Archive for the ‘Reviews’ Category

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

Monday, 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

Monday, 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

Sunday, 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

Saturday, 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.

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

Sunday, 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

Friday, 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.

At War With The Centuries: The Lord of the Sands of Time by Issui Ogawa

Friday, August 21st, 2009

The Lord of the Sands of Time book coverTwo figures stand on a grassy plain. In the distance is a fort, to either side of them are cascades of water or steam. One, a woman, is dressed in a simple white outfit, holding a staff. She is looking directly out of the image. The other is a man, tall, fit, holding a futuristic looking sword and wearing armour that’s as battered as it is functional. He is staring off into the distance. Above them, Wold War 2 era planes fly towards the castle. It’s an arresting image and one that serves not only as a cover but a surprisingly detailed summary of the novel’s themes.

The woman is Miyo, Queen and Oracle of Yamatai. She’s a quietly rebellious character, a woman of tremendous intellect and strength who manages to side step the stereotypes those character traits so often lead to. Miyo is fully aware not only of her responsibilities but of exactly how far she can push her luck. She’s also very aware that her life will never change, that she has been handed what some would view as a fairy tale ending and that as a result, it means very little.

In the hands of a lesser author, Miyo would be conflicted by the arrival of Orville, the other figure on the cover, worried about how her life would change or delighted to see that change made manifest. In Ogawa’s hands though, she becomes one of the most nuanced, grounded female protagonists of recent years, a woman who is tested to the limits by the horrific new world she’s plunged into but is up to the task and more. Miyo is a leader and her journey to that realisation is presented as subtly as it is realistically.

It’s also the reason why Miyo is looking out of the image towards the viewer. She is the only character in the novel who is still able to think past the war, to be aware not even of the future but of the possibility of one. The final scenes demonstrate both this and how far she’s come perfectly, as Miyo rallies what’s left of the Yamatai forces in the surf and in one speech begins to lay the groundwork not only for the future of her country but her species. It’s a crucial moment for both her and the story as she finally embraces her position and sees the battlefield in a different way, the Queen finally realising she can move and act differently to every other piece on the field.

If Miyo is a Queen, then Orville and his fellow Messengers are pawns. An AI from 2598, Orville is part of the Upstreamer Force, humanity’s last line of defence against the ET, a race of aliens who have swept the inner solar system clear of humanity. With the tide finally turning, the ET initiate a jump ‘upstream’ into humanity’s past to continue the war there. Orville and his thousands of compatriots are sent after them but with a subtly different mission; instead of fighting the ET, they will announce themselves to Earth and unite their ancestors against the common threat. In doing so, they will erase forever the future that gave birth to them.

Orville is as fascinating a character as Miyo as much because of his limitations as his abilities. Able to access vast tracts of knowledge instantly, terrifyingly effective in combat and in constant communication with the other Messengers and Cutty Sark, the AI organising the campaign, Orville starts the novel as a pawn but soon realises that pawns don’t win wars. As he and his colleagues discover, time and again, that humanity cannot unite against a common threat he begins to doubt Cutty’s battle plan and in doing so, learns how to move across the board differently. Orville begins to think like a Knight, looking more than one move ahead and, in doing so, he sows the seeds that will lead to humanity’s salvation. Ironically, he also indirectly creates the society that snatches Miyo from her parents and drops her into her role at the pinnacle of Yamatai society.

The seeds of Orville’s independence in turn come from his final months prior to deployment. Like the rest of the Upstreamer force, he’s encouraged to spend time with humanity and like many of his colleagues becomes romantically involved. Orville’s girlfriend, Sayaka, is a cheerfully cynical and quietly altruistic supply officer who uses her job as a crucible to examine the true nature of humanity. She’s painfully aware of every failing we have but also sees how many of those failings come from good intentions and it’s this crumpled optimism and cheerful mistrust of authority that she passes on to Orville. We aren’t a perfect species, but that’s what makes us fascinating. Much like Miyo’s growing strength as a leader it’s a fairly traditional narrative technique but, as with Miyo, Ogawa presents it in such a grounded, honest manner that you can’t help but be carried along.

