Archive for April, 2011

Comics On Screen: Volume 1 – Thor

thor

This year the cinema, like most other years, is packed with comic adaptations. I plan on giving a rundown of some essential reading for the big releases; Green Lantern, X-Men First Class and Captain America which

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are all released this year. This week Thor is hitting the big screen and I had the pleasure of seeing it on opening night. This does not however make me an expert in Thor; I am actually fairly new to this world of Asgard, not being the biggest Avengers fan in the world. How wrong I was to dismiss the god of thunder; while not perfect the film was enjoyable and out shown other Marvel Studios releases. One thing I did take away from the film was a desire to read more comics so this list comprises of some of the best Thor books, not all of which I have read but which I plan to read. So if you go watch Thor this weekend and want more or are so disappointed you need to forget you ever saw it by reading lots of comics, then this is the list for you. Sometimes a character and a creator seem to go hand in hand, you think of the Uncanny X-Men and instantly Chris Claremont’s name comes up. Well this is true of Thor and Walt Simonson. A run that lasted for almost a decade during the late 70s, early 80s, Simonson is the place to start any Thor education. A handy but very expensive Omnibus collection is available with a large portion of this celebrated run as well as a series of ‘Thor Visionaries’ trades. If the prospect of reading comic books from the 80s scares you rigid with the over abundance of panels and dialogue (I mean they even had thought balloons in some books) then first of all shame on you and secondly J. Michael Straczynski has written the most celebrated Thor comic in recent years. This series lasted 12 issues before renumbering to 600. Straczynski is on his best form here; while he can sometimes be hit or miss (*cough* Superman *cough*) it is this run that cemented him as a superstar creator. This is the series that brought Thor and the rest of the Asgardians back to the heart of the Marvel Universe. Various trades are available for this series; you can indulge in an Omnibus or just pick up the individual hardcovers or trade paper backs. Thor began in the pages of Journey into Mystery #83 in 1962, so if you come out of the film and feel the need to read Thor from the very beginning then that is where to start your long journey. There are again plenty of options to get your hands on the early adventures but the Essential Thor series is the cheapest option. Marvels Essential trade paper backs are a long running series of books that reprint classic comics from the beginning in black and white. Mighty Thor issue #1 handily hits comic shops this month, so if you are looking to jump on to the current Thor story then this is a great opportunity. Journey into Mystery is also back picking up the old numbering system with issue #622. To read Thor in the context of the wider Marvel universe then he is all over the place just now. Fear Itself is the big event story line this summer and the Asgardians are at the heart of the story, issue #1 should still be available in stores and it was a surprisingly good book. Thor is also a major character in the Avengers, he has been for a very long time, the second story arc of the current run just wrapped up with issue #12 and an issue #12.1 is being released that serves as a jumping on point. Hope this quenches your thirst for Thor. Finlay balklänningar Niven

Inception: An Opportunity Missed

Inception

Looking back now, it is easy to understand the appeal of the stand alone blockbuster of 2010, Inception. Christopher Nolan”s impressive feature film had action, beautiful violence on the one hand, and on the other cleverly utilised dreamworlds and the subconscious, rendering both with cinematographic aplomb. However despite looking and sounding incredible I couldn”t help but wonder why this film was even made as a film at all.

There may be spoilers ahead, none too many but still maybe give this a miss if you haven”t seen it and are planning on doing so.

Though clearly a well made film, that is as stunning as it is complex, Inception failed to ignite my passion once the credits started to roll. Even during its comfortable 2 hour running time, it did nothing to immerse me within the filmic world – dreams are of course central to the film and as

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such it was presented as unreal – failing to implicate itself beyond the cinematic space. Great films use cinema to affect you, evoke and produce feelings within you, outside of the screen – Inception instead merely toyed with notions of cinema to off foot the audience in a playful manner – Ariadne”s first dream experience for example, plays with the seamless cut to suggest what is taking place is reality, when it is in fact a dream. Because you are used to certain conventions, reality and the dream-world are blurred, but only ever during the film. Which is fine, but the fantastic script really demanded more. I would like to suggest that at its heart the script is really suited to being made into a video game.

Now admittedly this video game would have to be one with a lot more ambition than most casual gamers would be used to. But it is has long been recognised by those submerged in video games that the experienced offered by this latest form of entertainment far surpasses cinema – and not only economically. If you don”t believe me, try picking up the original Dead Space and play it alone, in a darkened room. I am yet to find a a horror film I couldn”t cope with alone. And this isn”t a stand alone title – another important example is Red Dead Redemption which I couldn”t put down for weeks, despite spending most of my time just riding a horse to nowhere so I could skin some animals. Hell I”m even tempted to watch the computer play itself on Fifa if the next football match is unbearably far away. Its an immersive medium, able to do more to the player, far cheaper than is possible with film, and importantly can be shared on a much grander scale.

