The Things We Carry, The Things We Lose: Nowhere Boy

February 1st, 2010

Adolescence is skin deep invincibility. You find yourself clamped to the handlebars of a motorcycle with the throttle jammed open, hurtling towards adulthood, sex, money, furniture and everything in between. You can’t turn, you can’t stop and if you slow down the only thing that will happen is every other driver will laugh at you.
Because make no mistake you’re not alone. You’re trapped in a flock of people in exactly the same situation with exactly as little control as you. Some of them will be friends for life, others will be people you would happily see dead or maimed or worse. Some will be both. All of them are as frightened as you, as out of control as you and all of them, without exception are looking for something to make them feel better. The fastest way to do that is, of course, to laugh at the other people in the race, the ones who are slower, the ones who are frightened, the ones who are different.

You can’t stop, you can’t turn around and you can’t get off. So you change your focus, you change your definition of what control is, you change yourself. Survival becomes all about totems, about objects and styles and culture that have tremendous, vital significance for you. For one friend of mine, that came through classic horror and Goth make up, for another it was a saxophone and an East German army jacket. For me, at first, it was books, then a leather jacket, then film. You survive however you can, whether that’s through playing the sax, learning how to draw Egyptian eye makeup or knowing about a film three months before your friends do. The icons and totems change and fall away but the need for them, to make something about your life your own never does and often they define you as much by their absence as their presence.

It’s absence and what happens when you become aware of it that lies at the heart of Nowhere Boy. The story of John Lennon’s teenage years, adapted from the book by his sister, it follows the future Beatle from the loss of his uncle through to his departure for Hamburg with the band that would become the Beatles. From an absence to a departure, it follows Lennon with unrelenting, unblinking intensity through the worst, and arguably most important, years of his life.

Adolescence sits in the no man’s land between confidence and terror and the film shows us both those extremes in the first ten minutes. Lennon begins the film happy, relaxed and innocent as his Uncle gives him his first harmonica lesson. This is Lennon unfettered but also Lennon undefined, a happy, cheerful, charming young man whose life comes to a crashing halt when his Uncle dies. In one of the film’s most affecting moments, he breaks down in front of his aunt the day after his Uncle dies. She firmly, but not unkindly, tells him off, says it’s just the two of them now and hands him a tea towel. Lennon stares at her for a moment, then begins to dry the dishes. A widow and a child, united by the one thing they won’t talk about, by a smiling Banquo with a harmonica in his top pocket.

The death of his Uncle, the absence in his life, wakes Lennon up, sacrifices his innocence for his awareness. He becomes aware of the odd nature of his life, of the fact that he lives with his aunt even though his mother is still alive. His need to find answers, to discover the truth behind that arrangement in turn leads to him becoming aware of his priorities; family before school, his future before everything else. Trapped, it seems, in a house with an aunt that doesn’t love him near a mother that doesn’t want him, Lennon can rely on one person; himself. Therefore, it only makes sense he make himself a success because clearly no one else will.

This combination of selfishness and confidence, of absolute determination and complete lack of focus is what drives Lennon. He wants something desperately and at first he’s convinced it’s a relationship with his mother. The scenes between Lennon and his mother Julia are arguably where the film is at its strongest, the two playing off one another in a way that’s both sweet and unsettling. Ann-Marie Duff plays Julia as a desperately cheerful, unfettered woman who runs headlong at her teenage son with a combination of joy and crippling guilt. There’s an air of courtship, of romance to the scenes, of two people trying desperately to fit eighteen years of relationship into a few weeks. The scenes, and the characters, feel fragile, hysteria always present just beneath Julia’s laughter, rage beneath John’s wry smile. These are two damaged people trying desperately to fix themselves through the other’s company and they never quite manage it.
A lesser film would have concluded with the inevitable apocalyptic argument but here that arrives not longer after the mid point. Lennon discovers the truth about his past, about the horrific choice he was asked to make between his mother and his father and he does exactly what anyone would in that situation; he explodes, raging at the people around him, at the world he’s trapped in, at the fact that God chose James Dean to be James Dean instead of him. This is Lennon unfettered, Johnson nailing the Beatles’ savage combination of fury, humour and blistering intellect.
For all his bluster though, Lennon finds a measure of peace. The film tilts around this confrontation, the view of each character changing as we learn about the complex relationship between his mother and aunt, and the love they both have for him. Kristin Scott-Thomas’ Aunt Mimi is still strict but there’s a compassion to it, a tempering of both her emotions and John’s as she takes gradual steps towards reconciling with her sister. There’s something uniquely English about the way the two women make up, neither saying anything yet both working to find common ground and where Johnson and Duff are emotive and expressive, Scott-Thomas is the quiet, reticent emotional core of the scene and the film.
Lennon’s perspective, and the audience’s view of him, also change at this point. A young man who has been defined by absence, of a father, a mother, school, affection, is suddenly defined by the thing he most wants; attention and through that, love. He realises that his mother wasn’t what he was looking for, that what he really needs is to define himself on his own terms. The rock star attitude becomes tempered with real ability, real dedication. By the time we see the Quarrymen play their first gig, it’s clear that Lennon has changed his totems, swapping the absence of a conventional family for the swagger and theatricality, the attention and crucially, adulation, of a performer.
Even this, though, isn’t enough and one of the film’s best scenes comes after the gig as Lennon is introduced to a young Paul McCartney. The casting of Thomas Sangster, who Johnson worked with before on the under rated Feather Boy for the BBC, is something close to genius. The two have an an instant bond, part adversarial, part affectionate, one all rock and roll bluster, the other all quiet, sad focus. McCartney is broken in a unique and complementary way to Lennon, losing his mother to cancer where Lennon lost his father to the Merchant Navy and together the two form begin to form something like a whole. Lennon has the swagger and the raw talent, McCartney has the focus and the patience to teach him and the tempering effect he has on Lennon is revelatory, especially on Lennon himself. For the first time he sees himself from another persepective, the slight, quiet McCartney slipping past his size and bluster to reveal not only what he wants but how to get there. For the first time, Lennon realises that a good look, an attitude and his own talent aren’t enough, that he not only needs a band, but needs to be challenged. He’s still brash and over-confidence but for the first time Lennon’s able to see not only where he’s going but also that he can’t get there alone.

Then Julia dies. In the cruellest possible way, at the cruellest possible location and time. Lennon is defined by absence once again, and, once again, is unfettered. The confident, Elvis-quiffed almost rock star is revealed to be just another totem, just another icon clutched in the hands of a terrified, angry boy who can’t believe he’s here, again. The rage that’s never far from the surface bubbles over into violence and Johnson shows us it all, shows us that everything up to now has been a front, that Lennon’s still broken, still alone.

But no longer alone. The hair, the attitude, the anger all fall away as we see Lennon realise that he’s part of something larger than himself now, that he’s defined by the presence of his band more than the absence of his family. It’s still not right, it still causes him almost incalculable pain but for the first time he’s bigger than it, stronger than it. For the first time it’s something he can define and understand instead of something that defines him.

Nowhere Boy is a film about how we define ourselves and how we’re defined, about what we choose and what’s forced upon us. It’s a film about the events that defined a man who helped define generations of music and musicians. Most of all though , it’s a film about the crucible of adolescence, the glory and the terror of realising that you’re clamped to the motorcycle but you’re not the only one. It’s rarely fair, it’s never easy but none of us go through it alone and sometimes that’s enough.

Stargate Universe: Darkness, Light and the Luxury of Shadow

November 16th, 2009

Darkness subtracts. Darkness doesn’t just take away where you’re going it takes away where you’ve been, stranding you in an eternal present you can neither see nor touch. That removal of outside stimuli not only forces us to look inward it also brings our inner selves to the surface, reveals things we may not want ourselves, or anyone else, to know. In the dark, the wild things come out to play.

The fourth episode of Stargate Universe, explores the concept of darkness as both an external and internal problem. Externally, that darkness is caused by a sudden collapse in the ship’s power systems, one that Rush blames entirely on Col Young’s deployment of research teams around the ship. In an instant, the Destiny loses everything from lighting to propulsion and coasts, apparently out of control, further out into space. The crew are, literally, powerless and that realisation throws the internal darkness of several major characters into stark relief even as the Destiny slips further into the night.