Orville isn’t the only Messenger to be changed by his time with humanity, as his friend Alexandr demonstrates. Alexandr becomes friends with Shumina, a librarian and one of the novel’s most affecting strands deals with the story Alexandr is writing for Shumina, or whatever version of Shumina the timestream will eventually create. An allegorical children’s story dealing with the war, it’s the one thing that keeps Alexandr sane across thousands of years of combat and defeat and becomes something more than the Messengers, a story with a life of it’s own sewn across countless cultures and countries, a message in a bottle from the future, buried in the past.

Alexandr’s story ends up embodying everything that the Messengers did right and every one of their failings. Unable to hold the ET off at any time in history, the massively depleted troops use the last weapon at their disposal, myth, to arm humanity against incursion. This is not only the moment where Orville, Alexandr and the rest truly become Knights, figures with one foot in reality and one in story, but also the moment that shows why they can never be anything more. The Messengers come back from a future where there the war dominates every aspect of life and is the reason for their existence. Their tragedy, and Orville’s in particular, is that he can no longer see anything beyond the war, beyond the next holding action, the next small victory, the next retreat. In the end, Orville is looking out across the plain because that’s all he knows how to do.

The Lord of the Sands of Time is one of the first releases from Haikasoru, a new imprint dedicated to bringing Japanese science fiction to the west and it would be difficult to find a stronger first offering. Ogawa has an eye for detail and character and a consistently elegant view of temporal warfare that gives the book a grace many other novels lack. This is an intelligent, compassionate, action packed story about love, duty, history and the different ways we perceive it. It’s one of the finest science fiction novels of the last five years and one that anyone remotely interested in the field shouldn’t be without.

Magnificent Desolation: Moon

Wednesday, July 29th, 2009

MoonThe Apollo program died the moment Neil Armstrong’s flickery cathode ghost touched down on the moon’s safe and uttered one of the most famous phrases in human history. Everything that followed him, from the genial charm of Al Bean’s Apollo 12 crew to the ‘successful failure’ of Apollo 13 and the arrival of Harrison Schmitt, the only scientist in history to walk on the moon on Apollo 17, was an afterthought, an also ran, second place. The moon had been reached and it was summed up perfectly by Armstrong’s pilot, Buzz Aldrin; magnificent desolation.

Moon, written by Duncan Jones and Nathan Parker and directed by Jones takes this vague disappointment and makes it the centre of the film. The story cleverly places our satellite in the last position it can appear new; as somewhere remote, dangerous, but ultimately mundane. A workplace with spacesuits, a mine face populated by robots. This moon is busy, certainly, but still empty, still desolate, but no longer devoid of human presence.
The story follows Sam Bell, played by Sam Rockwell. Sam is the token human presence at Sarang Moonbase, serving a three year term where his biggest responsibility is to periodically empty the Helium 3 tanks of the robotic harvesters he looks after and ship the gas back to Earth. Sarang is the front line of modern science, instrumental in keeping Helium 3 as the number one, ecologically sound, clean fuel used on Earth. Sam’s job is equal parts janitor and astronaut, frontiersman and manual labour and the paycheque more than makes up for the three years of his life spent in alone.
Sam, as we first meet him, is as well adjusted to his job as he can be. He keeps a botanical garden using old food boxes as planters, is constructing a precise scale model of his hometown, works out regularly and lives for the video messages from his wife. With two weeks to go he’s a serene, placid figure whose one concern is his growing health problems. He’s beginning to hallucinate and whilst he can still do his job, he’s becoming very aware that something is wrong. Matters come to a head when he sees a woman walking, suitless, on the lunar surface. The ensuing accident cripples his rover and leaves him badly injured.
Sam wakes up in the infirmary. He’s told by the base AI, GERTY, that he had an accident, was able to get back to Sarang but appears to have suffered minor brain damage. GERTY runs some tests, makes sure he stays in bed and leaves him be.

But Sam Bell, the second time we meet him, is a different man. He’s concerned, agitated, curious. He gets out of bed early and hears what sounds like GERTY talking to Earth, except the live satellite link has been down for weeks. He can’t remember making sections of the town model and when he notices that one of the Harvesters has been immobilised, is hugely frustrated to be told he can’t go out to fix it. Filled with nervous energy and seemingly unharmed from his accident, Sam fakes an atmosphere breach and leaves the station.

In the airlock, there’s an empty hangar where a spacesuit should be.

When he reaches the Harvester, there’s a rover trapped under its treads.

In the rover is a man with Sam Bell’s face.

