. Books, television, movies, music, comic books, art, even food. As I answered last year to a similar question, you could say my source is immersion. Whether creating a new character or planning to run a gain, I like to surround myself with sources of inspiration: music, books, movies, images, online sources, etc.. I browse the ‘Net for related materials, I scour my creaking bookshelves, I cook recipes from particular cultures, and so forth.

#RPGaDay2016

 

 

What makes a good horror RPG?

FearJeremy Kostiew asked on Google+:

What makes a good horror RPG? Rather, what has made a good horror RPG?

Was it atmosphere? Something about the mechanics? Hammer Horror soundtrack? Creepy GM? Haunted playspace? […]

I posted my answer there but it go so long, I realized I should turn it into a blog post! This also gives me a chance to provide links.

I’m not a fan of horror in general because it rarely reaches me. In movies in particular, it usually pairs violence and gore with repetition and cliche. For me, well-done horror is something like Identity (2003) or even some of the better X Files episodes: a lot of atmosphere, and threats that are not just about brutality and death.

Atmosphere: I’ve been in a few successful horror role-playing games, and many unsuccessful ones. The best I played was a campaign based on Clint Krause’s Roanoke game (Clint Krause Games 2006, out of print). My husband Edmund was the game-master and ran it at our local game club; we had a large ensemble cast that could change from week to week based on attendance, and a group of players known for their banter and kibitzing (including me), so horror was a challenge. Edmund payed a lot of attention to atmosphere. He talked to us beforehand about the genre, and asked us to play only if we were willing to get in the spirit, not goof around; the mood of the game was described as Brotherhood of the Wolf meets Lost. He had a soundtrack, sound effects, props, low lighting, etc. I posted detailed actual play reports on RPG.net, where you can get a better sense of how the game felt.

Tension, Transparency, and Temptation: It’s useful to have some sort of mechanic to keep track of and ratchet up the suspense. Examples include the Humanity/Taint/Corruption tracks in a number of horror games, which generally apply to individual characters; or the countdown clocks in Apocalypse World (lumpley games 2010). It’s most effective if the players see their fate coming incrementally closer, and if they have an incentive to court danger.  Roanoke uses the Doom pool, which allows players to gain a maximum success on a die roll at the cost of adding one Doom point to the pool that will determine the endgame phase of the campaign: Heroic Escape, Tragic Escape, Heroic Death, or Terrible Death.

Threats: Successful threats may vary from person to person. If you’re not familiar with the “passions” as used in Unknown Armies (Atlas Games, any edition), you should go take a look, I think they provide a good model. Basically, every character’s personality in UA is defined by three passions: a rage passion (what will unfailingly get under their skin); a noble passion (even a monster may love animals); and a fear passion, which is codified into five categories (violence, helplessness, isolation, the Unnatural, and the Self.) Reading about the types of fears can help a GM think of more varied threats, and identify ones more likely to get a response from the characters and players at the table. In Roanoke, each player has to pick a fear as one of their character’s traits, so they’re directly telling the GM how to draw them in.

Misinformation: A lot of the mood and tension rely on the characters’ imperfect understanding of what is going on. In our Roanoke game, the GM used the Bag o’ Rumours: he wrote little snippets of rumours and had us draw them in secret at the beginning of a game session, as something only that player’s character would know. Some were true, some were false, but most were a little bit of each. They worked very well to sow doubt, provide foreshadowing, and serve as bargaining chips (“I know a secret!”)

Clickable relationship map, Roanoke
Clickable relationship map, Roanoke

Tangled Relationships: A lot of the player buy-in, the spread of uncertainty, and the ratcheting up of suspense comes from or is greatly enhanced by a web of relationships — positive and negative — between the cast of characters. Even if the game is planned as a one-off, I recommend taking the time to establish some allies and antagonists among player characters as well as with primary NPCs.

