I slept and dreamt of Cautious Enthusiasm....
Sandman Overture begins with a carnivorous plant having a bad dream. It ends with two siblings abruptly forgetting what they were talking about. Believe me, I am understating the fuck out of this...but, then, understatement is one of the things Neil Gaiman does best. He’s a titan of fantasy literature, and there are many reasons why he’s so good at it, including his knack for dry British restraint. He can describe a cosmic battle between godlike beings with the same inflection you’d use to speak to the vicar at Mrs. Cumberfarthing’s tea social. All the while, his imagination is running at the speed of light. Look at American Gods, or Coraline. Better yet, look at The Sandman.
For it was Sandman that put Neil Gaiman on the map, and helped usher in a wave of adult-oriented comics under DC’s Vertigo imprint. Sandman is 75 issues of storytelling magic. And now, years and years later, Gaiman has returned to give us Sandman Overture, a prequel miniseries that’s now available as a single graphic novel. And that’s so, so awesome, and a little nerve-wracking, because in order to write about it, I somehow have to summarize Sandman. Can’t be done. I lose. So let’s be as brief as possible. Sandman is a comic about many, many things, but at its center are the Endless: seven siblings who aren’t mortals or gods, but personifications of certain aspects of our psyche. The Endless have been around since everything began. If one dies, a replacement is found to assume not only their duties, but their very persona. The names of the Endless are Destiny, Death, Dream, Destruction, Desire, Despair, and Delirium. Dream is the important one. He’s the tall, gaunt, raven-haired guy in the ragged cloak, also known as Morpheus...or The Sandman. At the very beginning of the original comic, Dream was returning to his realm after fighting a battle, the details of which we were never told. Weakened and distracted, he was captured by a bunch of dopey occultists. What manner of sturm und drang could leave such a powerful being so vulnerable?
Sandman Overture has the answers, although I was concerned that Gaiman couldn’t easily slip back into his old storytelling voice. He was a relatively young man when he began Sandman, and the early issues of the comic read more like pulp horror than epic fantasy; even the art style was reminiscent of Tales from the Crypt. Gaiman has come so far, and as an author, I know how shitty one’s older work can seem. I really shouldn’t have worried. Gaiman isn’t going for pulp horror. Why was Dream so bruised and battered when first we met him? Short answer: he was saving the universe. Long answer: don’t even ask me to summarize everything Gaiman crams into six issues. Basically, Dream learns that one aspect of himself -- an alternate Dream from a far-distant world -- has suffered permadeath, which is supposed to be impossible. He sets out to investigate, and discovers...badness. Cosmic unrest, which leads to cosmic war. Much of Sandman Overture is sort of science fiction, which is like saying that Mozart sort of wrote melodies. Sandman Overture is epic, operatic, mind-bending, and utterly glorious. It’s one of Gaiman’s greatest Sandman tales. Better late than never!
There are a couple of ways to make a lousy prequel. There’s the Star Wars thing where you fuck up your own continuity. Then there’s the “Who cares?” route where the prequel does not contain a single piece of new information. Sandman Overture avoids these traps admirably. Nothing in it contradicts Sandman, and more so, it sheds a new light on, well, everything. I plan to revisit Sandman with the knowledge that Dream is, from start to finish, numbingly tired. All too aware of his own mortality. His flaws. At one point, faced with a crowd of alternate-world Dreams, he asks, “Am I always like this?...Self-satisfied. Irritating.” Indeed, Dream always was unapproachable. We didn’t get inside his head enough. This new tale humanizes Dream to a surprising extent and, again, implies that his ordeal renders him a tired, jaded shell of his former self. Yeah, it’s a top-notch prequel. Its one (minor) sin is that Gaiman can’t resist bringing back a lot of the Sandman supporting cast for cameos, some of which contribute nothing to the story. (Hey, it’s the Corinthian! So what!) But he’s able to flesh out a few folks (Dream’s feline version, who only appeared once in Sandman, plays a huge role here) and introduce some intriguing newcomers. We meet the Endless’ parents, and I won’t spoil who or what they are, but they slot perfectly into the mythos.
Okay, let’s talk about the artwork, because holy shit. The comic is drawn by J.H. Williams III and colored by Dave Stewart, and they are an absolute dream team, no pun intended. Once it got past the pulp horror phase, Sandman featured a constantly shifting series of artists and a wide variety of styles, depending on the story arc of the moment. Sandman Overture sticks to one art style, but it’s...well, to call it “psychedelic” is a start, but not enough. It blazes across each page in great, grandiose whorls. Its eye-popping colors are a proud Fuck You to any grim, gritty aesthetic. At times it utilizes clear lines, and at other times the edges soften like watercolor. The layout of the panels and even the speech bubbles become part of the madness. I could compare it to Dr. Strange, or perhaps to The League of Extraordinary Gentlemen once Alan Moore went completely insane. But it’s in a league of its own, perfect for visualizing such an epic tale. Anchored, of course, by that dry Neil Gaiman understatement. Certain double-page spreads contain so much goddamn detail that you could pore over them for an hour or more. This massive a story, coupled with such boundless artwork, would form the climax of many comics.
Here, though, it’s an overture. What’s an overture? An introduction that foreshadows what is to come. Yes, Sandman Overture answers some leftover questions from the original Sandman comic. The motives of certain characters. The placement of a key object or two. Old fans can appreciate each easter egg, while newcomers shouldn’t be scared off. But everyone will be a little lost, because Sandman never was straightforward. Reading it, you must understand that the Endless exist outside of regular time and space. They aren’t entirely linear, and although they appear tangible, they’ll always be misty around the edges. You can’t take them at face value. Who or what is Dream? Why, he’s dreams. All of them. And he’s a person, yes, and a figment of our imagination. He’s real, but he’s not. There’s only one of him, and there are a trillion trillion of him. He’s beyond human thought, but he’s also deeply human at heart. Sandman Overture hints that maybe, after many years, Neil Gaiman has come to understand Dream a little better. Enough to rewind the clock and tell a story that remixes the entire Sandman universe. That’s pretty damn impressive. And I hope Gaiman never leaves this Dream behind.
VERDICT: Endless squee!
Wednesday, June 22, 2016
Thursday, June 16, 2016
A Dang-Blasted Theory: Disney's Talking Animal Universe
A Dang-Blasted Theory: Disney’s Talking Animal Universe
I don’t often hit upon really good fan theories. When I do, it’s best to scribble them down before they dissolve into a puddle of mental stroganoff.
Zootopia was great. I loved it. Definitely my favorite Disney animated feature in quite some time. It was funny, smart, driven by characters and dialogue rather than farts and slang, and had some surprisingly pointed stuff to say about our own society. You can unpack this colorful romp about talking animals, deconstruct its themes of social equality and prejudice, argue whether or not it succeeds in having a coherent message. (For a film decrying racism, it sure does lean heavily on obvious animal-based stereotypes.) I’m not really gonna do that here, because I had a whimsical notion that led me to formulate a theory, not only about Zootopia, but about a ton of other Disney movies.