For Col Young, the darkness gives him a moment to draw breath. A leader who has been almost incapable of leading for the last three episodes, Everett Young takers centre stage for much of this episode and Louis Ferreira’s dialled back, pensive performance gives the commanding officer as much fragility as it does authority. Young’s still badly injured, still trying to function and still doing what he thinks is best, but he’s operating in the dark in every major way and what he finds there surprises both him and the viewer. Young chose his career over his marriage and when the lights go out on Destiny he’s forced to re-examine that decision. There are no histrionics, no over wrought emotions here, just a cautious, reticent, dialled back man trying to re connect with a wife that he abandoned. He’s a good officer and a good leader but when the lights go out he has no idea if either of those things really matter.

For Nicholas Rush, the darkness is a brick wall, too high, too wide and too close. He’s clearly brilliant but he’s not quite brilliant enough, his inability to work with people combining with Young’s drive to get home to drain Destiny’s power. The only thing worse than that fact is that Rush knows it, his relentlessly analytical mind throwing up his mistake again and again until it’s all he can see. The moment where he breaks down is particularly interesting, his anger at Young clearly masking his own guilt and putting his shame and terror at his own failing to the fore. Whether Rush admits it to anyone else, he’s in the wrong and he knows it and that knowledge almost breaks him.

For Tamara Johannsen, the darkness is a chance to take comfort in what she knows. Alaina Huffman is rapidly becoming one of the show’s strongest cast members and TJ’s quiet, pragmatic compassion leads to one of the best scenes to date. Her conversation with Rush, after he wakes up, is the most open either character has been to date, Rush admitting his weaknesses to the one person that he doesn’t think will judge him and TJ taking clear and immense comfort in the doctor/patient relationship. It’s a moment for both of them to catch their breath, to be given support and validation without having to ask for either and it’s remarkable to watch.

For Eli Wallace, the darkness is an opportunity. David Blue’s slightly nervous comic timing is put to tremendous use here as Eli finds himself in three difficult situations, each of which tells us more about him. The first sees Lt. Vanessa James drag him away from a conversation with Chloe to talk to him ‘alone’. The sexual connotation is openly acknowledged in the next scene where James instead takes Eli to an impromptu council of war of the lower ranked soldiers aboard. Eli, to the surprise of everyone there, not only faces them down but acknowledges that their concerns are valid, becoming a bridge between the different crew factions as he does so. It’s a nicely played moment for everyone, where no one is quite right and no one is quite wrong. James may manipulate Eli but she does it for the good of everyone she works with and Eli’s acknowledgement of that is a clear step forward for both characters.
The second moment reinforces this as Volker and Brody, two of the engineers aboard report to Col. Young that there’s no way to solve the power outage. When Eli puts forward a solution, he’s not only thanked by Col Young but also used as a stick to beat the other two men with. Eli is an undisciplined college dropout who, on the first day on the job, was put in the worst situation possible. He’s still working, still doing everything he can and simply by doing that he not only becomes something more than the young man he was when he arrived but also becomes the first member of Destiny’s crew to accept and begin to adapt to their situation.
The third situation neatly undercuts that as Eli and Sgt. Hunter Riley are found using one of the ship’s Kinos to spy on Lt. Vanessa James. Operating in the dark, the two men have reverted to basic adolescent behaviour, a recent memory for both and the end result is a well written but deeply uncomfortable scene. Col. Young’s overt, deadpan disappointment with the two of them is a welcome break in the tension but the fact remains that one of the ship’s best scientific minds and one of the ship’s only Gate technicians are caught using alien technology to spy on a colleague in her underwear. No one’s perfect in the dark and whilst the sexism is in context, it’s still difficult to watch.

Darkness focusses. When you can’t see anything, you find yourself turning to what’s important to you, a fact neatly reflected in the testimonials Eli spends the episode recording from other characters. From Vanessa James’ simple plea to not die out in space to Matthew Scott’s prayer, each one of them turns inwards and only some of them like what they find. Not all of these people are likeable, or even like each other, but all of them are fragile, all of them are human and all of them, in the end, are alone in the dark.
Even then, darkness doesn’t last forever. As the episode finishes, the crew realise they’ve dropped out of Faster Than Light travel on the edge of a solar system, itself an incredible coincidence. When that system is found to have habitable planets, the situation changes and suddenly, the crew find themselves with a tiny sliver of light, a reason to hope. They relax and watch as the Destiny, huge but dwarfed by the gas giant it’s flying through, aerobrakes into the system. Under deep blue, almost marine light, the Destiny’s crew take a moment to revel in the incredible place they’ve found themselves in. Until they realise that the ship is heading directly for the system’s star, the light at the end of the tunnel becomes all too clear and, suddenly, darkness looks like a luxury they will soon miss.

Light overwhelms. Light doesn’t just show you how far you’ve come it shows you how far you still have to go, stripping you of complacency, of the comfort of not being able to see all the way ahead. That flood of external stimuli forces you to fall back on instinct, on what we know best even if we’d prefer not to. In the light, all the lies we tell ourselves are stripped away until our true selves are exposed, whether we want it to be or not. ‘Light’, the season’s fifth episode, uses the backdrop of a lottery to decide who will leave the ship on the only shuttle to explore what happens when every weakness, every fault and every strength are illuminated.

In the light, Matthew Scott and Chloe find comfort in nothing but each other. The relationship, already forged in adversity through the death of Chloe’s father, is consummated in the light of the star that will kill them, a moment of desperate human intimacy that is all they can hope for and all they really want, It’s not quite love, not yet, but it’s the closest either of them will get. It’s also a moment that shows not only far they’ve already come but how far they still have to go. Chloe is painfully aware that she’s a fifth wheel, lacking even the scientific skills of most of the rest of the civilians whilst Matt is blissfully unaware of anything else, using his time with Chloe to delay the inevitable. He holds onto the belief that she’ll be one of the people picked as long as he can and when that’s stripped away, he falls back on the two pillars of his life; duty and faith.

In the light, Vanessa James remembers who she is. Despite her anger over the relationship between Matthew Scott and Chloe, she does her job, stands her post and looks after her people because in the end, that’s what she knows best. The relationship dies the moment she finds Matt and Chloe together, but something new, something deeper, is born the moment she meets his eyes when she arrives at the shuttle. Everything is said in a single glance and then she turns and guards the airlock, prepared to shoot any of her friends and colleagues who weren’t picked. It’s a moment of silent heroism that not only shows exactly how bad things have got but how strong James is. She’s rapidly becoming one of the most interesting second tier characters and it’s going to be fascinating to see how she’s developed.

In the light, Ron Greer and Nicholas Rush are given the last thing they expected; a moment of peace. Serving with unfailing loyalty, Greer accompanies Colonel Young on what he believes will be his last walk. The moment where Ron apologises for letting Colonel Young down and Young responds with a simple ‘At ease, Ronald’ is heartbreaking, an acknowledgement of a friendship and respect that never feels forced or tawdry.
Rush, for his part, is transformed by their apparent death. He becomes open, calm, even friendly, apologising to Eli and making his peace with Colonel Young. He welcomes their apparent doom for the same reason Ron does; as a chance to lay down his burdens and end his life in exactly the place he wanted to be.

In the light, Eli Wallace remembers who he is. The arrested adolescent who spies on women in their underwear is replaced by a young man who has, he thinks, come to the end of his life and likes where he and who he is. Like Lt. James he’s hurt by the relationship between Matt and Chloe and, like James, he deals with it. It’s Eli who comes up with the idea of recording final messages, Eli who gives Rush the gift of seeing the ship from the outside and Eli, along with Chloe, who faces their fate head on. He’s a good man, not a perfect one, but at long last he realises that he’s good enough.

In the light, Camille Wray gets her priorities right. Ming Na has been the least used of the cast so far but there’s clearly a slow build with Camille that will pay off later in the season. Her Kino message, a simple, honest expression of love for her girlfriend, is one of the episode’s most affecting moments and gives her, and the situation the crew are in, welcome depth.