Sam Bell is a placid, calm man who sees things that aren’t there and has only two weeks left to serve. Sam Bell is a nervous, energetic, angry man who is two weeks into a three year contract. Both think they’re the real Sam. Both want answers. Both are being lied to.

The genius of Jones’ film is that the desolation that Buzz Aldrinr esponded to is not only present but lies at the heart of both versions of Sam. The banality of their existence is not only a comfort but, it’s revealed over the course of the film, a positive influence on both of them. The younger Sam is driven to the point of obsession, angry, bad with people and on the verge of losing his wife. He’s barely able to keep still where the older Sam is barely able to move, lacking the benefit of three years of monastic life at Sarang.
The older Sam has the tranquillity but lacks the drive. He’s a man who has done nothing but look himself in the face for three years and as the film progresses, he’s the one who becomes strong enough to confront the very personal aspects of the situation. Young Sam is concerned with where he’s going, whether he’s real, whether he’ll get back to Earth. Older Sam is concerned with where they’ve been, happy to find out whether they’re real and able to deal with the truth far better than young Sam. One of the film’s finest, most poignant moments comes from this and is, appropriately, an absence. Old Sam makes contact not only with Earth but with the daughter that he has spent three years watching grow up, only to find her a fifteen year old young woman. Rockwell’s face is a master class of silent, complex acting as he struggles to deal with not only this information but his own voice, off shot, asking who’s on the phone.

Neither of them are real. Neither of them are first. Neither of them are important.

This is the information he keeps from young Sam, recognising that the younger version of himself needs the anger, the energy, the absence of knowledge in order to get where he needs to be. It’s a sin of kindness as well as one of omission and it gives the ending a bittersweet tone it desperately needs.

Rockwell’s work as the two versions of Sam Bell is extraordinary, there’s really no other way to describe it. The slightly distant serenity of older Sam is present in every element of the character from his over long hair and the physical damage he takes to the moment he receives a message from his wife. Rockwell is completely focussed on the screen, living for a woman who is a quarter of a million miles away and, unknown to him, fifteen years ago. A lesser actor would have played this Sam as child like or senile but in Rockwell’s hands he’s a gentle, smart man who is coming to the end of his life and coming to an acceptance of that.
The younger Sam, in stark contrast, is a character wrapped in an elaborate joke. Spending much of the film in his Lunar Industries jumpsuit and aviator sunglasses he’s every inch the hero astronaut, complete with close cropped hair and constant, desperate need to find out more. He’s energetic where older Sam is tranquil, tensed where older Sam is relaxed. He has potential but no peace and it’s that which ultimately gives him the tools he needs to get to the end of the story.
In essence, Rockwell is playing one man as both father and son and the honesty with which he does it is affecting without ever seeming mawkish. These men have the same memories, the same experiences but an entirely different outlook and the script is at its best when it demonstrates that. Young Sam’s initial plan, to wake a third clone and kill him so one of them can escape unnoticed to Earth and the other can serve out his term is shot down by his older compatriot not because it won’t work, but because they don’t kill. It’s a simple moment of absolute knowledge, a remarkable piece of scriptwriting where a character is in essence having an externalised moral discussion with themselves and again it’s one of the film’s best scenes. By the end of the film, Sam has been given that rarest of gifts; knowledge not only of where he’s going but what he’ll be like when he gets there and finishes the story as a combination of his two incarnations; a young man with the energy and anger to deal with his new life tempered by experience, self knowledge and compassion.

Were the film just a conversation between two incarnations of Rockwell it would be impressive. However, Kevin Spacey as the voice of GERTY provides a fascinating counterpoint for the character. A blocky, functional computer that can move around Sarang on a ceiling rail, GERTY looks like HAL from 2001 redesigned by the NASA of the 1980s. The only sop to human contact is a small screen where he communicates using a variety of smiley faces.
Once again, the genius of the film lies in this minimalism, as GERTY communicates a complex series of emotions through less than ten still images. Spacey’s warm, expressive voice gives the AI a strength which varies from intimidating to comical and finally remarkably human. When faced with the knowledge that Sam has met himself, GERTY asks whether he might be imagining things and at times appears to view Sam as an asset of the company and nothing more. A lesser film would have used this to make GERTY an adversary but he’s anything but, instead acting as a soldered Ariel, a figure who observes everything and helps Sam not because he wants to, but because he’s programmed to.
Even there though, the film leaves room for doubt. GERTY’s willingness to help could also be read as guilt or dissatisfaction over presiding over the murder of the previous Sams. His final action, offering Sam his reset switches to ensure no record of the events at Sarang will survive is again open to interpretation; on one hand it’s the final act of an AI who is programmed to help its human colleague first and protect their employer second. On the other, it’s a form of voluntary lobotomy, perhaps even the end GERTY has been working towards, a final binary absolution.

