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“Wonder Woman” poster. Image via Wikipedia, re-used under “Fair Use”.

Superhero movies are not my favorite genre. But I have long enjoyed watching re-runs of the old Wonder Woman TV series starring Lynda Carter, so I made a point of seeing this one.

Another thing that intrigued me is that the movie is set in World War I. (The character of Wonder Woman was originally created in the 1940s, and therefore was naturally depicted fighting in World War II against the Nazis.)

This was interesting to me for a couple of reasons: first, Hollywood normally can’t resist inserting Nazis into things on the flimsiest of pretexts; so to have no Nazis when the source material actually includes them is a pretty bold artistic choice.  Second, World War I is not nearly as well-known to modern audiences as World War II, so this setting seems like a bit of a risk from a marketing perspective. I like risk-taking.

I also like spoiling movies, so be warned–I’m now going to describe the plot, with spoilers!

The film begins in the present-day with Diana (Gal Gadot) receiving a photograph from the first World War, showing her in her full Wonder Woman garb, standing alongside a ragtag band of soldiers.

This segues into young Diana’s childhood on a hidden island of Amazon warriors. Diana wishes to train as a warrior under General Antiope (Robin Wright), but her mother forbids it, and tells her a cautionary tale about the horrors of war. She explains that Zeus created men to be peaceful, but they were corrupted by the God of War, Ares. Zeus then created the Amazons to protect mankind, and Ares was ultimately defeated. But Zeus also created “the God-Killer”–a weapon housed on the Amazons’ island, in case Ares should return.

Despite these warnings, Diana trains in secret anyway.  Her mother eventually finds out and initially disapproves, but ultimately is persuaded to let her continue.

One day, after a sparring session, an airplane crashes just off the shore.  Diana rescues the pilot, Captain Steve Trevor (Chris Pine), and the Amazons defeat the German forces pursuing him, but General Antiope is killed in the battle.

The Amazons question Capt. Trevor, who explains that he is fighting in the “War to end all Wars”. His plane was shot down as he was fleeing the Germans having stolen a notebook from a chemist nicknamed “Dr. Poison” and her commander, General Ludendorff, who are working to create a super-deadly poison gas.

Diana quickly realizes that the war Steve describes must be the work of Ares. She takes the God-Killer weapons and asks Steve to travel with her to the outside world and the center of the fighting, where she is sure they will find Ares.

Steve first takes her to London and delivers Dr. Poison’s notebook to his superiors. They can’t read what it says, but Diana can, and realizes it means the Germans are manufacturing and preparing to deploy the new, more lethal gas at the Front.

Sir Patrick Morgan, one of Steve’s superiors, is close to getting the Germans to agree to an armistice, but Diana believes Ludendorff is actually Ares, and will use the gas no matter what.

Diana, Steve, and a small group assembled with help from Sir Patrick go to the Front to destroy the supplies of poison gas.  Thanks to Diana’s heroics, they successfully liberate a small town and learn that Ludendorff is in the area, planning to attend a gala for the German officers at a castle nearby.

Sir Patrick orders them not to attack the gala, as he is close to finalizing the armistice. However, they go anyway. (Notice a pattern here?) The Germans fire the gas into the recently-liberated village, killing the inhabitants, much to Diana’s horror.

Diana tracks Ludendorff to an airfield where the Germans are about to deploy a massive long-range bomber loaded with the poison gas. Steve and his men attempt to take the bomber, while Diana kills Ludendorff with the God-Killer sword.

Diana is shocked that the fighting doesn’t stop on Ludendorff’s death. She starts to wonder if all mortals truly are inherently evil and prone to violence. At that moment, Sir Patrick appears, and reveals that he is in fact the God Ares, but that he does not cause wars–he merely exposes the true, dark nature of Zeus’s creation.

Meanwhile, Steve and his men fight their way to the bomber, and Steve is able to get aboard, knowing the only way to stop it from delivering its payload is for him to personally destroy it.