In the light, the Destiny’s crew learn they have no idea what’s happening to them. The episode’s closing scenes are where it really flies, as the ship plunges into the star to refuel instead of to die and the crew’s celebrations are cut short as they realise the shuttle and it’s crew can’t catch up to them. As Rush, Eli and Scott frantically cobble together a solution it becomes clear that the final lesson the crew learn is devastatingly simple; they must rely on each other to survive. For the first time, the Destiny’s crew are truly united in dealing with a problem and, whilst Rush recoils from his perceived weakness, that bond looks set to stay in place. They’re the wrong people, in the wrong place but,whether in darkness or light, they have no one else to rely on.

All Alone In The Night: Stargate Universe

October 18th, 2009

Aboard a spaceship as vast and beautiful as it is broken, a Stargate explodes into life. A young man collapses through it, instantly aware, instantly combat ready, instantly terrified. Behind him, a trickle of humanity becomes a flood as civilians, soldiers and supplies are hurled through the gate out into the ship. There’s nothing orderly about their arrival, nothing civilised. These people are frightened, on the run and completely out of their depth. These are our heroes, a group of men and women completely unprepared for the situation they’re in and their relationships are sketched in this opening scene with real elegance. Eli Wallace is captivated by everything around him whilst Camille Wray looks on in shock, unsure of how she fits in this new environment. Behind them, Tamara Johansen sticks to her training, helping tend the wounds she can whilst Chloe Armstrong lets her badly wounded father lean on her even as she pushes against him. Behind them, Ron Greer keeps people moving, keeps them on their feet. At the other end of the ragged column, Matthew Scott, the first man through, does the same. Above them, Doctor Nicholas Rush looks down on the shocked, frightened group with something between satisfation and resignation. He isn’t frightened at all.

Just as Scott and Greer catch their breath, their commanding officer, Everett Young, is catapulted backwards through the gate. It closes and Young barely has time to give Scott command of the survivors before he seizes and passes out.
The message is clear; these people are in trouble, in every conceivable way. The challenge the show faces is to make us care about them. It does this, ironically, by using the same methods as Stargate Command absorb alien technology; learn accepted wisdom and then turn it on its head.

It’s traditional for a new TV show in particular to have a ‘viewpoint’ character. These are the people the viewers can identify with, the ones who are as ignorant as we are and by extension, we have as much potential as. Viewpoint characters are two way mirrors, people we both identify with and look up to, the bridge between the fictional and real. This particular concept is something that clearly fascinates the Stargate:Universe creative team and the show takes three unique approaches to it.

The first is embodied in Matthew Scott, the first person we see and as a result clearly intended as a viewpoint character. He’s young, handsome, fit and has every appearance, at first glance, of being an  industry standard action hero. At first glance, Scott has Han Solo’s swagger and Lee Adama’s natural authority, a young man who steps through the stargate into the unknown with his eyes open and his gun steady. Until you notice how much his hands are shaking.
Brian J. Smith is given one of the toughest jobs in recent genre tv history here, as he is asked to make Scott not only likable but flawed, inexperienced and at times completely out of his depth. He clings to his training like a life raft, contradicts himself and at times is startlingly tactless. In ‘Air‘ Part 3 he tells a series of kind, affirming lies to Eli about why he’s splitting the team into two and successfully sells the younger man on the concept. Then, in full view and clearly audible to everyone else he strides off at the head of his team, saying ‘Now we can make some TIME.’
Scott is an action hero, that much is certain but he’s un-tempered, untested and at times unlike able.  Compared to Jack O’Neill and John Shepherd, his unflappable predecessors he’s not just a viewpoint character he’s a direct stand in for the audience.  Scott reacts how we would, clinging to what he knows, lashing out at what he doesn’t.  He’s not perfect, he’s not experienced but he’s interrogating his situation, trying to understand it from the second his boots hit the deck and that tenacity leads to moments of startling honesty.
The same episode, ‘Air’ Part 3, sees the characters frantically searching for a mineral they need to get the Destiny’s air scrubbers up and running.  The only planet they can access is a desert and, as Eli’s team turn back, followed not long after by Rush and a reluctant Greer, Scott finds himself alone. 

Except, he may not be.  Throughout the episode, Scott sees a dust devil which no one else acknowledges.  He follows it, past the point of no return and begins to hallucinate, seeing the Catholic priest that raised him and reliving the events that led him to join the military.  Finally, he passes out in front of the hallucinations which stop at the edge of the dry lake bed he’s been searching for.  With the help of Greer and Eli he makes it back to the Destiny but says absolutely nothing about what he experienced.  Scott’s new but he’s not stupid and he knows that talking about an experience which sits on the boundary line between first contact and a spiritual event is the last thing he needs to do.  Through this, his uncertainty becomes a certainty, a strength to accept the absences and questions that his life has already left him with.  Matthew Scott is a good man but he isn’t a perfect one, and as a result is far more interesting than a perfect man could ever be.

If Scott’s doubt is quietly revolutionary, his relationship with Eli is, at first, traditional.  Scott and Eli are the latest iteration of a partnership that begins with Kirk and Spock, runs through the likes of George Francisco and Matt Sikes in Alien Nation and culminates in the Jack and Daniel and Mckay and Shepherd double acts of the previous Stargate series.  In each case one is the heart and the other the mind, one impulsive and one intelligent, one physical, one intellectual.  However, with Scott and Eli, the boundaries are a little harder to define.

David Blue is faced with as much of a challenge as Brian J. Smith.  Superficially, Eli is a geek wish given form; a gifted young man whose skills are recognised and is whisked away from his life playing computer games and watching TV to assist the most important experiment of all time.  If Scott is who we’d like to be, Eli is who we are, a normal young man in an abnormal situation.
Except, even here, things aren’t as simple as they first seem.  Eli is phenomenally clever, certainly, but he’s also more than a little angry.  In short order, we find out he had to drop out of university to look after his mother, took a wide variety of dead end jobs and discovered his intelligence meant very little out in the real world.  He’s charming and gentle, a funny, self deprecating figure who’s a little easier to like than Scott, but a little harder to respect. 
Until someone tries to push him and Eli digs his heels in.  Blue plays Eli as a young man who is nice until he isn’t, hardened by the events of his life into someone who is desperate to be liked but at the same time completely unwilling to compromise.  There’s a wonderful moment at the end of ‘Air’ Part 3 where a Marine detachment sent through to look for Scott and Greer are pulled back to the Destiny.  Their CO, 2nd Lt. Vanessa James tells Eli to go back through, that she’ll wait for them.  Eli refuses and there’s a tiny beat where James clearly looks at him in a different light, seeing something different to the chunky, fast talking civilian who came aboard the Destiny
Eli is definitely the show’s joker, but there’s much more to him than that.  Like Scott, he’s powered and defined by a difficult past and, like Scott, Eli is a very different kind of hero.  The soldier and scientist double act lives on but in these two men, it looks set to break some new and very interesting ground.

Scott and Eli are neatly set up as the show’s viewpoint characters but their perspectives aren’t the only ones we see.  One of the others is part of the Destiny itself, a series of automated spherical cameras Eli finds and nicknames ‘Kinoes’.  The Kinoes, at first glance are a neat work around for the characters’ lack of resources.  The Kinoes are used to scout ahead, examine locations and worlds and make sure they’re safe, just as the MALF did on the original show.  However, it soon becomes apparent that the Kinoes have two other, far more impressive roles to play in the show.
The first becomes apparent at the end of ‘Air’ Part 2 as Rush and Colonel Young get into a blazing argument in the Gate room.  We see Rush, framed by the gate, at a high angle as he tries to explain why he’s not tried to dial Earth yet.  It’s a great shot, showing off both Robert Carlyle’s frantic, desperate performance and the faded steampunk grandeur of the Gate room itself but there’s something a little off about it.  It takes a few seconds to realise that the shot is from the point of view of a Kino, slowly tracking events in the room.  This technique is used several times and in most cases is done so subtly we don’t even notice, not only adding a very different, very intimate tone to the story but also making a direct connection between the viewer and the characters.  We see through the eyes of a Kino and by extension are in the scene instead of simply viewing it.  The sense of immediacy that brings is surprisingly intense, tying into the fragile, off balance nature of the characters to create a palpable feeling of unpredictability and danger.  It also makes the fact that the Kinoes are active the first time we see them even more interesting; are they an automated system?  Or is someone else onboard the Destiny?  These are big questions for a pilot episode to raise and to do them through something whose perspective we’re set up to trust is extremely impressive.