The film’s minimalist nature allows Rockwell and Spacey to drill down to the essence of their characters and also allows Jones and Parker to place it in the rarified atmosphere between contemporary science fiction and cyberpunk. Sarang is a resolutely functional base and even Sam’s personal effects seem dated and worn, his small bunk, stainless steel shower and battered chair owing as much to Red Dwarf as they do to Alien. This is the world of tomorrow in its most mundane sense, a future which is almost exactly like the presence in every way.
But this minimalism also means the few hints of the outside world stand out far more than normal. Dominique McElligott and Kaya Scodelario as Sam’s wife and daughter offer hints of an outside world that is as enticing as it is unreachable whilst the excellent Matt Berry and Benedict Wong give Lunar Industries an utterly convincing passive aggressive face as Overmyers and Thompson, the two executives in charge of the operation.
It also means that the film becomes a metatextual piece, the themes of cloning, isolation and corporate espionage applicable both to its own universe and others. It’s almost impossible to not view Sam as an early Replicant, an industrial genetic android with a short lifespan and a single job to do. Like Roy Batty, Sam wants more life but unlike the antagonist and, arguably, hero of Blade Runner, he gets that life without any blood on his hands. Likewise, the three man ‘rescue squad’ dispatched to the moon to help repair Sam’s Harvester could easily be viewed as a Blade Runner division kept on permenant retainer.
Much like Sam, the more the viewer digs, the more questions are raised. Is every base on the moon run by a version of Sam Bell? Was the original Sam complicit? How many times has this happened before? How many other people have been cloned?

The film answers none of these questions and is stronger for that. In fact, it’s single misstep comes in the closing credits as voice over news reports tell us that the young Sam made it to Earth and that Lunar Industries are being indicted for crimes against humanity. It’s an unnecessary complication to an almost inconceivably elegant, exploration of one man’s life played out against a landscape that is both defined and released by two words; magnificent desolation.

Counting to 456: Torchwood and the Children of Earth

Saturday, July 11th, 2009

The Earth(This essay discusses the entire series in detail. Spoilers for every episode abound.)

In 1966, something terrible makes contact with the British government. Something worse delivers twelve children to it. One escapes to a life of homelessness and mental illness, a life of misery and nightmares of a man in a long coat who promised safety and lied. The others disappear.
In 2009, a voice speaks from the throat of every child in the world and the child who escaped, the man in the long coat and a group of civil servants, politicians and innocent bystanders find themselves at the centre of an event that marks a very intimate apocalypse.

Torchwood:Children of Earth throws everything the previous two series built up around themselves out and replaces it with something which is both infinitely darker and far more contemporary. Five episodes long, each one of them equating to a single day, it’s a story that deals with powerlessnes, societal collapse and what it means to face total, absolute change. These big ideas are all viewed through the lens of small, personal apocalypses, a very human look at how the world ends that hasn’t been seen on British television since The Day of the Triffids. Both are stories about normal people in impossible situations and both follow what happens when those people do the only thing they can; break.

This is clearest in John Frobisher, played by Peter Capaldi. Frobisher is a resolutely average man wth a wife, two daughters and no chance of moving any higher in the government. When the children begin to speak, he is placed in charge by the PM and finds himself giving the order to kill the only people who could uncover the British government’s previous interaction with the alien race known as the 456. When faced with this responsibility he does what almost anyone would do; delegates it to his assistant and murder becomes an item on someone’s to do list. Six people have their death warrants signed before the first coffee run of the day, thanks to something as innocuous as it is disturbing; a blank piece of paper.