My whimsical notion was this: Nick Wilde, the jaded, charismatic fox who serves as Zootopia’s secondary hero, is the descendant of Robin Hood -- the jaded, charismatic fox who starred in Disney’s 1973 adaptation. They’re both lawless knaves with their hearts in the right place. They even look very similar, which I’m positive was deliberate. Once I realized that Robin begat Nick, my brain formed the next logical conclusion: Robin Hood and Zootopia take place in the same universe, at different historic periods. A world devoid of humans, where animals function as fully sentient beings with their own society. And then I began wondering if the same could be said of other Disney movies too. A ton of them involve talking animals. But many have humans too, so that doesn’t work. Or DOES it...?
I believe it works, and I’ll explain why. My theory encompasses all Disney animated films that involve talking animals but not magic or fantasy elements. So, for instance, Cinderella may feature those cute mice, but it’s also got magic, so it’s off the table. Science fiction is also not allowed (piss off, Chicken Little). Films that mix live action and animation don’t count (goodbye, Song of the South...you awkwardly racist little thing, you). I’m gonna ignore TV cartoons, and I’m excluding Pixar, which already has its own awesome fan theory. This leaves all the films that ostensibly take place in the “real world.” These films, in chronological order, are...deep breath...Dumbo, Bambi, Lady and the Tramp, 101 Dalmatians, The Jungle Book, The Aristocats, Robin Hood, The Rescuers, The Fox and the Hound, The Great Mouse Detective, Oliver and Company, The Rescuers Down Under, The Lion King, Tarzan, Dinosaur, Home on the Range, and Zootopia. Crappy-ass sequels also count, if you really care.
Put together, these films show us a kind of alternate universe -- let’s simply call it the Talking Animal Universe, or TAU. For whatever reason, animals are sentient here. They coexist with humans, sometimes peacefully, sometimes not. Communication between humans and animals is rare; they might not be speaking the same language. Wild animals generally consider humans to be dangerous and frightening (see: Bambi), while domesticated animals are content to serve humans as pets in return for security, food, etc. Children, as is often the case, are better at communicating than adults, as seen with Mowgli from The Jungle Book and the imperiled kids from the Rescuers movies. Hell, Tarzan is raised by apes from infancy. However, to most adults, animals are just...animals. For better or for worse. Keep them and love them, hunt them and eat them. Whatever. Humans may willfully blind themselves to animals’ sentiency, because acknowledging they can think and feel would force us to face how we’ve treated them.
DISCLAIMER: I am not an animal rights activist. I eat meat. I approve of zoos. I don’t like seeing chimps in science labs but I’m okay with mice being used to cure cancer. I hate the fur industry and I also think PETA is evil and disgusting. It’s called being moderate. Moving on!
From the list above, I want to single out four movies in particular: Dinosaur, The Lion King, Robin Hood, and Zootopia. I put them in that particular order on purpose. What distinguishes them from the others? They are the only films on the list with absolutely no human presence. Dinosaur, that CGI romp from Disney’s experimental phase, is (apparently) set long before mankind. The Lion King seems to exist far from human influence. Robin Hood and Zootopia are supposed to take place in a made-up world where humans never happened. That’s if you take these films at face value. But I believe they’re part of the TAU, and they reveal what ultimately happened to the human race.
So. At some point in our alt-verse, humans realize and/or admit that animals are sentient. Our awakening probably springs from advances in technology and social awareness. As the TAU enters the new millennium, as we stop treating animals cruelly by nature, as political correctness rears its head, we see: our pets can think like us and speak their own language. The wild animals we hunt have minds and souls. What do we, the human race, do with this knowledge? How can we atone for centuries of killing and exploiting sentient creatures? And, from a scientific standpoint, we’re curious. How did animals evolve sentiency, and what might they have accomplished if humans hadn’t been there, blocking the way?
We create a massive experiment that also serves as an apology. We designate a small continent, clear it of all human life, allow it to return to nature. Working together with the animals, we seed this mini-Pangea with life. We rewind all the way back to the first complex beasts, the first vertebrates. We accelerate their evolution so we can watch them develop. Having created this human-free paradise, we sit back to see what happens. The result? Dinosaur. The beginnings of a world where sentient animals evolve without humans and don’t even know humans exist, because we, on the outside, keep them in a bubble. Then, at some point, we destroy ourselves. Human society crumbles. It goes up in flames. Dinosaur shows this: its inciting incident occurs when fire rains from the sky, forcing Aladar and his lemur family to find a new home. Meteors? No. Human satellites, crashing down from space, signaling the Big Death for our species.
(Note: I said I wasn’t going to allow films that mixed live action and animation. But since Dinosaur uses live action as a scenic backdrop only, I give it a pass.)
With humans gone from the TAU, the animals on that isolated continent can go on peacefully evolving with no idea that humans ever existed. Next stop: The Lion King, in which we see the beginnings of true society. Predators still hunt and eat prey, but they rationalize it. All part of the Circle of Life, Simba. I’ll use my anthropology degree here and mention that primitive cultures generally begin with Animism (the belief that everything is alive) before progressing to organized religion. From its early stages, this animal civilization keeps right on evolving. Predators figure out that they don’t need to eat prey at all. How can this be? Well, perhaps humans altered predator DNA to allow them to subsist on some other food source. It just took them awhile to realize this on their own. By the time we reach Robin Hood, animals have learned to walk upright, wear clothes, build towns and castles. Just as humans did. Their evolution mirrors ours. Finally, Zootopia, an ultra-modern culture where animals use smartphones and live in harmony with only the occasional racial hiccup. Our experiment succeeded beautifully; we’re just too extinct to appreciate it.
One big issue is that Zootopia only contains mammals. What about the sentient reptiles, birds, saurians, and even insects we saw in all the other movies? I can imagine some explanations. Sentient bugs might never have been introduced to the experiment. The saurians would have evolved into birds and/or reptiles, and then...perhaps disease killed everything but the mammals. Perhaps Robin Hood took place right before some horrible Black Plague scenario. Alas for Lady Kluck! Or maybe all the birds moved elsewhere in the world and that explains DuckTales. Did I just blow your mind?
You gotta admit, it all works pretty well. Zootopia glosses over what the predators eat, so why not imagine they were genetically altered by long-dead human scientists. Also, we never see a hyena in Zootopia, and I imagine that after being so thoroughly shat upon in The Lion King, the hyenas would want nothing more to do with anybody, ever. But why does Zootopia include foxes, lions, koalas, otters, camels, moose, jaguars, snow leopards, polar bears, gazelles -- a mishmash of species from all over the world? Because we, the humans, planted the DNA for all those species to develop together on a single landmass. They lived in their preferred temperate zones until all of it, from desert to tundra, smashed together into one metropolis.