So here are a few key features of what you could have expected with Inception: The Game.

Psychological Conditioning

Possibly the online casino most memorable game for breaking the boundaries of the medium was the gamecube”s Eternal Darkness. Despite the rather convoluted story, and odd game mechanics, the resident evil clone did one thing well which made it a must play: madness. With the inclusion of an “insanity meter”, the game placed the players inside the mind of the protagonist, and as she was subjected to more horrors, she would lose her sanity and weird things would start to happen that would affect you in the realworld – characters would lose their heads, controls would flip, and I especially remember trying to brush off flies from the TV screen as the game toyed with medium”s specificity. With Inception, these effects could be expounded – much like the paradox staircase. Cheap cinematic tricks would be replaced by nuanced complexities seeping into your own reality – coaxing you to question what was real.

Physics

One scene which looked particularly impressive in the film, were the hotel corridors, as (inside the dream of another being moved around) they twisted and turned with gravity shifting direction. Even in these moments you are left in awe, but much of your mind is taken up trying to consider how these effects were achieved – a herculean effort no doubt – when they should be firmly attached to the story. In a game, there would be no question of how this effect would be achieved, and though it shouldn”t be a factor, these scenes would be a lot cheaper to produce in a video game, without losing much of its effect – in fact if anything, the disorientation would be far more effective; far from simply being a spectacle, these moments would become far more integral to the gameplay, and thus the experience of its audience. You could even have elements respond to you – as you ran through the vast mazes, you could change or create elements on the fly.

Online Elements

Much is lost in modern cinema with the invention of the home cinema system and online streaming services. Cinema is about the shared experience of the silver screen, as a whole host of strangers are transported into the film. The problem is far less apparent in video games, having been built around the notion of group enjoyment from even their earliest days. As technology has progressed, the multiplayer aspect of video games has been pushed into online spheres – shared spaces that are no longer limited to two or three friends sat in your living room, but can cope with almost hundreds of gamers at once, connected on screen and communicating through headsets. This is where the real magic of an Inception game franchise could take hold – conceptually based on the shared dreaming experience, gamers could form teams with friends or attempt whole hosts of heists with strangers, splintering off into the different layers of dreaming, with some taking the driving while others battled through missions, which would change depending on actions occuring elsewhere. Even better, this could be another layer of trickery – the big twist being that what you do in each section wouldn”t actually affect things, but you believed they would.

These are just a few of the elements that could take place – but the chance to grow your own character, start off as an architect, build whole dream worlds, even sneak into the dreams of

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others. Of course, the problem with video games is that their grand ambition is often curtailed by deadlines, both technical and financial, but I put it to you that the possibilities of an Inception game far outweigh the simple possibilities that the film makers exploited.

Richard “Hitch” Hanrahan

This One Just Happens To Ring My Bell, A Little Too Well

Chime

For those who remember Rez there will always be a place in your heart for the experimental genre which mashes music with gaming – less on cue button mashing from the likes of the Guitar Hero series, and more refined styles which fuse themselves with music in some way. For Rez, it was the shoot-em up, which casually built a soundtrack around how you played. For Chime, it is the gently addictive puzzle game upon which the soundscape is based.

Comparisons with Tetris will be inevitable given not only the trippy visuals that attempt to lure your attention away form the game board, but the key mechanics are very similar in Chime. By placing a series of geometrical shapes into larger blocks, you force them to disappear and score points – the added mechanic being that once removed, the vanished squares change the board’s colour, and it is this drive to cover the board in its entirety which fuels progress. Though it takes a couple of plays to understand really what’s going on, once you get it you really get it, and your innate tetris instincts take over. It is astounding how primal that bastard has drilled into your psyche – and it will never leave.

The twist in this case however is that whilst you are placing pieces, a white line washes across the screen, and in time with the music, chimes your pieces like a rudimentary xylophone – a feature not unlike modern synthesized instruments such as the Tenerion or its infinitely cheaper flash alternative. Though fun at first, this element does little to really take the game to another level, as it feels largely uninvolved with the gameplay, adding little but minute harmony, and without much intention from the player. Where as in Rez, you could conceivably adapt your play to style the music in certain ways, Chime gives you no control in this regard – or at least not to the extent that you would go out of your way to play differently.

However this isn’t important – the game itself is hugely addictive, especially in its manic multiplayer modes, though a little underdeveloped in terms of length. Any gamer worth their salt will have this completed with a few hours, and beyond the ten levels (each with 6 gameboards) there are unfortunately no exciting derivative modes which would easily extend play time. Though disappointing for a title costing £7, its length is somewhat remedied by a promise to give some of this money to charity, and with this in mind I still believe it is well worth the investment – though only if you are prepared to lose a few days to its beautiful simplicity.

Richard ‘Hitch’ Hanrahan