Frobisher is at the heart of the story’s strongest element; it’s political dimension. Approaching an event of this magnitude from the perspective of a government allows the writers to take the impossible, fantastic events of the five days and not only ground them but curdle them. This is second contact presented as a policy issue, an action item and as a result this is a moment of singular, abject change that is tainted with the same air of polite sleaze and passive aggressive corruption that has tainted British politics for as long as I’ve been alive. Frobisher is a middle manager put in charge of negotiations with an alien race for no reason other than his diposability, a useful tool in the same way a pen is, or a gun.
He’s a flawed, unfaithful man who signs off on murder but is all too aware of what he’s doing. He knows why he has the job, knows he can never escape it and knows exactly who he’s dealing with. In one of the story’s best moments, he tells Jack that he has his daughter and grandson. Jack threatens to kidnap Frobisher’s wife and Frobisher smiles, apologises and tells Jack that he won’t do that, because he’s the better man. John Frobisher is not a good man, by any stretch of the imagination, but he knows exactly what he is and that makes for queasy, uncomfortable and riveting viewing.
Frobisher, in the end, is not even a monster, he’s the man who stands next to the monsters and in the end, that leaves him with no choice but to become one. His final scene, played out over Bridget explaining that he was a good man is heartbreak in needlepoint, an average life collapsing into horror in one of the series’ many quiet targedies. Frobisher returns home, and Bridget explains how they met. Frobisher sends his children upstairs, and Bridget remarks that he always worked hard and that that isn’t appreciated enough. Frobisher takes a gun from a box, his hand shaking and walks upstairs to the only conclusion he has left, the only way he can still protect his family.
Bridget, his aide, appears to be stronger than Frobisher for most of the story. She’s a career civil servant, a woman who is as calm as she is disillusioned, grinding her way through the same tasks in the same office for yet another decade. It’s only as the series continues that we see who she really is, a fiercely competent woman who has been overlooked and ignored her entire life and has come to accept that. Like Frobisher she’s not exceptional, like Frobisher she’s doomed the moment the job is passed to them but unlike him, she is lucky enough to be given a means of escape. Her final scene, calmly informing the Prime Minister that everything he’s said has been recorded could be played as triumphant, as a final victory but instead it’s played as the closing note of a career that stalled years previously. Bridget was in the room just like everyone else, she said nothing, just like everyone else but in what is surely the last moments of the government, she finds the strength to do the right thing.

If Frobisher and Bridget have greatness thrust upon them and are crushed by it, then Brian Green, the Prime Minister embraces it for all the wrong reasons. Nicholas Farrell has the hardest job of all, playing a man who could and in some ways should be a caricature, a politician who sees nothing but an opportunity in the greatest crime ever committed against humanity. He’s polite, plausible, slippery and utterly convincing, telling Frobisher his children will be taken so the government can appear to be ‘victims’ too with exactly the right amount of sympathy needed to get him out of the door. Green is the embodiment of decades of failure in English politics, a man who exists to do one thing; continue to govern. After all, there are things to be done, policies to be made, elections to be won.

This attitude leads to the series’ most horrific and best scene, the axis around which everything else ultimately revolves. The 456 issue their demands for ten percent of the world’s children and the PM and his cabinet begin discussing the logistics. In the space of ten minutes, they go from the absurdity of attempting to haggle, to excusing their own children from removal to discussing how to ’spin’ the biggest crime in human history to a single line which embodies the series’ uniquely horrible approach to science fiction:

‘”If we can’t identify the lowest achieving 10% of this country’s children, then what are the school league tables for?”

This is it. This is the moment that Torchwood has talked about for two years, the moment ‘where everything changes’ and it’s only when it arrives that two awful truths become clear; the wrong people are presiding over it and no one ever said things would change for the better. This is the end of the world decided by committee, a very English, polite, sickening apocalypse.
In isolation, this would simply be disturbing. However, we see it through a resolutely normal perspective, Lois Habiba, a new secretary played by Cush Jumbo and that’s what makes it truly horrifying. Lois is a normal young woman who finds herself, along with Frobisher and Bridget, in the middle of history. She’s also the key to the rest of the characters’ survival, the only woman who is prepared to believe not just in Torchwood, but in the idea that something other than appeasement is possible. The series has already been criticised for its jet black ending and the incredibly cynicism with which it views humanity but Lois embodies the best elements of us, the quiet, polite young woman who still believes in doing the right thing, even in the face of incredible pressure to turn the other cheek. She grounds the political scenes, reminding the viewer that millions of lives are being weighed against billions and that each and every one of them is a child, is innocent. They all know they have blood on their hands but Lois is the only one horrified enough by it to do something.