And that is my theory. It links Disney’s talking-animal films together and demonstrates how, in a sense, they all culminated in Zootopia. The beasts inherited the earth, and good for them! I can’t wait till Zootopia 2 comes along and we can perhaps gain more insight on whether or not Nick and Judy have romantic feelings for each other, and what sort of weird DNA-based shenanigans could lead to sexytimes between a fox and a rabbit. Y’know?
I don’t often hit upon really good fan theories. When I do, it’s best to scribble them down before they dissolve into a puddle of mental stroganoff.
Zootopia was great. I loved it. Definitely my favorite Disney animated feature in quite some time. It was funny, smart, driven by characters and dialogue rather than farts and slang, and had some surprisingly pointed stuff to say about our own society. You can unpack this colorful romp about talking animals, deconstruct its themes of social equality and prejudice, argue whether or not it succeeds in having a coherent message. (For a film decrying racism, it sure does lean heavily on obvious animal-based stereotypes.) I’m not really gonna do that here, because I had a whimsical notion that led me to formulate a theory, not only about Zootopia, but about a ton of other Disney movies.
My whimsical notion was this: Nick Wilde, the jaded, charismatic fox who serves as Zootopia’s secondary hero, is the descendant of Robin Hood -- the jaded, charismatic fox who starred in Disney’s 1973 adaptation. They’re both lawless knaves with their hearts in the right place. They even look very similar, which I’m positive was deliberate. Once I realized that Robin begat Nick, my brain formed the next logical conclusion: Robin Hood and Zootopia take place in the same universe, at different historic periods. A world devoid of humans, where animals function as fully sentient beings with their own society. And then I began wondering if the same could be said of other Disney movies too. A ton of them involve talking animals. But many have humans too, so that doesn’t work. Or DOES it...?
I believe it works, and I’ll explain why. My theory encompasses all Disney animated films that involve talking animals but not magic or fantasy elements. So, for instance, Cinderella may feature those cute mice, but it’s also got magic, so it’s off the table. Science fiction is also not allowed (piss off, Chicken Little). Films that mix live action and animation don’t count (goodbye, Song of the South...you awkwardly racist little thing, you). I’m gonna ignore TV cartoons, and I’m excluding Pixar, which already has its own awesome fan theory. This leaves all the films that ostensibly take place in the “real world.” These films, in chronological order, are...deep breath...Dumbo, Bambi, Lady and the Tramp, 101 Dalmatians, The Jungle Book, The Aristocats, Robin Hood, The Rescuers, The Fox and the Hound, The Great Mouse Detective, Oliver and Company, The Rescuers Down Under, The Lion King, Tarzan, Dinosaur, Home on the Range, and Zootopia. Crappy-ass sequels also count, if you really care.
Put together, these films show us a kind of alternate universe -- let’s simply call it the Talking Animal Universe, or TAU. For whatever reason, animals are sentient here. They coexist with humans, sometimes peacefully, sometimes not. Communication between humans and animals is rare; they might not be speaking the same language. Wild animals generally consider humans to be dangerous and frightening (see: Bambi), while domesticated animals are content to serve humans as pets in return for security, food, etc. Children, as is often the case, are better at communicating than adults, as seen with Mowgli from The Jungle Book and the imperiled kids from the Rescuers movies. Hell, Tarzan is raised by apes from infancy. However, to most adults, animals are just...animals. For better or for worse. Keep them and love them, hunt them and eat them. Whatever. Humans may willfully blind themselves to animals’ sentiency, because acknowledging they can think and feel would force us to face how we’ve treated them.
DISCLAIMER: I am not an animal rights activist. I eat meat. I approve of zoos. I don’t like seeing chimps in science labs but I’m okay with mice being used to cure cancer. I hate the fur industry and I also think PETA is evil and disgusting. It’s called being moderate. Moving on!
From the list above, I want to single out four movies in particular: Dinosaur, The Lion King, Robin Hood, and Zootopia. I put them in that particular order on purpose. What distinguishes them from the others? They are the only films on the list with absolutely no human presence. Dinosaur, that CGI romp from Disney’s experimental phase, is (apparently) set long before mankind. The Lion King seems to exist far from human influence. Robin Hood and Zootopia are supposed to take place in a made-up world where humans never happened. That’s if you take these films at face value. But I believe they’re part of the TAU, and they reveal what ultimately happened to the human race.
So. At some point in our alt-verse, humans realize and/or admit that animals are sentient. Our awakening probably springs from advances in technology and social awareness. As the TAU enters the new millennium, as we stop treating animals cruelly by nature, as political correctness rears its head, we see: our pets can think like us and speak their own language. The wild animals we hunt have minds and souls. What do we, the human race, do with this knowledge? How can we atone for centuries of killing and exploiting sentient creatures? And, from a scientific standpoint, we’re curious. How did animals evolve sentiency, and what might they have accomplished if humans hadn’t been there, blocking the way?
We create a massive experiment that also serves as an apology. We designate a small continent, clear it of all human life, allow it to return to nature. Working together with the animals, we seed this mini-Pangea with life. We rewind all the way back to the first complex beasts, the first vertebrates. We accelerate their evolution so we can watch them develop. Having created this human-free paradise, we sit back to see what happens. The result? Dinosaur. The beginnings of a world where sentient animals evolve without humans and don’t even know humans exist, because we, on the outside, keep them in a bubble. Then, at some point, we destroy ourselves. Human society crumbles. It goes up in flames. Dinosaur shows this: its inciting incident occurs when fire rains from the sky, forcing Aladar and his lemur family to find a new home. Meteors? No. Human satellites, crashing down from space, signaling the Big Death for our species.
(Note: I said I wasn’t going to allow films that mixed live action and animation. But since Dinosaur uses live action as a scenic backdrop only, I give it a pass.)
With humans gone from the TAU, the animals on that isolated continent can go on peacefully evolving with no idea that humans ever existed. Next stop: The Lion King, in which we see the beginnings of true society. Predators still hunt and eat prey, but they rationalize it. All part of the Circle of Life, Simba. I’ll use my anthropology degree here and mention that primitive cultures generally begin with Animism (the belief that everything is alive) before progressing to organized religion. From its early stages, this animal civilization keeps right on evolving. Predators figure out that they don’t need to eat prey at all. How can this be? Well, perhaps humans altered predator DNA to allow them to subsist on some other food source. It just took them awhile to realize this on their own. By the time we reach Robin Hood, animals have learned to walk upright, wear clothes, build towns and castles. Just as humans did. Their evolution mirrors ours. Finally, Zootopia, an ultra-modern culture where animals use smartphones and live in harmony with only the occasional racial hiccup. Our experiment succeeded beautifully; we’re just too extinct to appreciate it.