Boundaries: Because horror gaming relies so much on (A) playing with our darkest fears and (B) shared mood, it’s prudent to have some way of controlling content so that the players will have fun even as the characters are being put through the wringer. In Roanoke we used what we called a Veto card (that was before we had heard the expression “X Card“). Each player got a card they could flash when they felt someone was bringing in elements inappropriate to the setting or the group. It didn’t matter whether it was for mood, story, or personal reasons, it was non-negotiable (although it was okay to ask questions to clarify the scope of the veto.)

Women as Action Heroes: Supply and Demand

ST1

We’ve heard about a number of prodigiously insulting marketing decisions at the intersection of merchandising, pop culture and genre fiction, such as the disappearance of Black Widow from lines of Avengers merchandise and Rey from Star Wars: The Force Awakens merchandise. It’s been made clear that boys are the target market for toys. But do you ever wonder if it’s not also a deliberate ploy to manipulate supply and demand for price gouging?

We just learned that to mark the 50th anniversary of the original Star Trek series, CBS has licensed toy company Mattel to produce a line of Barbie-style dolls based on Lieutenant Uhura, Captain Kirk, and Commander Spock. I immediately checked on Amazon, because I want Lt. Uhura on my desk! But I discovered that she’s unavailable, even though the other two can be purchased just fine for $34.99 each.

Uhura-doll

StarTrek50th-dollsWhat gives?

But Amazon went on to offer me other lopsided-deals on memorabilia Barbie-like dolls. How about Batman, Superman, and Wonder Woman figures based on the recent movie Batman v Superman: Dawn of Justice? Hey, good news: all three are available. And priced at…

Wait, what? Continue reading “Women as Action Heroes: Supply and Demand”

Core Memory

Inside-Out-Core-MemoriesA few nights ago I finally had a chance to watch Pixar’s movie Inside Out. (Pico-review: I loved it.) One concept it uses (not a spoiler) is that some of our memories are “core memories” that anchor our personality, things that become central to the person we are; they are not immutable but they are very strong.

I assume we can all think of a few moments that stay with us through life, to which we turn back repeatedly either to recapture them or with the burning wish to redeem them. I can think of several, but there is one in particular that for four decades has been central to me. It’s the one that I think reflects the best that is in me, that represents the person I want to be, I try daily to choose to be. (So yeah, it’s a core memory that makes me look good, but rest assured that I have some that are not as proud. Another day’s tale.) Continue reading “Core Memory”

Mini-review: Ex Machina (2015)

Up-front warnings: (1) This review contains spoilers. (2) I didn’t like the movie.

ex_machina_posterNot spoilers: The premise of this movie is that Main White Guy Character Caleb Smith (played by Domhnall Gleeson), a programmer at an internet-search giant, wins a competition to spend a week at the private mountain estate of the company’s brilliant and reclusive CEO, Antagonist White Guy Nathan Bateman (Oscar Isaac). Upon his arrival, Caleb learns that Nathan has chosen him to be the human component in a Turing Test, charging him with evaluating the capabilities, and ultimately the consciousness, of Nathan’s latest experiment in artificial intelligence — Sexy Fembot Ava (Alicia Vikander).

[Edit: A couple of friends have told me that Oscar Isaac, who is Hispanic, doesn’t read as white to them. That really surprised me, I read both the actor and the specific character of Nathan Bateman as white, but you may have a different impression. I have to add that if Bateman is supposed to read as a person of colour, it doesn’t help the movie for me, on the contrary.]

The movie tries to be a thriller but all the plot twists are predictable for science fiction aficionados. Nothing you haven’t read elsewhere. It also tries to be visually stylish and to feel intellectual; your mileage may vary. Mostly, Edmund and I spent our time asking the characters on screen: “Really? You didn’t see this coming?”

But I’d like to focus on the things that creeped me out, and not in a good thriller way. Spoilers begin here. Continue reading “Mini-review: Ex Machina (2015)”