Diana and Ares fight a massive battle, and when Diana sees the bomber explode with Steve aboard, she rallies and defeats Ares, having been persuaded that humanity has the capacity for good as well as evil.

The closing scenes show Diana in London, somberly remembering Steve as cheering crowds celebrate the end of the war. The film ends with a return to the present-day Diana, looking at the old photograph of her and Steve, taken when they liberated the village.

As is typical of the genre, there are lots of drawn-out, special effects-heavy fighting scenes.  These are not bad for the most part–though definitely not to my taste. Each of them seemed to go on longer than necessary–thanks in part to an overuse of slow-motion effects. This was especially true of the final showdown between Diana and Ares. Since Diana’s victory was a foregone conclusion, it really did not need to drag on that long.

Much more interesting are the “character” scenes–yes, that’s right; the parts where people actually talk to one another. Gadot and Pine have excellent chemistry together, and their scenes were my favorite parts of the film.  Romantic sub-plots in action movies can very easily become pointless and tiresome, but the sparks between Diana and Steve seem genuine, and it gives the story some real heart.

One interesting aspect of their scenes is that they frequently talk simultaneously or interrupt one another.  This happened quite often–almost to the point of being overused–but it also made their conversations feel spontaneous, rather than just like two actors reciting lines at each other.

I wish the film had dwelt a bit more upon Diana’s relationship with Steve, and her impressions of the “outside world” in general–there was a little too much time in the second half devoted instead to Steve’s merry band of sidekicks.  They were mildly entertaining, but I think it would have been better to let them be nameless grunts rather than try to make them “colorful”. It’s Diana’s story, after all.

The script didn’t even try to use language that was appropriate for the time period–all the allied soldiers and officers spoke in modern lingo. Even more puzzling to me was that occasionally some characters would speak in a foreign language, with subtitles, but the Germans (and some of our heroes when posing as Germans) would speak in German-accented English.

I’d be interested to know the details of some of the weapons used in the film.  Some are obviously fanciful, others seem to have been trying to stay faithful to the period.  At one point, Steve still has a Colt 1911 despite being disguised as German colonel–that seemed weird to me. But after all, this is a comic-book superhero movie, so I tried to tune out the nit-picking historian voice in my head.

This brings me back around to the setting, which as I discussed at the outset was something that interested me in the film. I still think it was daring (by Hollywood franchise standards, that is) to change the setting to a less-familiar time period.

However, given what actually happens in the movie, it’s a bit puzzling. In fact, World War I actually did end with an armistice, and the real Ludendorff survived the war and went on to be influential in the early years of the Nazi Party.  So, given what happens in the film, is it supposed to be the beginning of an alternate history tale in which World War II did not happen? That would be quite interesting, but it’s left very vague and unexplored.  Fertile ground for a sequel, I suppose…

It’s not a bad film by any means, the plodding CGI boss fight at the end notwithstanding. The other fights are good enough, if you like that sort of thing, and Gal Gadot is a very likeable and charismatic lead.

As I said, I have seen few superhero films. The only recent ones I have watched are Marvel’s Thor and its sequel, The Dark World. The former is a delightful adventure that ranks among my favorite movies.  The latter, sadly, is more what I gather the typical superhero movie is like: a CGI-laden affair, with little time for character development or nuanced emotion of any kind.

This is noteworthy because Patty Jenkins, who directed Wonder Woman, was originally hired by Marvel to direct The Dark World, before leaving over the dreaded “creative differences”. It’s a pity; having seen Wonder Woman, I would have liked to have seen what she could have done with it.

Wonder Woman isn’t a great movie, but it’s certainly an entertaining summer flick, and it’s nice to see a film with a female lead and a female director drawing crowds to the theaters.  Hopefully, this will be the beginning of a trend in the entertainment industry.