One big issue is that Zootopia only contains mammals. What about the sentient reptiles, birds, saurians, and even insects we saw in all the other movies? I can imagine some explanations. Sentient bugs might never have been introduced to the experiment. The saurians would have evolved into birds and/or reptiles, and then...perhaps disease killed everything but the mammals. Perhaps Robin Hood took place right before some horrible Black Plague scenario. Alas for Lady Kluck! Or maybe all the birds moved elsewhere in the world and that explains DuckTales. Did I just blow your mind?
You gotta admit, it all works pretty well. Zootopia glosses over what the predators eat, so why not imagine they were genetically altered by long-dead human scientists. Also, we never see a hyena in Zootopia, and I imagine that after being so thoroughly shat upon in The Lion King, the hyenas would want nothing more to do with anybody, ever. But why does Zootopia include foxes, lions, koalas, otters, camels, moose, jaguars, snow leopards, polar bears, gazelles -- a mishmash of species from all over the world? Because we, the humans, planted the DNA for all those species to develop together on a single landmass. They lived in their preferred temperate zones until all of it, from desert to tundra, smashed together into one metropolis.
And that is my theory. It links Disney’s talking-animal films together and demonstrates how, in a sense, they all culminated in Zootopia. The beasts inherited the earth, and good for them! I can’t wait till Zootopia 2 comes along and we can perhaps gain more insight on whether or not Nick and Judy have romantic feelings for each other, and what sort of weird DNA-based shenanigans could lead to sexytimes between a fox and a rabbit. Y’know?
Sunday, May 15, 2016
To Squee Or Not to Squee: Mr. Holmes
I deduce it’s time for Cautious Enthusiasm.
A very old man, recently abroad in Japan, returns to his private estate in the English countryside. The man is Sherlock Holmes. He is played by Sir Ian McKellen, and it’s hard to imagine a more delicious-sounding actor/character combination. But hold your saliva. This movie is going to be a bit different. When we think of Sherlock Holmes, we think of fireworks. Dazzling, snappy detection. Robert Downey Jr. punching thugs or Benedict Cumberbatch flicking clues around like a superhero savant. Mr. Holmes is too meditative for all that. In the movie’s world, Holmes is real and Arthur Conan Doyle isn’t; the entire literary canon was written by Dr. Watson. There was no deerstalker hat, no violin. 221B Baker Street was a ruse to mislead the tourists. People ask Holmes to do “the thing” where he eyeballs someone and deduces everything about them. He can do it, but (as he rather hurtfully demonstrates at one point) it’s not much fun to be put under a lens. This Holmes is a quiet, sad, wry old man. And full of fear.
The last time Sir Ian starred under director Bill Condon, they made Gods and Monsters, about the last days of gay horror director James Whale. I didn’t really like it. It was too melancholy, too much a dirge. I feared Mr. Holmes would be more of the same, would take all the fun out of a legendarily entertaining character. Luckily, for all its pathos, this is still a Sherlock Holmes movie. We expect clues, and we get them: a scattering of plaster, a box inscribed in Japanese, dead bees. We expect mysteries. The elderly Holmes has returned to his cottage, his apiary where he tends his bees. His Irish housekeeper, Mrs. Munro (Laura Linney), has a young son, Roger (Milo Parker), who regards the old detective with keen fascination. Holmes has a secret: his titanic brain is slipping into senile dementia -- for him, a fate worse than death. A mystery he can’t solve. As he develops a bond with Roger and they try to figure out why the bees are dying, two flashback stories are woven in. One is Holmes’ final case, involving a woman (Hattie Morahan) who uses a glass harmonica to speak to her miscarried children. The other sees Holmes in Japan, seeking the prickly ash, a plant which may cure his senility.
We have the building blocks of a good, meaty Holmes adventure: exotic locales, hints of the supernatural, hidden motives. What the movie does so well is show how the world of Holmes is slipping away. Holmes, the real man, is afraid his memories aren’t real -- or, perhaps, are becoming confused with the sensational penny dreadfuls Watson wrote about him. He fears that when he’s gone, the fictional Holmes will be all that remains. Lurking behind the entire story is the fallout from World War II, an event which broke our species. The boy, Roger Munro, lost his father and his innocence. The Japanese lost too much to quantify. Paranormal séances and brilliant detectives became trite playroom toys of the past. Holmes can feel himself, and what he represented, disappearing. But he’s still too brilliant, with too godly an ego, to give up, and that’s why Mr. Holmes is so much more pleasurable to watch than Gods and Monsters. Because why should Sherlock Motherfucking Holmes go down without a fight?
The film is beautiful -- in its portrayal of the time period, in its intercutting of mysteries as more revelations occur, in its acting. Sir Ian is just as Sherlockian as we’d want him to be, with that undercurrent of sadness he does so well. Milo Parker is outstanding as a boy whose impish face can reflect delighted curiosity or deep hurt, a child of war who learned about hardship before he had the facts of life. During the film, tension develops between Holmes and Mrs. Munro, who is far from comfortable when her son starts spending all his time with the detective and snottily correcting her grammar. Laura Linney transcends the “disapproving matron” stereotype. She fears Holmes, whose brain is so far beyond hers, and fears her son, who already has the gaze of a jaded adult man. Every major character in the film, including the woman from Holmes’ fateful final case and the Japanese man (Hiroyuki Sanada) who helped find the prickly ash, fears something. Some unsolved mystery. The film is about coming to understand that mere clues aren’t everything. Except when they are. If that doesn’t make sense, well, that’s life, first and last of all mysteries.
The idea of an elderly Sherlock Holmes has inspired many; I can think of Michael Chabon’s The Final Solution and Neil Gaiman’s “The Case of Death and Honey,” and Mr. Holmes itself was based on A Slight Trick of the Mind by Mitch Cullen. The story came to Condon, a director with an oddball filmography that includes historical dramas, horror, Disney, even Twilight movies. (The idea, I’d guess, was to elevate the material; all it did was prove that not even a pedigree director can salvage Twilight.) Both Mr. Holmes and Gods and Monsters star Ian McKellen as an elderly and lonely man, famous in his prime, raging against his mortality. But Mr. Holmes, by incorporating the crafty puzzles of a Sherlockian mystery or two, succeeds far better as a eulogy. It’s about bitterness, yes, and heartbreak, and hurtful consequences. But it’s also about how to celebrate a life lived, rather than letting it rot. It’s about what can rise from the ashes, and if you’ve seen Mr. Holmes, you’ll know the significance of that statement. I recommend you see Mr. Holmes if you have not already. It’s wonderful.
VERDICT: Squee!