The third approach the series takes to its viewpoint characters is both the darkest and most playful, set in motion by the Ancient communication devices Col. Young brings on board. The devices allow the user to swap consciousness with a volunteer back on Earth, giving them the chance to touch home but never stay there. It’s a tantalising and horrific concept, a jet black mirror designed to give the characters everything they want but never letting them keep it. Three episodes in it’s effects are already being felt by Everett Young, David Telford and Nicholas Rush in particular.

In a kinder series, Young and Telford would be the heroes, both experienced SGC Officers who are accustomed to command and the difficult decisions that come with it.  Here, they’re something a little more human and a lot more desperate, Young taking the command of Icarus Base despite his wife’s objections and Telford finding himself the Commanding Officer of a mission that got underway without him.  Originally intended to lead the expedition to the Destiny, he instead finds himself a reluctant, ill tempered visitor to the ship, out of his depth and an active danger to Col Young in particular as he pushes the other officer’s seriously injured body past tolerances.  Louis Ferreira and Lou Diamond Phillips are already one of the show’s most interesting pairings as the two officers and the contrast between the quiet, considered Young and the tenacious, pitbull-like Telford is neatly drawn.  Both men are heroes of their own stories but not quite heroes here and that sense of displacement and discomfort is one of the show’s most fascinating aspects.  The connection with Earth, if anything, only drives home the isolation these characters feel as Young struggles with his new command, Telford struggles with his lack of one and everyone else finds that the only thing worse than being cut off from home is being able to visit but never quite stay.
Even the presence of the communication stones proves troublesome, as Dr Rush takes credit for bringing them aboard, despite Col Young doing so.  Rush, once again, should be the hero especially given the Stargate franchise’s long-standing respect for the idea of the Hero Scientist.
Superficially, Rush is just that. Played by Robert Carlyle, he’s brilliant, difficult and driven, a man who has sacrificed everything for his work and yet seems all too aware of that.  Carlyle has the toughest job of all here, having to sell a character who is both vital to the mission and possibly responsible for it, a man whose heroic actions are tempered by self interest and whose palpable hostility towards Scott and Greer walks the line between irritability, snobbery and racism.  He’s very difficult to like but impossible not to watch, a still point in the constant, whirling chaos of life onboard Destiny who may be the crew’s salvation, their biggest problem or both. 
In fact, Carlyle plays him as a modern Prospero, a distant, aloof figure who at times gives every appearance of hating everyone around him.  But, like Prospero, Rush is capable of moments of startling kindness, whether it’s congratulating Eli on his bravery on the desert world or offering comfort to a grief stricken Chloe.  His best moment though, comes in a confrontation with Scott where he refuses to let the younger soldier bully him into achieving the impossible.  Scott takes two steps towards him, the threat and confidence in his face crumbling as he says one word that encompasses everything everyone in the room is feeling:
‘Please.’
Rush’s response is gentle, understanding and even then, a little mocking. 
‘What makes you think I won’t try?’

All three men orbit around the communication devices and, by extension, control of the mission, each drawn to the other and each struggling not just for control of the mission but control of themselves. Later episodes promise to add characters like Camille Wray, the senior civil servant aboard to this mix but even without them, the communication devices make the constantly shifting power structure on the Destiny part of the viewer’s perspective. The unreliable narrator is part of the architecture and if no one can be trusted then everyone has to be watched.

Stargate:Universe is ambitious and confident in exactly the way it’s characters aren’t, a series filled with complex, flawed people who are constantly forced to scrabble for the tiniest, most elemental victories. The final moments of ‘Air‘ Part 3 demonstrate this beautifully as we see a montage of the air scrubbers being repaired and every character reacting to the new, clean air. As ‘Breathe‘ by Alexi Murdoch plays we see each one of them realise where they are, see each one of them realise how much trouble they’re in, what’s behind them and what’s still to come. Clean air is a victory for these people, a tiny assertion of control. It’s all they’ve got and even that is taken away from them as, in the last seconds of the episode, something breaks free from the Destiny and flies off. The final message is clear; the Destiny crew are alone, out of their depth and the only people they can rely on are the last people they want to, each other. Whether they can, and what happens when they fail, remains to be seen.

Save Points: Gamer, 2000AD and the Dark Future of Fun

October 3rd, 2009

Chaos, punctuated by familiar figures in combat gear. They move with practiced ease and kill with absolute efficiency as they wage war across a warehouse in a derelict town. It could be any war in the last thirty years and, crucially, it could be any game in the last twenty. We follow one character as he moves through and up the warehouse, coming under heavy fire but destroying everyone in his path until, at the last moment, a grenade drops at his feet.

Suddenly we’re outside, and the figure we’ve been following bounces off the roof of a car as the grenade detonates above him. He falls to the ground, drags himself up and stumbles forwards. He’s surrounded by other figures, all wounded, all stumbling, all desperate and as we see them it becomes clear that these are people, not computer characters. Hurt, exhausted, frightened people whose lives depend on reaching a ridiculous piece of science fiction architecture before they’re killed. This is a game and it’s a matter of life and death.

By any stretch of the imagination, this has been a banner year for mid-level science fiction, the sort of film which balances budget and invention to create something genuinely new. Moon and District 9 were both legitimate and deserved successes and have been followed by the likes of Cold Souls, Pandorum and Gamer. Of all of them, Gamer is the most populist, produced by Neveldine/Taylor, the writers and directors of the Crank movies and superficially has the same level of demented pulp as its predecessors. Gamer follows Kable, a death row inmate whose brain has been replaced with nanex, a nanotechnological substance that gives his brain its own unique IP address. Kable is part of Slayers, a real world death match that pits teams of Slayers against one another, controlled by players. If you survive thirty battles, you go free. Kable, continually claiming his innocence, is on twenty seven and the vultures are starting to circle…

Where the Crank movies have achieved cult status, Gamer has been widely decried as the sort of violent, ghastly pantomime that isn’t deserving of any critical attention. It’s unfortunate too as Gamer shares a lot of DNA, or in this case source code, with something uniquely English; 2000AD.

Launched in 1977 by IPC, 2000AD is arguably responsible for almost all the English comics scene. Writers like Alan Moore, Garth Ennis and Grant Morrison all cut their teeth in its page as did countless artists and the comic’s unique weekly release schedule and anthology format meant that a steady flow of ideas and characters have emerged from it throughout its life. Judge Dredd, Judge Anderson, Strontium Dog, Slaine, the ABC Warriors, Nikolai Dante, Caballistics Incorporated and dozens more have all been unleashed onto the world, a baying pack of ideas with a horde of talented creators behind them. It was also, and remains, a cheerfully satirical and frequently very violent comic. After all its flagship character, Judge Dredd, polices Mega City 1, one of the last cities left on Earth with a combination of relentless tenacity and utter brutality. Dredd is a mass murderer himself, a character who once voluntarily launched a nuclear strike against another city to save his own and yet is the closest thing Mega City 1 has to a hero. He’s a deeply troubled, nuanced figure as only characters with such an extensive career can be but the fact remains that Dredd is the best cog of a broken machine, not so much a good man in hell as a man striving to be good enough and continually disappointing himself.

This is the first bridge between 2000AD and Gamer, the willingness not only to resort to violence but to use that violence as a carrier for comedy and social commentary. Much of 2000AD’s output is very funny, a pantomime covered in blood and stinking of cordite that, over the years, has produced highlights ranging from a charming teenage sociopath being elected mayor of Mega City 1 to a pair of alien layabouts accidentally making an award winning film starring the alien equivalent of Marlon Brando. Nothing is sacred, everything is fair game and the end result, when it’s at it’s best, is a title whose irreverence is matched only by its intelligence.