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“Eating Bull” by Carrie Rubin

I rarely read murder-mystery or thriller-type novels, especially not those without supernatural elements to them.  Stories with lots of non-supernaturally-motivated murders rarely appeal to me.  So Eating Bull was a bit of an adventure–not the sort of book I would normally read.

“Eating Bull” is the cruel nickname given to the novel’s protagonist, Jeremy–an overweight teenager who becomes the primary plaintiff in a lawsuit against fast-food companies in Ohio.  He is supported by his good-hearted but overworked mother, Connie and his nurse, Sue–a determined woman with a strong sense of social justice.

Arrayed against Jeremy, Connie and Sue are school bullies, unsympathetic co-workers, and even Jeremy’s own grandfather–an agoraphobic Army veteran. Sue faces the additional difficulty of her loving but extremely protective husband, who dislikes her risking her own safety by courting the wrath of public opinion.

In addition to all of this, a serial killer calling himself “Darwin” commits a series of grisly murders–all of them targeting overweight people, whom he deems “sheep”.

I won’t go through the plot in too much detail and risk ruining the appeal of watching it unfold. I will say that all these elements are combined very well–each chapter is told from the perspective of either Jeremy, Sue or Darwin, and all of them balance out and keep an extremely gripping pace.  For the final fifty pages or so, I couldn’t put the book down, and the ending is very emotionally satisfying.

Jeremy is very sympathetic and likeable, and Sue is an admirable portrayal of a heroic woman who nonetheless has a flaw–she tends to value her concern for Justice over the more immediate concerns for herself or her loved ones.  This is well-done, because such a character could have easily become cloyingly saintly, and Rubin does a good job of making her seem heroic and also still human.

The Darwin chapters are naturally quite disturbing, and a good example of why I don’t normally read this genre.  Not that they are badly-written–rather, that they are so well-written as to make me feel slightly sick just reading them.  The portrayal of the killer’s mental state is quite sharply-drawn–among other things, it’s one of the best depictions of Obsessive-Compulsive Disorder that I have ever read.

These chapters are definitely heavy on gore, and that was a little tough for me–which is kind of funny, given that my own books have a fair amount of carnage in them.  The parts with violence against women were especially hard to take. But again, these are my own tastes, and I suspect fans of thrillers will be used to this sort of thing.

All in all, I came away extremely impressed by Eating Bull. In spite of the violence, I enjoyed the characters and the pacing. And Rubin also has a real talent for clever descriptions and almost Chandleresque turns of phrase. There were a few hiccups here and there, but overall it stacks up well against the few modern thrillers I’ve read. (Stephen King’s 11/22/63 and Dan Brown’s The Da Vinci Code, in particular.)

I was taken aback by how much I enjoyed the book, since thrillers are normally not my cup of tea.  It was something I pondered for a while as I was reading Eating Bull: “Why am I enjoying this so much? It’s not like me.”

And then it hit me: there’s another side to the book, apart from the engaging plot.

Eating Bull‘s main theme is the problem of obesity–Jeremy is obese, Sue wants to cure the societal causes of obesity, and Darwin wants to exterminate obese people. All the minor characters, in some way or other, comment on Jeremy’s condition–some positively, some negatively–but it’s the central theme of the book.

Now, some would just use that as a cheap “hook” or gimmick to tie everything together.  But Eating Bull goes to some lengths to explore the causes of obesity.

For example, there are several scenes where Connie gets some fast-food for Jeremy to eat after she returns from work.  She knows this isn’t optimal, and is apologetic to Jeremy’s caregivers when asked about it, but explains that it’s cheaper and faster to get bad food–and as a single mother working two jobs, this is no small consideration.

There are many other examples of this throughout the book, all aimed at showing the various factors that contribute to obesity. At times, it raises some serious issues regarding how food is marketed, reminding me of the non-fiction book Fast Food Nation.