A very old man, recently abroad in Japan, returns to his private estate in the English countryside. The man is Sherlock Holmes. He is played by Sir Ian McKellen, and it’s hard to imagine a more delicious-sounding actor/character combination. But hold your saliva. This movie is going to be a bit different. When we think of Sherlock Holmes, we think of fireworks. Dazzling, snappy detection. Robert Downey Jr. punching thugs or Benedict Cumberbatch flicking clues around like a superhero savant. Mr. Holmes is too meditative for all that. In the movie’s world, Holmes is real and Arthur Conan Doyle isn’t; the entire literary canon was written by Dr. Watson. There was no deerstalker hat, no violin. 221B Baker Street was a ruse to mislead the tourists. People ask Holmes to do “the thing” where he eyeballs someone and deduces everything about them. He can do it, but (as he rather hurtfully demonstrates at one point) it’s not much fun to be put under a lens. This Holmes is a quiet, sad, wry old man. And full of fear.
The last time Sir Ian starred under director Bill Condon, they made Gods and Monsters, about the last days of gay horror director James Whale. I didn’t really like it. It was too melancholy, too much a dirge. I feared Mr. Holmes would be more of the same, would take all the fun out of a legendarily entertaining character. Luckily, for all its pathos, this is still a Sherlock Holmes movie. We expect clues, and we get them: a scattering of plaster, a box inscribed in Japanese, dead bees. We expect mysteries. The elderly Holmes has returned to his cottage, his apiary where he tends his bees. His Irish housekeeper, Mrs. Munro (Laura Linney), has a young son, Roger (Milo Parker), who regards the old detective with keen fascination. Holmes has a secret: his titanic brain is slipping into senile dementia -- for him, a fate worse than death. A mystery he can’t solve. As he develops a bond with Roger and they try to figure out why the bees are dying, two flashback stories are woven in. One is Holmes’ final case, involving a woman (Hattie Morahan) who uses a glass harmonica to speak to her miscarried children. The other sees Holmes in Japan, seeking the prickly ash, a plant which may cure his senility.
We have the building blocks of a good, meaty Holmes adventure: exotic locales, hints of the supernatural, hidden motives. What the movie does so well is show how the world of Holmes is slipping away. Holmes, the real man, is afraid his memories aren’t real -- or, perhaps, are becoming confused with the sensational penny dreadfuls Watson wrote about him. He fears that when he’s gone, the fictional Holmes will be all that remains. Lurking behind the entire story is the fallout from World War II, an event which broke our species. The boy, Roger Munro, lost his father and his innocence. The Japanese lost too much to quantify. Paranormal séances and brilliant detectives became trite playroom toys of the past. Holmes can feel himself, and what he represented, disappearing. But he’s still too brilliant, with too godly an ego, to give up, and that’s why Mr. Holmes is so much more pleasurable to watch than Gods and Monsters. Because why should Sherlock Motherfucking Holmes go down without a fight?
The film is beautiful -- in its portrayal of the time period, in its intercutting of mysteries as more revelations occur, in its acting. Sir Ian is just as Sherlockian as we’d want him to be, with that undercurrent of sadness he does so well. Milo Parker is outstanding as a boy whose impish face can reflect delighted curiosity or deep hurt, a child of war who learned about hardship before he had the facts of life. During the film, tension develops between Holmes and Mrs. Munro, who is far from comfortable when her son starts spending all his time with the detective and snottily correcting her grammar. Laura Linney transcends the “disapproving matron” stereotype. She fears Holmes, whose brain is so far beyond hers, and fears her son, who already has the gaze of a jaded adult man. Every major character in the film, including the woman from Holmes’ fateful final case and the Japanese man (Hiroyuki Sanada) who helped find the prickly ash, fears something. Some unsolved mystery. The film is about coming to understand that mere clues aren’t everything. Except when they are. If that doesn’t make sense, well, that’s life, first and last of all mysteries.
The idea of an elderly Sherlock Holmes has inspired many; I can think of Michael Chabon’s The Final Solution and Neil Gaiman’s “The Case of Death and Honey,” and Mr. Holmes itself was based on A Slight Trick of the Mind by Mitch Cullen. The story came to Condon, a director with an oddball filmography that includes historical dramas, horror, Disney, even Twilight movies. (The idea, I’d guess, was to elevate the material; all it did was prove that not even a pedigree director can salvage Twilight.) Both Mr. Holmes and Gods and Monsters star Ian McKellen as an elderly and lonely man, famous in his prime, raging against his mortality. But Mr. Holmes, by incorporating the crafty puzzles of a Sherlockian mystery or two, succeeds far better as a eulogy. It’s about bitterness, yes, and heartbreak, and hurtful consequences. But it’s also about how to celebrate a life lived, rather than letting it rot. It’s about what can rise from the ashes, and if you’ve seen Mr. Holmes, you’ll know the significance of that statement. I recommend you see Mr. Holmes if you have not already. It’s wonderful.
VERDICT: Squee!
Saturday, April 23, 2016
Top 10 Cutthroat Kitchen Fails
Cutthroat Kitchen has turned out to be one of those “just one more episode” shows where I could easily waste the entire day on it if I didn’t have the self-control of a saint (yeah, right). It’s a fun show, a tongue-in-cheek show, a show full of delicious and not-so-delicious culinary experiments. Lastly, it’s a show where I often have cause to yell at the screen. “Really? REALLY? You IDIOT!”
For those who don’t know, Cutthroat Kitchen is a reality competition in which chefs must prepare dishes within a time limit, under the watchful scowl of host Alton Brown. Each chef gets $25,000 in cash, which they can spend auction-style to sabotage their opponents in cruel and funny ways. The winner only keeps what money they haven’t bid away. This leads to some epic kitchen smackdowns and desperate, improvisational cooking. You just know that with this kind of pressure, people are bound to screw up. Sometimes, their whoopsies are worthy of the facepalmiest of facepalms. And I’ve been cataloguing them for you! Here are...
DANG-BLASTED’S TOP TEN BIGGEST ACTS OF STUPIDITY ON CUTTHROAT KITCHEN
10. BBQ, Where Are You?
(S1E13, “S’more Sabotage”)
The time limit is everything. As a professional chef, you better be capable of whipping off a quality dish in a brief period. That’s how restaurants operate and it’s how Cutthroat Kitchen operates. When faced with making a barbecue platter, Chef Rocco was delighted. He knows barbecue like nobody else! He’s gonna blow the judge away with a succulent selection of meats! And believe me, his little buffet looked absolutely amazing. Did it taste amazing? Probably, but we’ll never know, because when the clock hit zero, Chef Rocco had abso-fucking-lutely none of his food plated. And guess what? The judge can only go by what you present them on a plate! Them’s the rules! Luckily for Chef Rocco, they showed mercy and sampled his bean salad, which was technically in a dish...and delicious enough to keep him from elimination in that round. But the rest of his elaborate BBQ platter went in the garbage, as did my respect for a guy who’s so smitten with his own brilliance that he ignores the ticking clock.