Gamer finds its comedy and its horror in the same place, in the hideously violent games that its hero is forced to play. Kable, played by Gerard Butler, looks like a computer graphic brought to life, a pile of muscles, stubble and brutally efficient violence. Butler is rapidly carving a niche for himself as one of the most interesting leading men of his age group and his willingness to subvert the expectations of his audience fits in perfectly with Gamer. He’s physically completely credible, moving with the combination of speed and force that every first person shooter character since Doom’s nameless marine has used but that’s not the character, that’s the role he’s forced to play. Butler’s character emerges in his quiet moments, moments where it becomes clear Kable’s real weapon is his mind. The film’s best, and funniest, moments almost all revolve around Kable subverting expectations, whether it’s finding a queasily effective way to smuggle ethanol into a gas tank or using the Nanex that has replaced his brain against its designer. Each incident is laced with the same blood and grime as the rest of the film but there are flashes of frantic, jet black humour that lift it far above the normal action fare.

This close, violent dance between comedy and horror lies at the heart of 2000AD’s best work and all of Gamer’s best moments. The prisoners who play the game are referred to as I-Cons for example whilst the hapless, low risk prisoners who are used as local colour are Gener-I-Cons, doomed to repeat the same basic motions over and over until they either survive or are caught in a crossfire they can’t avoid. Murder is dressed up as a play on words just as legalised, localised population control is dressed up as a computer game. Mega City 1, and Mayor Proby in particular, would be very proud.

The dance gets even closer, even more brutal as the film progresses and we see the world outside the prison and the game zones. Kable’s player, Simon, who is in turn played by Logan Lerman is a bored rich kid who has made a name for himself, literally, off Kable’s back. He’s a youtube celebrity drenched in blood, a boy with no ethical core who the film is brave enough to never fully redeem. Simon helps Kable, but it’s more out of a sense of propriety than anything else. Kable is Simon’s I-Con, and no one beats Simon. In fact, one of the film’s best scenes focuses on this as an FBI Agent, played by and apparently named after genre stalwart Keith David, shows Simon pictures of the men Kable killed at his control in an attempt to shock the boy into revealing where Kable is. It’s only when Simon’s father’s assets, the things he will inherit and exploit, are threatened that he relents and even then only does so on his terms.

Out in the real world, the sense of unreality is, if anything, heightened. Butler’s colossal frame looks ungainly and out of place surrounded by normal people and the film sensibly plays this up as Kable, a puppet without strings, must once again rely on others to help him. In this instance, it’s the Humanz, a group of resistance fighters led by Brother, played by Ludacris. The Humanz are a group of freedom fighters straight out of central casting, comprised of Brother, Dude and Trace, a punk nurse played with wonderful venom by Alison Lohman. Whilst Ludcaris and Lohman do excellent work, their characters are completely stereotypical, completely off the shelf and that’s the point. They’re Cyberpunk caricatures writ large, two plot mechanics with vocal chords whose sole job it is to move Kable further to his meeting with his final game, the boss fight in every sense of the word.

This is the second bridge between 2000AD and Gamer, this cheerful willingness to embrace not only the stereotypes of modern storytelling but the tropes as well. 2000AD has frequently excelled at riding the pop culture wave and even when it’s failed, the magazine has know exactly what to lampoon. Pop culture parody and the subversion of pop culture iconography has been at the core of its structure for decades to varying levels of success and this magpie instinct, this willingness to use whatever toys have been left lying around and to do something new and interesting and, frequently, trend-setting with them is clearly also present in Gamer. Superficially the film as a whole, and the Humanz scenes in particular, play a lot like the cut scenes that explain the plot in between action sequences on a video game. There are clear, overt references to films like The Running Man and Blade Runner, a flashback sequence which helps justify the hero’s terrible actions and even the grand entrance of a mysterious benefactor. This isn’t just a film about game culture, this is a film that adapts and adopts game culture and game narrative in a far more successful manner than any of it’s predecessors.

This in turn leads to the third bridge between 2000AD and Gamer, the pathological need to poke fun at modern trends. In the past this has been where 2000AD has been at its weakest but here Gamer manages to not only absorb and comment on first person shooter culture but also games like Second Life. Society, the film’s equivalent of Second Life, is home to its most disturbing scenes as normal people are controlled by Society gamers as a day job and forced to do horrific, degrading things to themselves and each other. Kable’s wife, Angie, played by Amber Valletta is forced to take a role in the game and much of the film’s middle half hour revolves around Kable’s spectacularly violent attempt to rescue her, pursued by some of the very Slayers he played against and with prior to his escape. Whilst Second Life has done, and continues to do, some fascinating things here it’s nothing but another target, decried as home to overgrown children at best and sociopaths at worst. It’s not remotely fair, but then again, satire never is.

This simultaneous love of and need to attack game structure is reflected in the film’s closing scene which, in turn, harks back to the maniacal pulp invention of 2000AD. The inevitable and vital link between Kable and Castle, the creator of Slayers and Society is established and Kable goes off to rescue his daughter from Castle and in doing so, go through the boss fight. This is the final level of countless arcade games or sections of arcade games, as the player, powered up by the knowledge and equipment he’s received along the way, must face the big boss.

Who, in this case, is essentially Steve Jobs, the Apple CEO. Michael C. Hall has come in for a lot of criticism for his portrayal of Castle and it’s a real shame as he’s one of the film’s best features. Fiercely intelligent and clearly deranged, Castle has the movie’s best moment all to himself. Kable finds himself face to face with a silhouetted Castle who drops, Bob Fosse style, into a stringless puppet pose before stepping out into the light and launching into a spirited rendition of ‘I’ve Got You Under My Skin’. He’s surrounded by Slayers I-Cons who, under his control, launch into an elaborate dance number in support of him which segues effortlessly into a fight with Kable. Jazz and blood, comedy and horror, songs and violence. It’s a glorious scene and it’s made by the glee with which Hall attacks every line and, later, Kable himself.

But for all the fun Castle has, he can never win. Kable, watched and helped by Simon and Kyra Sedgwick as Gina Parker Smith, a cheerfully ruthless journalist gets a confession from Castle live on every TV on Earth. His name is cleared, he’s an innocent man, the first victim of a new type of crime.

Then he stabs Castle in the chest. Because no hero is perfect and deep down, no hero wants to be. This is the big finish, the big moment and like a lot of game endings, it’s a little too perfect. Kable is reunited with his wife and child, Castle’s control of anyone with Nanex is brought to an end and Kable, a mass murderer is allowed to go free. This is the film’s final bridge to 2000AD, its willingness to embrace the dark and the unexpected and to find something oddly hopeful within it. The Nanex technology still exists, is clearly too valuable to leave alone and Kable remains an asset to some and a threat to others. None of which matters, the film instead closing on Kable and his family driving through the mountains to freedom. The shot is the film’s final subversion, it’s final nod, mirroring the final scene of the theatrical cut of Blade Runner. It’s a happy ending stuck on a gore drenched opera, a moment of peace at the end of a chorus of explosions and death. It feels both unreal and too real, the perfect computer game ending to the first film to absorb the narrative techniques of the first person shooter. Gamer may be over, but the game, complete with its brutality, its stereotypes and its feverish humour, will never end.

Where’s Al?-The Bigger on the Inside Edition Part 2

September 25th, 2009

Journalism

I filed my first story for a national newspaper this month. The Guardian are producing two ‘Guides to the Night’ at the end of October and the Guide editor, Phil Daoust, contacted me about writing a piece about telling ghost stories to live audiences.
It was massive fun to do, covering environment, story, audience and performance and it really helped me focus in on the mechanics of storytelling. The piece is scheduled for print on October 24th and I even get a photograph, hopefully looking moody standing in an archway. I suit archways.

I’ve also had two pieces published by SFX recently; the first covering the apparent discovery that the melanin in human hair could be used as a conductor in solar cells instead of silicone. It’s a dizzying claim that promises that solar cells could be produced for a quarter of their current cost and, in turn, offers up the possibility of cheap, affordable electricity for some of the world’s most inaccessible places. It’s a dizzying, beautiful concept which sounds too good to be true.

Which, unfortunately, it was. Not long after I filed the piece the student who’d made the discovery admitted it was a fraud. It’s a real shame too as it’s one of those ideas that should work.