In some ways, Eating Bull is really what they used to call a “problem novel”–a novel meant to illustrate and draw attention to some societal problem. These were especially popular in the late 1800s and early 1900s. Many of Charles Dickens’s novels are examples of the genre, as is Upton Sinclair’s The Jungle.

It’s very difficult to write a social problem novel that doesn’t come across as preachy and heavy-handed–the author has to balance all the mundane facts (and sometimes even figures) needed to make the social point with a compelling dramatic narrative that is interesting to read. (In The Jungle, Sinclair seems to simply give up towards the end, leading to entire chapters that are just lectures and Q&A sessions on Marxist theory.)

For the most part, Eating Bull avoids this pitfall, keeping the action going at a brisk pace while exploring the larger social theme through minor incidents and at well-chosen intervals.  When some detailed sociological point needs to be made, Rubin wisely has it said by Sue, for whom it seems logical and in-character.

This social aspect was really what set Eating Bull apart for me–it was something more than just an interesting page-turner.  Whereas most thrillers are normally easy to forget once you have learned How It All Works Out, this one gives you a bit more to think about.

One word of warning: if you enjoy eating chips or similar snacks while reading, well… you probably won’t while reading this one.  You may decide to opt for a salad instead, but then of course it’s harder to eat a salad while reading. And that’s to say nothing of the Darwin chapters, after which you may not want to eat anything at all…

Still, it’s a good book.  Check it out.

[Audio version of this post available below]

Happy Mother’s Day!

My apologies; there are a couple of technical hiccups in this recording.  Hopefully they aren’t too bad.

(If you want to read the book without any audio glitches, you can get the text on Kindle here. Just throwing that out there.)

Longest one yet–I was afraid I was going to hit YouTube’s 15 minute limit.

Let me know what you think!  And, by the way, you can get the whole book on Kindle here.

250px-planescape-torment-box[Last week Beamdog released an enhanced edition of Planescape: Torment for modern desktops and tablets. In honor of this occasion (and hopefully to drive more people to play it) I decided to post a full-length review of the game, which I’ve somehow never done despite going on about my love for it all these years. Be warned: some spoilers ahead!]

What always strikes me first about Planescape: Torment every time I start a new game is how weird it is.  Your character –called “the Nameless One”–wakes up in a mortuary, apparently as an amnesiac zombie, and is greeted by a floating skull who proceeds to read a message written on the Nameless One’s back.

And that’s just the opening few minutes of what’s at least a 20- to 30-hour game.  It doesn’t get less weird after that.  You meet a whole host of bizarre characters: a chaste succubus, a living suit of armor, a man who is eternally on fire, a living cube with crossbows… the list goes on.  And that doesn’t even address the weird setting–an indescribable world of twisting labyrinths and cities that shift both in physical space and across different planes of reality.

All in all, it’s a strange and disturbing universe that the Nameless One must traverse in order to complete his quest.

And yet, for all the outré creatures and situations you encounter, it always remains possible to relate, even if it’s only in some twisted way, to the humanity of the characters. That is the first piece of genius that points to the heart of Torment’s brilliance: though it is surreal, it is also real on an emotional level–more real, in fact, than many other games that strive for super-realistic graphics and gameplay.

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Gameplay screenshot via Planescape.com

There is a heart to Torment‘s characters, and a logic to its locales and events, because they are all connected by a unifying theme: their relationship to the Nameless One, and how his actions impact all of this is the thread that weaves all these fantastical elements together into a coherent whole.

The fundamental feature of all video games is interactivity.  What differentiates games from other art forms is that the intended audience is meant to actively engage with the game.  It is not merely a passive experience, but one in which the audience is meant to take some action which in turn advances them towards a goal.

In games with narrative–what we might call “dramatic games”–the player’s actions are supposed to advance the story.  By performing an action, the player sees what happens next.  In more sophisticated games, the player has some choice of what actions to perform, and these affect the course of the larger story.