9. Maybe You Should Stop Strokin’ Off
(S4E5, “Welcome to the Jungle”)
Don’t laugh too hard at the misfortunes of others. This ep came down to a grudge match between Chef Tom and Chef Matt, and during the second round (beef stroganoff), Tom hit Matt with a seemingly innocuous sabotage that turned his life into a living hell: he had to switch between different-sized pots while cooking. Poor Chef Matt...first he failed to boil water in a huge pot, then he kept spilling and losing his ingredients from a tiny pot. He was clearly miserable, convinced he was doomed...and while his opponents were busy chortling at his ordeal, they both fucked up. Chef Tom dumped parmesan on his dish at the last minute, ruining his flavors, and Chef Jessica undercooked her pasta and overwhelmed her meat in cognac -- after bragging about said cognac for the entire round. Oh, man, the looked of shocked relief on Chef Matt’s face when Chef Jessica was eliminated. I’ve never been happier to see someone survive a round. Karma.
8. Exclusively a Dumbass
(Various Episodes)
One recurring sabotage on Cutthroat Kitchen is when a chef gains an exclusive advantage. They might be the only chef in the kitchen who can cook a certain way, or they might swap their opponents’ choice ingredients for shitty alternatives. That sort of leg-up is not to be pissed away. However, I’ve noticed that again and again, the chef with the “advantage” will utterly blow it. Chefs have big egos by necessity, so the demons of hubris can strike hard. A chef has the exclusive right to use salt...and their final dish is under-seasoned. While making pea soup, only one chef wound up with good, fresh peas...and his soup was badly textured and pea-deficient. It’s kind of funny to see the look on the face of an eliminated chef who thought they had the high ground, but then you see the other chefs biting their tongues in outrage. You spent all that money to prop yourself up, then kicked away the crutch and hung yourself? YOU INCOMPETENT OAF OF A CLOD!
7. Don’t Be a Maverick
(S3E11, “Well, Hot Clam”)
I dunno where Chef Maverick got his name from -- hell, maybe he was born with it -- but it did him no favors, and neither did his doofus behavior in the first round. During the auction, Chef Maverick proved ready to blow all his money from the start (smart chefs save their moolah for when it really matters) and even tried to bid more than he actually had. Did he spend wisely? Well, when granted the power to assign heat sources, he bizarrely gave the best option, a barbecue grill, to someone else, and awarded himself a crappy little countertop grill because “I use these all the time!” So “skilled” was he that he finished his sliders and coleslaw ten minutes early, then aimlessly wandered around the kitchen, getting on everyone’s nerves, while his dish cooled and congealed. The final straw? Chef Maverick was eliminated for having overdone meat and a dry bun. How can you finish too early and still overcook? Meet the ditziest Maverick since Sarah Palin.
6. Self-Sabotage, Take Three
(S4E12, Chili’d to the Bone)
We’ve seen how chefs can be their own worst enemy. This was demonstrated in an episode where in all three rounds, the losing chef tasted defeat as a result of their own fuck-up. Taken in a row, they created a glorious parade of derp moments. First round: Chef TJ forgets to get cheese for her chili cheese dog. Buh-bye! Second round: Chef Nick sabotages the others with shitty pasta, but randomly opts to make Alfredo sauce without any milk or butter. Arrivederci! And in the final round, Chef Aaron, who was doing so well, deflects all sabotages. Problem is, they’re making Crêpe Suzette and Chef Aaron has no everloving clue how to craft proper crêpes. He does his best. He makes some very pretty...pancakes. Bonsoir! The winner, Chef Todd, did do a great job of rolling with the punches, but all he really needed was to sit back and let every one of his opponents shoot themselves in the foot.
5. Zoned Out
(S6E3, “In It to Twin It”)
Strategy is important, especially when faced with merciless Italian twins. In this twin-themed ep, Chef Sammy, along with brothers Nick and Nate, were forced to share a kitchen separated into three zones: prep, cooking, and equipment. One chef per zone. They could switch between zones, but only under mutual agreement. Chef Sammy began in the equipment zone, which would have been an advantage had he actually grabbed what he needed right away. Nope. With tragic foolishness, he returned to the equipment zone partway through the round and became trapped there: Nick and Nate could simply swap between prep and cooking while Sammy looked on, helpless, his time ticking away. And when Sammy finally escaped, what did he do? He forgot a fucking spatula. And back to the equipment zone he went to be trapped a second time. Dear lord, man! Do you not learn from your mistakes? I guess the other twin got all the foresight.
4. All and/or Nothing
(S6E13, “Alton and the Chocolate Factory”)
Chef Jackie from New Jersey could not be called endearing, what with her shrill voice and aggressive, trying-too-hard-to-be-witty schtick. However, her dishes were consistently delicious (if sloppy) and that propelled her to the final round. She was as type-A as they come, but her need to throw her weight around led to a ridiculous maneuver and a Cutthroat Kitchen first: she willingly spent all her money. In one single bid. Know how a pit bull will bite a stranger’s hand and then immediately look guilty? Chef Jackie’s horror came too late. She was headed for a purely symbolic victory, and, worse, her opponent didn’t even get the nastiest sabotage of the round. He merely had to stick chocolates in boxes for five minutes while Chef Jackie was elbow-deep in melted chocolate, clawing for various weird ingredients. She still pulled off a delicious dessert, but she didn’t win. Did she even want to at that point? Lose your cool on TV and you’ll lose every dollar, lose the match...lose at life.
3. The Black Egg of Doom
(S3E5, “Chain of Tools”)
Okay, so, there’s taking risks, and then there’s going out of your way to wreck a perfectly good dish. The challenge was cobb salad, and the sabotage was, Chef Nikos had to swap out three good ingredients for unpleasant substitutes. He could choose what he swapped, though...and he chose a fucking tactical nuke. Know what a century egg is? It’s an egg that has been buried and allowed to ferment for weeks, months, possibly years. You open its shell to reveal a black, slimy horror that gives off the fumes of Hades and...well, to call it an “acquired taste” is a fucking laugh. Keep in mind, Chef Nikos could easily have passed over this abomination and taken harmless Cheez Whiz instead. Nope! He opened that century egg and plunked it down whole on his salad like Smaug the dragon lurking atop his leafy green hoard. I’m pretty sure they skillfully edited out judge Antonia Lofaso’s projectile vomiting after she sampled Chef Nikos’ Cthulhu-approved terror plate. Farewell to her taste buds, farewell to Chef Nikos. Suicide by sulfur.