My second pieces was much more successful, thanks largely to FantasyCon actually taking place instead of people just claiming it did. My Con report went live this week and includes details of books by Mike Shevdon and John Lenahan, my role in the BFS Awards ceremony and the news that Being Human novels are due next year. Parts of this piece are also scheduled to turn up in the magazine itself as part of their convention round-up.

Fiction
More Twitter fiction, just a single one this time, sold to Jetse Devries’ excellent Outshine and published on September 10th. It’s a tiny little piece but I like it, and would I think, rather like to live in the city it describes.

Roleplaying

With the game just a couple of months away, I can now announce that I’m one of the senior scenario writers on the Doctor Who Roleplaying Game. Or, to put it another way, two decades upstream? 12-year old Al is a very, very happy kid knowing he still has this gig to look forward to.

I’ve not just got to play in the official Doctor Who universe I’ve also got to shape it a little bit, expanding a couple of the lesser alien races and building an interesting little playground that should make a fun location for players to bounce off from time to time. I’ve had immense fun and the two scenarios I’ve got in the game are a nice combination of classic Who (Something nasty in the green and pleasant land, let’s solve things with science! Run! Run some more!) and my own unique style (Government conspiracies! Brave new world! Radio 4!). I’m both very excited and a little nervous about how they, and the adventure seeds I contributed, are going to be received. Not long to go now…

Reviews

A few years ago, I contributed a story to Andrew Hook’s ‘The Alsiso Project’ anthology. It was a gloriously odd idea, taking a spelling mistake and using it as the starting point for twenty three completely unique stories. Mine was a lecture, delivered by someone who has discovered that Alsiso is the name for something we haven’t quite reached yet, a linguistic tenth planet of sorts.

It was also pretty much hated on release, which is fine, each to their own after all. However, CERN Zoo just put up a spectacularly good review of both the book and my story which I’ve linked to here. I always rather liked my Alsiso story and it’s a real pleasure to see someone else does too.

So there we go, a busy couple of months. Thanks for sticking with me and check back soon for more pop culture goodness.

Where’s Al?-The Bigger on the Inside Edition Part 1

September 23rd, 2009

It’s been a busy few weeks, so busy, in fact that ‘Where’s Al?’ needs to be broken up into two entries. First off, let’s take a look at what’s been going on at Hub, Pseudopod and Escape Pod recently..

Podcasting
Orrin Grey’s ‘The Worm That Gnaws’ followed Mark Felps’ ‘Raising Eddie’ at Pseudopod. It’s a great piece, a period story about the very real and very supernatural dangers of grave robbing.

Blake Vaughn’s ‘The Leviathan’ was up next and is one of my favourite Pseudopod stories in a while. It’s a piece about what it’s like to brush up against something unknowable on both the intimate and the supernatural scale and reminded me more than a little of Ray Bradbury’s classic ‘The Foghorn’.

Things got meta the week after that with the debut of the first ever Escape Artists metacast. It’s interesting listening, with Ben our CEO, Steve, our founder, Rachel the co-editor of Podcastle and myself all contributing with details of where the company stands, what processes go into making an episode and how we feel about doing the work.

The week after that, Felicity Bloomfield’s haunting ‘Wave Goodbye’, a story that balances first world guilt with third world horror to terrifying effect.

Regulars’ was up next, with Frank Oreto deftly using the social contract between barkeep and customer to focus the deep, personal horror of the piece.

Jim Bihyeh’s ‘Reservation Monsters’ followed it, exploring Navajo culture with tremendous subtlety and atmosphere.

Most recently ‘Got Milk?’ by John Alfred Taylor explored what happens when you don’t notice reality start to curdle until it’s much, much too late. I narrated this one as well as introduced it and it’s a blast, simultaneously very funny and utterly revolting

I also spent a month in the woooorlld of tomorrow! Or Escape Pod as we like to call it, where I guest hosted four episodes. The first ‘Cathargo Delenda Est’ by Genevieve Valentine is a story about what happens when something is about to happen, that moment before the singularity, before everything changes.

Skinhorse goes to Mars’ by Jay Lake was up next, a highly entertaining combination of demented pulp invention and grounded, almost Firefly-like universe building.

The Monkey Will Never Get Rid Of Its Black Hands’ by Rachel Swirsky followed it, which I also narrated. This, to my mind, is one of the best stories we’ve ever run, a fascinating, troubling combination of alternate history, seething fury and vast human tragedy.

Finally, ‘Sinner, Baker, Fablist, Priest; Red Mask, Black Mask, Gentleman, Beast’ by Eugie Foster is yet another in a run of massively inventive, intelligent stories from Eugie. This and Rachel’s piece are two real highlights in what’s been a very strong year for all three podcasts.

Hub

Issue 95 kicked off with ‘Last Flight’ by Malin Larsson as well as a look at the Vampire in fiction by our new columnist Janet Neilson and reviews of Star Wars: The Clone Wars episodes 19-21 by Richard Whittaker.

Issue 96 featured ‘Obsession’ by Jo Thomas as our story and featured my look at Ivan Reitman’s flawed but fun Evolution in our Big Screen Future feature. It’s not a perfect movie, but I’d contend any film which allows David Duchovny, Seann William Scott and Orlando Jones to sing ‘Play That Funky Music, White Boy’ has got to have something going for it. The issue is rounded out by a review of Star Wars: The Clone Wars episode 22 by Richard Whittaker.

Issue 97 featured ‘The Locked Room’ by Gaie Sebold and Martin Owton. The reviews section was given over to a Blockbuster round up covering Harry Potter and The Half Blood Prince, GI Joe: The Rise of Cobra, Terminator: Salvation, Transformers: Revenge of the Fallen and Orphan. The issue was rounded out by Gary McMahon’s excellent Bleeding Words column, looking at the difficulties of transitioning from the small press to the big leagues.

Most recently, issue 98 featured an exclusive; ‘The Clockwork Hunter’ is a short story by Andy Remic set in the same universe as Kell’s Legend, his new novel from Angry Robot. It’s a fantastically nasty, very odd fantasy world delivered with Andy’s usual flair and this story is a perfect chance to see if it’s your thing.

The reviews cover Sarah Pinborough’s superb The Language of Dying, Neil Blommkamp’s fascinating District 9 and a combined review of Inglourious Basterds and Shorts. I’m a big fan of movie reviews at the best of times, you may have noticed, but the Inglourious Basterds review is something genuinely very special. I don’t agree with some of the points raised in it but I’ve yet to see another review approach the film as an exploration of film itself in quite so much depth.

The other stand out review this issue is a double header, as both Janet and I take a look at Personal Effects: Dark Art. A fascinating, transmedia novel that comes with a packet of documents that inform the story and sits in the centre of a cloud of websites that allow the reader to interrogate the story, it’s the print debut of podcasting giant JC Hutchins. Check out the reviews to see what we thought of it.
The issue is rounded out by another Big Screen Future, this time looking at James Cameron’s The Abyss. To my mind it’s not only Cameron’s best film but also the one that his new movie, Avatar, appears closest to in terms of approach. Whether Avatar will be instantly successful, in the way The Abyss wasn’t, is going to be fascinating to see.

So that’s what’s been going on with the podcasts and Hub recently. Check back tomorrow for a break down of what else has been going on.

Opening the Golden Envelope

September 20th, 2009

Giving, they say, is better than receiving except, of course, when you’re receiving an award. Although, based on my experience last night, giving an award is still a remarkably fun experience.
Along with Lee Harris, Hub’s first editor, now publisher, I was invited to give the award for Best Collection at this year’s British Fantasy Awards. Now, thanks to the wonders of modern technology, here’s our introduction in full:

Eviction Night in the Pit: Ian Rankin’s Dark Entries: A John Constantine Novel

September 13th, 2009

John Constantine has been around. A former punk rocker turned street magician, Constantine has faced down every ruler of hell, defeated the thing that lives behind the world, survived time in an insane asylum and a Maximum Security prison and become involved time and again with the London underworld.