She’s also where the real hope of the story lies, not in the people we are expected to trust but in the people who are just like us. It’s given voice by both Lois and Ianto and Jack’s families, resolutely normal people who are consumed by the bad choices made further up the line. Ianto’s sister Rhiannon (Katie Wix) and brother in law Johnny (Rhodri Davies) provide much of the comic relief with Johnny’s cheerful approach to petty crime a stark contrast to the resolutely proper Ianto. However, for all this they’re compassionate, nice, normal people. They worry about what Ianto does, whether or not he’s gay, cheerfully pump him for information on Jack and are all but destroyed by both his death and the total betrayal of the population by the government. They’re everyone, a normal couple trapped at the end of the world and despite everything, desperately concerned with keeping their kids safe.
In stark contrast, Jack’s daughter Alice knows exactly what her father does and wants no part of it. Where Rhiannon and Johnny are brash and honest and open, Alice is closed off, cautious. Through her, we see what a life lived next to Torchwood does, see a woman who never quite relaxes and who is sharp enough to know her father is prepared to use his own grandson as a test subject. She’s played with total reticence and reserve by Lucy Cohu and like many characters gets a final scene of incredible emotional weight. After Jack has sacrificed Stephen, he’s sitting, alone, in a corridor. She walks through one set of doors, pauses, then turns her back on him. Jack looks at her, then leaves via the other doors. In any other series it would be a moment of redemption and triumph, two people finally breaking away from one another to build their own lives. Here, it’s a moment of acceptance as Jack heads for a future stripped of everyone he loves, or at least, those who’ve survived.

For two years Torchwood has described itself as being beyond the government and above the law. If the idea that the government are to be trusted is the first great lie of Children of Earth, this is the second. Every single weakness of the previous two years is exposed and used as a weapon against the team, from the open secret of their existence to their uneasy relationship with the government and Jack’s immortality. By the end of episode one they are cut off from their support structure, their headquarters and their past. By the end of the story they are decimated, reduced to one member with their status in what is surely a very different world unclear.
This is also their finest hour as every single one of the series regulars turns in career best performances. After two seasons of being told how charming and human Gwen is, Eve Myles is finally allowed to show us that side of the character. For the first time we not only see the quiet, friendly, commanding young woman that Gwen is supposed to be but also the very natural and surprisingly poignant relationship she has with her husband, Rhys. Myles and Kai Owen are an incredibly charming double act, finishing each other’s sentences and bantering with one another like people who’ve spent years of their lives together. The moment where Rhys finds out Gwen is pregnant and insists on carrying her rucksack is another of the series’ best and quietest moments. Gwen has survived a bomb explosion, fought for her life against government assassins and kept the pair of them alive but Rhys is damned if he’s going to let his pregnant wife carry a rucksack. They are the heart of the story and the chilling, bitter monologue Gwen delivers at the start of episode five is made all the more affecting by the sight of Rhys, tears rolling down his face, filming her.
Gareth David-Lloyd as Ianto is also given some great material, especially in his interactions with Jack and his family. For the first time, we see something beyond the proper, old fashioned young man with a fondness for good suits and the moment where he arranges to meet Rhiannon where their father broke his leg is another of the series’ best moments. Rhiannon defends their father, Ianto holds his ground and in less than ten seconds we all that we need to see. Ianto decided to be a good man a very long time ago and whilst he’s not always succeeded he’s never stopped trying. His final moments drive that home and for a character who started out at the heart of many of the show’s weakest episodes, his death is the most affecting of them all.

At the centre of it all though stands Jack Harkness. John Barrowman’s work here is exemplary, balancing the playfulness of Jack’s personality with moments of total emotional collapse. His reluctance to treat his relationship with Ianto as something serious makes for some of the best jokes in the series but has a real edge to it as we see Jack run, time and again, not just from happiness but from responsibility. He knows what he’s done, knows how Ianto will react when he finds out and keeps himself at arm’s length because that’s where he feels he deserves to be. The events of Children of Earth do nothing to change that.
Just as the Gwen we see here is the one we’ve always been promised, this is the Jack Harkness that should always have been at the heart of the show. He’s a matinee idol fifty years out of time, a man who doesn’t age but knows death and who has done terrible things for what he thinks is the greater good. He’s the dark mirror of the Doctor, a man who does bad things for good reasons and who is covered in so much blood, a little more won’t matter. Here, at long last, the writers let Barrowman show the weight of Captain Jack’s thousands of years of life, the damage done to a man who can do nothing but live. Yet again, his best moments are the quiet ones, his distraught reaction to Ianto’s death, the scene with Alice in the corridor, the moment where Gwen asks if he’ll come back and he says simply ‘Why?’. Jack has done it all, the bad far more than the good and he can no longer take it. He’s a broken hero in a broken world and in the end does the one thing he can do; leave.