2. Letting Her Have It
(S2E12, “It’s Not Delivery”)
My boyfriend insists this is the stupidest thing he’s seen on the show, and while I don’t quite agree, I can understand the sheer hands-in-the-air retardation of Chef Athena’s final blunder. We’re in the third round, Chef Athena vs. Chef Rina. Athena has $19,300 remaining. Rina has bid her ass off and only has $3,000. So it should be a cinch for Chef Athena, right? She can hit Chef Rina with all the sabotages and still walk away with tons of cash! Only......she doesn’t. She fucking doesn’t. For reasons known only to Chef Athena, she allows Chef Rina to purchase the final sabotage, requiring Athena to salvage the tortillas from frozen enchiladas in order to make her fajitas. “I just let her have it,” Athena says with a shrug. WHYYYYYY??!! You had EVERY SINGLE advantage! So guess what? Chef Athena is eliminated and Chef Rina “wins” with a measly $1,400, which was, at the time, the lowest-ever Cutthroat Kitchen prize. I hope Chef Athena went home to a chorus of outrage from everyone she knew.
1. White Chocolate Lobster
(S1E3, “Porkchops and Sabotages”)
I refuse to not put this at number one. It looms huge in my mind, a monolith of stupidity. Meet Chef Taylor. Chef Taylor is young. A hotshot. He likes to push fine dining to the extreme and think outside the box. So the chefs are doing macaroni and cheese, and Chef Taylor gets hit with a great sabotage: he has to prepare dessert mac-n-cheese. And I was honestly rooting for him as he mixed mascarpone and white chocolate to create something that looked really, really yummy. A few minutes left on the clock and Chef Taylor’s golden...and then he utters the words of doom. “It’s missing something.” What does he toss in at the last second? Mother. Fucking. LOBSTER. I was stunned speechless. So was everybody on the show. LOBSTER? Judge Simon Majumdar looked at the plate in utter dread, and probably decided to boot Chef Taylor before he even tasted it. LOBSTER? If this is what Chef Taylor serves at his restaurant, stick its address on my GPS so I can maintain a fifty-mile radius. This was John Carpenter’s The Thing in a porcelain bowl. I do not like lobster, but I understand its culinary appeal...WHEN IT’S NOT INSIDE A FUCKING WHITE CHOCOLATE DESSERT! JESUS BARFED!
And that is the stupidest thing I have ever seen happen on Cutthroat Kitchen. And now do you see why this show is so great?
For those who don’t know, Cutthroat Kitchen is a reality competition in which chefs must prepare dishes within a time limit, under the watchful scowl of host Alton Brown. Each chef gets $25,000 in cash, which they can spend auction-style to sabotage their opponents in cruel and funny ways. The winner only keeps what money they haven’t bid away. This leads to some epic kitchen smackdowns and desperate, improvisational cooking. You just know that with this kind of pressure, people are bound to screw up. Sometimes, their whoopsies are worthy of the facepalmiest of facepalms. And I’ve been cataloguing them for you! Here are...
DANG-BLASTED’S TOP TEN BIGGEST ACTS OF STUPIDITY ON CUTTHROAT KITCHEN
10. BBQ, Where Are You?
(S1E13, “S’more Sabotage”)
The time limit is everything. As a professional chef, you better be capable of whipping off a quality dish in a brief period. That’s how restaurants operate and it’s how Cutthroat Kitchen operates. When faced with making a barbecue platter, Chef Rocco was delighted. He knows barbecue like nobody else! He’s gonna blow the judge away with a succulent selection of meats! And believe me, his little buffet looked absolutely amazing. Did it taste amazing? Probably, but we’ll never know, because when the clock hit zero, Chef Rocco had abso-fucking-lutely none of his food plated. And guess what? The judge can only go by what you present them on a plate! Them’s the rules! Luckily for Chef Rocco, they showed mercy and sampled his bean salad, which was technically in a dish...and delicious enough to keep him from elimination in that round. But the rest of his elaborate BBQ platter went in the garbage, as did my respect for a guy who’s so smitten with his own brilliance that he ignores the ticking clock.
9. Maybe You Should Stop Strokin’ Off
(S4E5, “Welcome to the Jungle”)
Don’t laugh too hard at the misfortunes of others. This ep came down to a grudge match between Chef Tom and Chef Matt, and during the second round (beef stroganoff), Tom hit Matt with a seemingly innocuous sabotage that turned his life into a living hell: he had to switch between different-sized pots while cooking. Poor Chef Matt...first he failed to boil water in a huge pot, then he kept spilling and losing his ingredients from a tiny pot. He was clearly miserable, convinced he was doomed...and while his opponents were busy chortling at his ordeal, they both fucked up. Chef Tom dumped parmesan on his dish at the last minute, ruining his flavors, and Chef Jessica undercooked her pasta and overwhelmed her meat in cognac -- after bragging about said cognac for the entire round. Oh, man, the looked of shocked relief on Chef Matt’s face when Chef Jessica was eliminated. I’ve never been happier to see someone survive a round. Karma.
8. Exclusively a Dumbass
(Various Episodes)
One recurring sabotage on Cutthroat Kitchen is when a chef gains an exclusive advantage. They might be the only chef in the kitchen who can cook a certain way, or they might swap their opponents’ choice ingredients for shitty alternatives. That sort of leg-up is not to be pissed away. However, I’ve noticed that again and again, the chef with the “advantage” will utterly blow it. Chefs have big egos by necessity, so the demons of hubris can strike hard. A chef has the exclusive right to use salt...and their final dish is under-seasoned. While making pea soup, only one chef wound up with good, fresh peas...and his soup was badly textured and pea-deficient. It’s kind of funny to see the look on the face of an eliminated chef who thought they had the high ground, but then you see the other chefs biting their tongues in outrage. You spent all that money to prop yourself up, then kicked away the crutch and hung yourself? YOU INCOMPETENT OAF OF A CLOD!
7. Don’t Be a Maverick
(S3E11, “Well, Hot Clam”)
I dunno where Chef Maverick got his name from -- hell, maybe he was born with it -- but it did him no favors, and neither did his doofus behavior in the first round. During the auction, Chef Maverick proved ready to blow all his money from the start (smart chefs save their moolah for when it really matters) and even tried to bid more than he actually had. Did he spend wisely? Well, when granted the power to assign heat sources, he bizarrely gave the best option, a barbecue grill, to someone else, and awarded himself a crappy little countertop grill because “I use these all the time!” So “skilled” was he that he finished his sliders and coleslaw ten minutes early, then aimlessly wandered around the kitchen, getting on everyone’s nerves, while his dish cooled and congealed. The final straw? Chef Maverick was eliminated for having overdone meat and a dry bun. How can you finish too early and still overcook? Meet the ditziest Maverick since Sarah Palin.
6. Self-Sabotage, Take Three
(S4E12, Chili’d to the Bone)
We’ve seen how chefs can be their own worst enemy. This was demonstrated in an episode where in all three rounds, the losing chef tasted defeat as a result of their own fuck-up. Taken in a row, they created a glorious parade of derp moments. First round: Chef TJ forgets to get cheese for her chili cheese dog. Buh-bye! Second round: Chef Nick sabotages the others with shitty pasta, but randomly opts to make Alfredo sauce without any milk or butter. Arrivederci! And in the final round, Chef Aaron, who was doing so well, deflects all sabotages. Problem is, they’re making Crêpe Suzette and Chef Aaron has no everloving clue how to craft proper crêpes. He does his best. He makes some very pretty...pancakes. Bonsoir! The winner, Chef Todd, did do a great job of rolling with the punches, but all he really needed was to sit back and let every one of his opponents shoot themselves in the foot.