John Constantine has been around. Created by Alan Moore during his acclaimed run on Saga of the Swamp Thing, Constantine was originally modelled on Sting; a cocky, slightly alien occult wide boy with an eye for the main chance and a ruthless streak a mile long. As the lead character in Hellblazer, he’s become one of the great anti-heroes of the last twenty years and very nearly every major comic writer working today has worked on the title at one time or another. Constantine is, literally, a constant, a Chandler-esque figure with none of the romance and a lot more cynicism, a man who endures in both senses of the word.

John Constantine has been around. Over the years he’s travelled the length and breadth of England, has spent time in the US, done time in the US and lived in Australia. One of the very places he’s never been is out in the spotlight, in the glare of publicity that only reality TV can provide.

Until now. Ian Rankin, one of the greatest crime writers of his generation has produced the first in a new series of Vertigo Crime graphic novels. Dark Entries is the story of what happens when John Constantine and reality TV collide. It’s also a fascinating examination of the difference between compressed and decompressed storytelling.

Rankin is the master of the quiet character touch and his Rebus novels are full of the sort of unconscious character tics that make people unique. With that in mind, it’s interesting to see not only how he moves across to comic work but what he leaves behind to get there. Rankin’s eye for description is still there but he’s been able to move that aspect of the work across to the art, giving both elements equal weight. Produced with quiet authority by Weather Delle’dera the black and white art manages to be tense without being scratchy and Delle’dera manages to give each character unique mannerisms. Jude the football hooligan slouches his way around the house just as Ishmael, the cautious, quiet, oldest housemate is always looking around the room, always making sure everyone else is there. Alice, her arms covered with scars almost never makes eye contact whilst Tom the amiable American geek makes far too much despite his eyes being concealed behind the blank white discs of his glasses. Akiko, the Japanese girl is quiet, reserved and desperate whilst Steph is aware, upright, awake. Each one is unique, each one is well rounded and each one is doomed.

Rankin shares a certain wilful contrariness with his most famous creation and for the first one hundred and seventeen pages, Dark Entries is a slow burn, a murder mystery without a murder. We follow Constantine as he’s approached by Mr Keene, the producer of a reality TV show called Haunted Mansion whose mansion is a little too haunted, we see Keene feed him information, see Constantine enter the house and see what’s begun to terrify the contestants. We also see a lot of the traditional elements of reality TV, from circular conversations to complaints about the lack of alcohol, diary room confessions and the constant struggle for dominance in the pecking order that has been the cornerstone of Big Brother in particular for years. Its typically impressive work from Rankin, putting six people together in an odd environment, and putting the perennial outsider, the detective, in the middle of them. It’s a murder mystery without a murder, And Then There Were None where everyone’s still upright and the result is a low key but constant rise in tension.

Then, on page one hundred and eighteen, Rankin shows us the truth and everything changes. The true nature of the house and the contestants is revealed as it’s placed in a much larger, much more unsettling concept. The story is no longer John Constantine in the world of reality TV but reality TV in the world of John Constantine, a change so dramatic the page colour even shifts from black to white.

This is where Rankin may lose some readers. What began as a relatively straight haunted house story becomes outright supernatural horror with the turn of a page and Delle’edera’s rendition of hell and its denizens must surely rank with John Ridgway and Steve Dillon’s versions as definitive. Like his predecessors, Delle’dera’s hell is spacious, open and one step to the left of normal and, just like his predecessors, Delle’dera uses that to lull us into a false sense of security. Hell really is other people here, as Haunted Mansion is revealed to be a long term ratings hit amongst the damned. Every aspect of reality TV culture is transposed across, from the endless discussion of the housemate’s actions to Eviction Night and the constant scrabble to keep the viewers happy. At first it’s a jarring change, but as the novel goes on it becomes clear that this really is the only way the story could go, running the supernatural world of John Constantine together with the barely natural world of reality television.

Even here, Rankin cheerfully refuses to increase the pace. The tension continues to build, the crowds continue to get raucous but they also keep watching.
Because that’s what you do. Reality TV is, like any entertainment, an investment of time for the viewer, albeit with an added social element. You keep watching through the bad bits so you’ll see the good bits when they happen but you also keep watching because that’s what everyone else does. The contestants are alienated so you don’t have to be.
This is the true genius of the book as Rankin, the novelist who excels at long form storytelling, uses reality TV as a bridge into comics, a medium traditionally associated with short form stories. Rankin keeps every element of his style and marries them to the standard tropes of a Hellblazer story: a very English inferno, suburban horror and personal sacrifice. He even willingly sacrifices his favoured location, with the only reference to Edinburgh seeing Constantine confront Brian McArthur, a former friend who became obsessed with Sawney Bean. Brian’s descent into insanity, cannibalism, murder and death plays like what it is, the big finish of a smaller story. In that story, Brian and the question of whether he was possessed by or obsessed with Bean would be the centre of attention but here, it and Brian, are pushed to the sidelines. He becomes a rejected housemate, a demented fan, someone who knows they’re important and takes desperate measures to get near the star of the show. Which is, as ever, Constantine.

The end result is a novel that feels expansive but not padded, something that wears the clothes of a reality TV show but takes it to some unimaginably dark places. It marries the human touch and deliberate pace of Rankin’s novels with the immediacy of comics, creating a graphic novel in the most literal sense of the phrase. The final quarter, where everything comes to head, has that sickening tension that comes after the fall but before the impact, a sense that no one, not the housemates, not Constantine, not even Mr Keene is safe. It’s the moment after the crowd turns but before the crowd riots, and it’s a credit to Rankin that this is the most unsettling aspect of the story. It’s also a pitch-perfect examination of why John Constantine remains such a successful character; he’s a dark, metaphysical lens that we can view the world through and be horrified and fascinated before we turn away. He has no such luxury but at least, with Rankin, he’s in very safe hands.

Happy Anniversary, Doctor Banzai: The Adventures of Buckaroo Banzai Across the Eighth Dimension

September 4th, 2009

The pantheon of heroic scientists contains some of the greatest names in science fiction; Professor Bernard Quatermass, Professor Henry Jones II, The Doctor and many more. But there’s one in particular who has strode across the world for twenty five years, a man whose genius is matched only by his compassion and musical ability; Doctor Buckaroo Banzai, who celebrates his 25th anniversary this year.

Written by Earl Mac Rauch, directed by WD Richter and starring some of the iconic names of the ‘80s and earl y ‘90s, The Adventures of Buckaroo Banzai Across The Eighth Dimension was released in 1984 and gradually acquired cult status. It’s the story of Buckaroo Banzai, an orphaned genius, scientist, musician and martial artist who splits his time between performing high end brain surgery, developing a way of passing through solid matter and playing slightly seedy clubs in New Jersey with his band, the Hong Kong Cavaliers.
As the film opens, Buckaroo has perfected the Oscillation Overthruster, a device that allows him to move through the invisible dimensions contained within solid matter. But even as he celebrates his success, an age old war is about to reignite on Earth, a war that connects the Orson Welles’ War of the Worlds broadcast with a spaceship orbiting high over the Earth and Buckaroo’s Oscillation Overthruster. Years ago, something awful arrived from the Eighth Dimension and now it wants to go back…