Ranged against all of them is the 456, an alien we never see as anything but an abstraction of beaks and mucus. This is the true genius of the piece, sidestepping the traditional, slightly poor Doctor Who monster for something which is as implacable as it is invisible. The 456 repeats the same phrases over and over, utterly confident in its superiority and presented, at least at first, as just that; a superior force, an alien that can’t be seen or stopped, only communicated with. When that fades, when the 456 are revealed as nothing more than junkies wanting children for the chemicals they secrete, it’s shattering, the accepted wisdom of modern science fiction in general and Doctor Who in particular collapsing as we realise we’re not even important enough to conquer, just to farm. Again, everything changes and we’re shown not only how small we are, but how cruel the universe around is. We’re cattle, to paraphrase Charles Fort and Clem, the only survivor of the 1966 incident played with tremendous strength and dignity by Paul Copley, is defective cattle. His death is as casual as Ianto’s, as cruel and whilst it holds the key to defeating the 456, he’s still dead and he is far from alone.

Children of Earth is stunning, in the most literal sense of the word. It evokes classic British science fiction but does so with an approach which is modern without once being self conscious or mocking. This is a story about what we do in the face of total disaster, of tiny disasters and tiny victories and the way they weave together to make history, for better and for worse. Packed with incredible performances, it’s a relentlessly grim exploration of the moment everything changes for humanity and what happens to those left behind. It’s a modern classic in every sense, a story that takes old elements and makes them timely and new. 21st century TV drama has rarely been better.

The Man with the Book - The Tempest

Thursday, July 9th, 2009

Whitby SeascapeYou don’t notice him at first. The stage is open, set in a ramshackle garden behind York Library, surrounded by Roman ruins and picnic blankets. It’s light, early evening in the summer, that moment before the curtain comes up mixed with the moment before the sun goes down. Unobtrusively, a man sits down on one of the mini-stages, engrossed in a book. He’s tall, middle-aged, well-dressed and completely focussed. He looks like us. He’s sitting where we are. The stage is empty.

Then, satisfied, he walks on stage, holds the book up high and slams it shut.

And in the middle of York, in the middle of Summer, reality shifts.

A storm breaks and suddenly we’re on the deck of a ship filled with grim sailors and terrified noblemen. The man with the book is there too, invisible to the other characters, an audience member somehow on stage, an author somehow within his own story. This is The Tempest, a play where audience members and characters, where author and story and reality and fantasy mix to dizzying effect, presented in York Library Gardens by Sprite Productions.

Roger Ringrose’s Prospero is the author idealised, a muscular, vigorous intellect who throws himself around the stage with tremendous intensity and more than a little flamboyance. Prospero is, on paper, a tragic hero of the sort Shakespeare loved; a man left to die by his brother, forced to survive on a desolate island and exiled for over a decade whilst he plotted his revenge. He is, on paper, a Hamlet rather than a Claudius, the victim of a story instead of a protagonist.
However, that very exile empowers him. Prospero is thrown outside the story, runs off the edge of the film like Yosemite Sam but instead of plummeting to the ground, finds out he can influence the story from his place beyond it. His books may be supplied by Gonzalo but the knowledge, the will to build his liberation comes from Prospero alone. He becomes, within minutes of the play opening, a contemporary of Faust, a man who not only knows his place but knows how to make it better and knows the price he will pay for that. He is the first enlightened scientist of English literature, the tree whose roots still run through modern fiction and incorporate everything from Bernard Quatermass to Sherlock Holmes.