The full potential of this storytelling style is seldom realized in most dramatic games. Generally, most stick with the tried-and-true formula of the player advancing a straightforward narrative by performing a set of actions. But in Torment, the concept of interactivity is wedded to the story of the game itself.

One of the central themes in Torment is the idea of “consensus reality”–the idea that by agreeing to believe in something, it becomes effectively “real”. This is also tied to the game’s famous recurring line: “What can change the Nature of a Man?” (In some endings, the Nameless One can argue that “whatever you believe can change the nature of a man, can.”)

With its relativistic approach to “reality” (that is, the reality of the game world) Torment acknowledges a little-noted but integral truth of gaming: that the game-reality is subject to the manipulations of the player.  In other words, since the player is interacting with the rest of a pre-programmed world, it is ultimately their “reality”, to shape as they see fit.

This is technically true of any game. When you play anything, from Pong to Minecraft to Fallout 4, you are interacting with a virtual world and manipulating it according to your desires.  The difference is that Torment is implicitly aware of this, and it makes the player character’s relationship to the world mimic that of the player themselves.

It is this subtle, critical point that makes Torment an all-time classic that’s still being played nearly 20 years since its release.

Nearly everything that happens in the story, and every character who appears in the game, either has previously been or currently is affected by the Nameless One’s actions. The entire game-world is (or can become) a reflection of the Nameless One’s character, either in his current life or in previous ones.

The architect Louis Sullivan famously wrote that “form ever follows function.” He meant this not merely as an architectural philosophy, but as a wide-ranging principle of design.

I’d argue that good design in narrative isn’t so much a matter of form “following” function, but simply form and function being in harmony.  In drama, you might decide the “form” (the medium/genre in which you will tell your story) before the “function” (the content/theme of your story), but they had better work well together.  That’s why it’s tough to write an action movie that glorifies pacifism, for example.

In Torment, form and function complement one another perfectly: the gameplay involves the player making decisions that alter the world, and the story is about how the Nameless One’s decisions alter the world.

Of course, Torment’s story and dialogue are brilliant on their own merits, and even in another form (it was adapted into a book, after all), the writing hits all the right notes: witty, moving, disturbing, clever and deeply philosophical.

But what makes the lines so powerful, and the intensely introspective storyline so memorable, is the fact that the player is able to make the game their own through their choices.  The player and the player character effectively merge, in a way that transcends (I used that word deliberately) the usual emotional distance between player and avatar.

It’s a difficult in any game to get players to really connect with the characters or the setting.  They intellectually know it’s all just pixels drawn by a bunch of zeroes and ones. And besides, how much can in-game choices “matter”, if you can just reload and try again if it doesn’t work out?

What’s truly amazing is that Torment should theoretically be less accessible than the average game. The strange setting and characters, forbiddingly odd even by fantasy standards, adds another barrier to the player’s ability to relate to it.

And then there’s the fact that the player character’s “death” means even less than in typical games.  He’s immortal; so it doesn’t matter if he gets killed in a fight; he just wakes up again afterwards.  In theory, this should make every conflict less emotionally-charged than it otherwise would be.

The designers stacked the deck against themselves, and then overcame the odds to deliver one of the most emotionally compelling games of all time. And so Torment‘s weirdness is not a flaw, but a strength–it adds to its unique flavor.

Throughout this review, I’ve said relatively little about the specifics of the game itself. That’s because the game defies description–and I think that’s because it’s like a mosaic: I can’t explain why it’s beautiful by showing just one tile–you have to see the interconnected nature of the whole thing to understand it. The best I can do is describe the sense I got from looking at it.

If you like dramatic, narrative-driven video games and you like to think, give Planescape: Torment a try.  You’ll never forget it.

You may have guessed I was building up to something bigger with all the poetry readings I’ve been posting lately.  I also thought I’d try doing a recording of my novella, The Start of the Majestic World.  Here is Chapter 1 of Part 1.  If people like it, I may do more:

Let me know what you think!  And, by the way, you can get the whole book on Kindle here.