Buckaroo Banzai presents the absurd with an absolutely straight face, filtering the standard 1950s ‘Two fisted scientist’ through Miami Vice and the start of the cult of personality to create something genuinely unique. Buckaroo is a superhero whose costume is a sharp ‘80s suit, a man for whom medicine comes as easily as physics, martial arts and aeronautics. He’s utterly deadpan, utterly driven and played with absolutely perfection by Weller. His deep, sonorous voice combines with Mac Rauch’s script to present a man who is both incredibly clever and at the same time slightly distanced. In the hands of a lesser, or at least less eccentric, writer this would turn him into the absolutely standard tortured genius of science fiction, able to take his place along side Quatermass as a man who is never allowed and never allows himself to enjoy his achievements.
But Rauch and Weller have different plans for the good doctor. Instead, he becomes a genuinely admirable figure; a smart, competent, compassionate man able to face the almost lunatic dangers of his world safe in the knowledge that there’s very little he can’t out think, out build, out sing or if needed out fight. He’s the Doctor with a regular circle of friends, Quatermass in a better suit. He’s arguably the best of all the heroic scientists and is certainly the best dressed.
The Hong Kong Cavaliers are a vital part of both Buckaroo’s success and that of the film. A near roll call of some of the best character actors of the last thirty years, they include Clancy Brown as the unflappable Rawhide, Jeff Goldblum as the oddly cowboy-clad New Jersey, Lewis Smith as the impossibly good looking Perfect Tommy and Pepe Serna as the relentlessly cheerful Reno Nevada and they all get a chance not just to register but to shine. Goldblum’s nervous doctor who can sing and ‘dance a little’ is particularly good fun, a man desperate to fit in and somehow managing to do so whilst never quite taking off the cowboy outfit. Smith’s platinum blonde, Billy Idol-a-like and Brown’s relaxed, informal scientist/commando are equally as likeable. There’s an air of Doc Savage and his friends to the way they interact, combined with an offhand, relaxed humour years ahead of its time. These men are the forerunners of Buffy’s Scooby gang, the crew of the Serenity and the command staff of the reimagined Galactica, a group of people so comfortable with each other you have no problem accepting the idea of hard rocking scientists with guns and their own volunteer army.
The rest of the cast are as impressive, especially Ellen Barkin as the improbably named Penny Priddy and John Lithgow as Doctor Emilio Lizardo and John Whorfin, the Lectroid dictator who takes over his body. Lithgow in particular throws himself around the set with maniacal glee, a bulky Peter Lorre with an appalling Italian accent and a fondness for referring to humans as ‘monkey boy’ and his maniacal performance is a great counterpoint to Weller’s relentlessly calm Banzai. However it’s Carl Lumbly who steals the show as John Parker, an envoy from the Black Lectroids who is endlessly compassionate, slightly inept and wildly eccentric. Lumbly, like several other cast members, is adept at stealing a scene by doing almost nothing and he’s on top form here.

The cast, combined with Richter’s direction and Mac Rauch’s script turn the film into something truly wonderful. From the moment Buckaroo activates the Oscillation Overthruster to the final scenes on the Hong Kong Cavaliers tour bus you feel as though you’re looking through a window into a different world. It’s escapism in the purist sense, a look at a world which is both infinitely more dangerous and somehow far more appealing, watched over and defended by a genius and his best friends, all of whom put their trousers on one leg at a time.
There’s a sense of barely contained glee at getting away with producing something so odd that suffuses the entire film, especially the end credits that see Buckaroo and friends marching in time across the Sepulveda Basin. It’s a perfect summation of what’s gone before, as we see the world’s best dressed genius joined by friends both human and alien, alive and dead. As he leads them across the basin it becomes clear this is the reason why Buckaroo wins, the reason why he’s such an enduring figure even now. On his own he’s incredible, but with his friends, he’s exceptional.

So happy anniversary Doctor Banzai. You don’t just keep the world safe, you make it much more interesting. And remember, wherever you go, there you are.

Better Eyes Than That: The Avatar Trailer

August 25th, 2009

James Cameron is coming home. The director of The Terminator, Terminator 2: Judgment Day, Aliens and The Abyss Cameron was, along with Ridley Scott and John Woo, pivotal in creating the grammar of action and genre cinema in the ‘80s and ‘90s.

Whilst Scott favoured worlds that were both functional and richly detailed and Woo became ever more fascinated by the heroic ideal and how that could be represented through balletic, creative violence, Cameron remained unusually practical. A former special effects technician who’d learnt his trade working with Roger Corman, Cameron’s combination of invention, vision and willingness to get his hands dirty led him to work with the likes of Ron Cobb to create futures which were incredible and tangible, brave new worlds where the rivets weren’t just visible, they were vital.

Cameron’s return to the genre is a project he’s been working on for over a decade. Initially written in 1995, Avatar was put on hold until special effects were advanced enough for the film to be properly realised. That time has now come and after years of speculation, the film was previewed this week, through a trailer and 16 minutes of footage shown at IMAX cinemas worldwide.

The response, so far, has been unsurprisingly negative as the unusual combination of hype and secrecy surrounding the project has raised expectations impossibly high. There is, inevitably, already talk of it being the biggest flop of the year and that it may signal the end of Cameron’s career.

I disagree, because I think Cameron’s been here before.

The Abyss is his least well-regarded film but arguably his best. The film follows a group of oil rig workers and Navy SEALs as they find themselves caught between natural disaster, human frailty, the very real possibility of nuclear war and a first contact situation on the ocean bed, combining all four to create what is arguably Cameron’s best and most human film.

It also features one of the the single most influential scenes in 1990s genre cinema. At the film’s halfway mark, the crew discover a tentacle of mobile water snaking its way through their badly damaged rig and their reactions tell us everything we need to know about them. Coffey, the SEAL team leader is terrified, Bud, the rig foreman is shocked and fascinated and Lindsay, the rig designer and his wife is completely unafraid. In one of the film’s best moments, the tentacle mimics Lindsay’s face and seamlessly, without any fanfare, we begin to communicate with an alien race. It’s the moment the clocks stop, the moment the new age begins and it’s heralded by nothing more than an alien water tentacle sticking its tongue out.

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What’s less obvious is that special effects technology changed at the same time. The water tentacle was one of the earliest examples of practical CGI, neatly sidestepping the limitations of the technology by relying on a basic, elemental substance and texture. Simple, effective and unlike anything seen before, it was the moment that arguably opened the door for everything from the Quidditch games of Harry Potter to the subtle recreation of period San Francisco in Zodiac. It’s less a scene, more a hinge around which over a decade of films turn.

Which brings us to Avatar and to Jake Sullivan smiling with two mouths and two different faces.

Avatar is Jake’s story. A paralysed former marine, he’s given a chance to walk again as part of the Avatar program on Pandora. The only world where an incredibly valuable mineral has been discovered, Pandora is as beautiful as it is hostile and the Avatars are an attempt to even the odds. Grown from a combination of their pilot’s DNA and that of the Na’vi, Pandora’s dominant race, Avatars are ‘flown’ by pilots in a secure location, allowing them to interact with and, in theory, survive the Pandoran ecosystem.

They’re also, from a practical point of view, entirely fake. The film uses a combination of motion capture and computer graphics to create most of Pandora, including the Avatars themselves. Unsurprisingly, they’ve also become the focus of much of the film’s early negative buzz, critics citing the Elvish appearance of the characters and their opaque skin as highlighting instead of hiding their artificiality. Neill Blomkamp’s acclaimed District 9 has also been used as a comparison, the ‘Prawn’ aliens of Blomkamp’s seething Johannesburg more integrated, more real and somehow more alien than Cameron’s stylised Na’vi.

All of this may well prove to be true, after all there’s as much danger as glory in being the first one through the door. But for me, the Avatars are as fascinating and I suspect will prove as pivotal as the water tentacle of The Abyss. The reason, I suspect, lies in the space between Sam Worthington, Jake Sullivan and Jake Sullivan’s Avatar.

Unsurprisingly Worthington, the film’s star, is front and centre for almost all the trailer but what’s more surprising is that there’s only one line of dialogue throughout. As a result, the viewer is naturally drawn not only to the special effects but to the physical acting on display and one moment in particular. There’s a shot of Jake, sitting next to the tank his Avatar is suspended in, bathed in the blue light coming from it. He looks at it for a long moment, then smiles. It’s a fascinating moment, not least because of how much Worthington communicates with that smile. There’s abject wonder, intense satisfaction and recognition there, all wrapped up in under a second of screen time.

It’s particularly fascinating when viewed with a moment that comes later in the trailer. Jake has been downloaded into his Avatar for the first time, a gangly, nine-foot tall creature of incredible power tempered only by inexperience. He stumbles and puts a colossal hand against the glass of the observation room nearby then looks up, smiles a wide, predatory smile filled with teeth and utters the one line of the trailer:

‘This is great.’

It’s the same man, the same face, the same smile but wider, wilder and a little more intimidating. It’s a startling moment, clearly Jake, clearly Worthington but somehow something bigger, something different, something new. It’s a moment of startling parity between actor and character as Sam Worthington’s performance, like Jake Sullivan’s thoughts are filtered through to a new, different body. It’s also a moment, like the water tentacle, around which I suspect the next decade’s worth of science fiction cinema will turn.