He is of course, also Nigel Kneale and Sir Arthur Conan Doyle, Christopher Marlowe and William Shakespeare. Prospero is outside the book looking in, an author up to his elbows in the organs of his story, present in almost every scene and frantically assembling events to produce the ending he wants.
This makes for some fascinating structural choices in The Tempest. The play is amongst Shakespeare’s most broken backed with the second half little more than an extended series of resolutions as Prospero first gives his blessing to the marriage of Miranda and Ferdinand, then foils the half-baked assassination plot of Trinculo, Stefano and Caliban and finally, almost as an after thought, brings his enemies forth, renders them powerless and then forgives them. Were the play not so redolent with some of Shakespeare’s best language it would feel anti-climactic. Instead, it feels new, clean, almost elegant. This is an author at the end of his life no longer content to build the same story with the same tools but, instead, wanting to comment on that story and explore how it has changed and how he in turn changes it. It is, in short, arguably the first post-modern play ever written.
Prospero is not the only character to transcend narrative however. This production features an Ariel who is simultaneously both resolutely physical and completely incorporeal. This Ariel is played by every member of the cast not on stage and occupied with other roles, a hive mind that is simultaneously individual and united, picking up each other’s sentences, finishing each other’s lines and throwing questions at Prospero from every angle. This is Ariel as a breeze, an idea, a concept given temporary voice and it’s an approach so elemental, so incredibly effective that it’s difficult to understand why every production doesn’t use it. Of course, the one character who never forms part of Ariel is Prospero. The author’s role in the story is inviolate, intimate but distant, involved but apart and whilst he can control a chorus of voices, he can never be part of it directly.

Ranged against these two, the rest of the cast seem almost perfunctory. Miranda in particular is one of the least of Shakespeare’s heroines, a woman required to do little more than love her father, fall in love with Ferdinand and deliver the ‘O brave new world!’ joke. Likewise the pairings of Sebastian and Antonio, Trinculo and Stefano are essayed villains at best, men separated by class but united by blank, unthinking avarice. Here, once again, the cast are used in a manner which is both efficient and clever, Sebastian and Trinculo both played by Phillip Benjamin, Alonso the duke of Naples and Stefano both played by Jacob Krichefski. The rich and the poor alike in every, lost on an island writing itself into existence around them.
Which isn’t to say the company don’t do an excellent job, because they do. This is one of the most uniformly strong companies of actors I’ve seen in years with Benjamin in particular showing a neat ability to shift between the embittered Bertie Wooster of Sebastian and the affable and casually violent, cockney Trinculo. Krichefski is also extremely impressive, bringing a wounded, resigned dignity to Alonso and playing Stephano as a jovial, sinister, cowardly stand up comedian, boasting about murdering Prospero one moment and swapping hats with an audience member to avoid being identified the next. Jack Whitam’s Caliban is a gangly figure, uncoordinated and unfocussed and all the more sympathetic for that whilst Tony Taylor’s Gonzalo is arguably the greatest of Shakespeare’s councillors, a man who is quietly compassionate, ruthlessly intelligent and completely honest about his failings. Each one of them and the rest bring something unique to the role or roles they play, from Stephanie Thomas’ intensity as part of Ariel to David Hartley’s compassionate, open Ferdinand.
However, each of them is in the end nothing more than a phrase in Prospero’s book, a component to propel the story to it’s conclusion. This is a play about a man using the tools of narrative to bring his own story back on course, seizing back control of the life that’s been taken from him and he does so with a ruthlessness that often isn’t communicated. Trinculo, Caliban and Stephano are last seen pursued by dog and wolf spirits, Ferdinand is put through arduous physical labour to prove his worthiness to Miranda and the play finishes with Gonzalo, Alonso, Sebastian and Antonio completely at Prospero’s mercy. They are saved not just by Prospero’s mercy but by the fact that any other ending would be untidy. Things must return to normal must, if anything, be better than normal and the only way that can be achieved is if Prospero is reinstated as Duke of Milan and Ferdinand and Miranda marry, cementing his alliance with Alonso. Everything that happens along the way from the way he toys with Alonso’s grief to the enslavement of both Ariel and Caliban drives that purpose, and with it the story, forwards; Prospero must be returned to the book, he must finish his story and that story must have a happy ending.
But can you return to the book after you’ve been outside it? Prospero’s closing speech suggests otherwise, suggests instead that he knows all too well the crimes he has committed and that the price he will pay for them, is knowledge of them. As the play closes, again with Ringrose alone on stage, it seems clear that he will never be fully part of it again. The actor, the character, the author all leave the stage as one, the story they have worked so hard to build finished and receding and, somehow, doing so without them. Prospero’s books, it seems, imprison as much as they empower.