5. Zoned Out
(S6E3, “In It to Twin It”)
Strategy is important, especially when faced with merciless Italian twins. In this twin-themed ep, Chef Sammy, along with brothers Nick and Nate, were forced to share a kitchen separated into three zones: prep, cooking, and equipment. One chef per zone. They could switch between zones, but only under mutual agreement. Chef Sammy began in the equipment zone, which would have been an advantage had he actually grabbed what he needed right away. Nope. With tragic foolishness, he returned to the equipment zone partway through the round and became trapped there: Nick and Nate could simply swap between prep and cooking while Sammy looked on, helpless, his time ticking away. And when Sammy finally escaped, what did he do? He forgot a fucking spatula. And back to the equipment zone he went to be trapped a second time. Dear lord, man! Do you not learn from your mistakes? I guess the other twin got all the foresight.
4. All and/or Nothing
(S6E13, “Alton and the Chocolate Factory”)
Chef Jackie from New Jersey could not be called endearing, what with her shrill voice and aggressive, trying-too-hard-to-be-witty schtick. However, her dishes were consistently delicious (if sloppy) and that propelled her to the final round. She was as type-A as they come, but her need to throw her weight around led to a ridiculous maneuver and a Cutthroat Kitchen first: she willingly spent all her money. In one single bid. Know how a pit bull will bite a stranger’s hand and then immediately look guilty? Chef Jackie’s horror came too late. She was headed for a purely symbolic victory, and, worse, her opponent didn’t even get the nastiest sabotage of the round. He merely had to stick chocolates in boxes for five minutes while Chef Jackie was elbow-deep in melted chocolate, clawing for various weird ingredients. She still pulled off a delicious dessert, but she didn’t win. Did she even want to at that point? Lose your cool on TV and you’ll lose every dollar, lose the match...lose at life.
3. The Black Egg of Doom
(S3E5, “Chain of Tools”)
Okay, so, there’s taking risks, and then there’s going out of your way to wreck a perfectly good dish. The challenge was cobb salad, and the sabotage was, Chef Nikos had to swap out three good ingredients for unpleasant substitutes. He could choose what he swapped, though...and he chose a fucking tactical nuke. Know what a century egg is? It’s an egg that has been buried and allowed to ferment for weeks, months, possibly years. You open its shell to reveal a black, slimy horror that gives off the fumes of Hades and...well, to call it an “acquired taste” is a fucking laugh. Keep in mind, Chef Nikos could easily have passed over this abomination and taken harmless Cheez Whiz instead. Nope! He opened that century egg and plunked it down whole on his salad like Smaug the dragon lurking atop his leafy green hoard. I’m pretty sure they skillfully edited out judge Antonia Lofaso’s projectile vomiting after she sampled Chef Nikos’ Cthulhu-approved terror plate. Farewell to her taste buds, farewell to Chef Nikos. Suicide by sulfur.
2. Letting Her Have It
(S2E12, “It’s Not Delivery”)
My boyfriend insists this is the stupidest thing he’s seen on the show, and while I don’t quite agree, I can understand the sheer hands-in-the-air retardation of Chef Athena’s final blunder. We’re in the third round, Chef Athena vs. Chef Rina. Athena has $19,300 remaining. Rina has bid her ass off and only has $3,000. So it should be a cinch for Chef Athena, right? She can hit Chef Rina with all the sabotages and still walk away with tons of cash! Only......she doesn’t. She fucking doesn’t. For reasons known only to Chef Athena, she allows Chef Rina to purchase the final sabotage, requiring Athena to salvage the tortillas from frozen enchiladas in order to make her fajitas. “I just let her have it,” Athena says with a shrug. WHYYYYYY??!! You had EVERY SINGLE advantage! So guess what? Chef Athena is eliminated and Chef Rina “wins” with a measly $1,400, which was, at the time, the lowest-ever Cutthroat Kitchen prize. I hope Chef Athena went home to a chorus of outrage from everyone she knew.
1. White Chocolate Lobster
(S1E3, “Porkchops and Sabotages”)
I refuse to not put this at number one. It looms huge in my mind, a monolith of stupidity. Meet Chef Taylor. Chef Taylor is young. A hotshot. He likes to push fine dining to the extreme and think outside the box. So the chefs are doing macaroni and cheese, and Chef Taylor gets hit with a great sabotage: he has to prepare dessert mac-n-cheese. And I was honestly rooting for him as he mixed mascarpone and white chocolate to create something that looked really, really yummy. A few minutes left on the clock and Chef Taylor’s golden...and then he utters the words of doom. “It’s missing something.” What does he toss in at the last second? Mother. Fucking. LOBSTER. I was stunned speechless. So was everybody on the show. LOBSTER? Judge Simon Majumdar looked at the plate in utter dread, and probably decided to boot Chef Taylor before he even tasted it. LOBSTER? If this is what Chef Taylor serves at his restaurant, stick its address on my GPS so I can maintain a fifty-mile radius. This was John Carpenter’s The Thing in a porcelain bowl. I do not like lobster, but I understand its culinary appeal...WHEN IT’S NOT INSIDE A FUCKING WHITE CHOCOLATE DESSERT! JESUS BARFED!
And that is the stupidest thing I have ever seen happen on Cutthroat Kitchen. And now do you see why this show is so great?
Sunday, April 10, 2016
Top 10 Plot Twists (pt. 3)
I hear the call of the sirens. It’s time to return to a theme I can’t seem to stay away from, and scribble down a third list of crazy, brilliant plot twists that electrified my poor little brain. (Here are the first and second such lists for reference.) Do I really need to include a spoiler warning this time? We know the routine. Speaking of which, I always mention Game of Thrones in my intro, and this year will bring us the first season that is not based on the original novels...which means I have no goddamn clue what’s going to happen and can no longer react with insufferable superiority to each shocking development. So maybe Sansa is having Drogon’s baby and maybe Melisandre will resurrect Jon Snow but he’ll believe he’s a Mexican street performer and charge into battle wielding dual maracas, who the fuck knows? Let’s talk about some epic twists that have happened already.
OH, FINE, HERE’S YOUR DAMN SPOILER WARNING. PROCEED WITH CAUTION AND SUCH.
DANG-BLASTED’S TOP TEN PLOT TWISTS, PART THE THIRD
Black Mirror: Cruel and Unusual Punishment
Fucking Black Mirror, guys...I can’t think of a recent sci-fi show that’s so well-executed and also so pessimistic about human nature. Each episode shows a future where we’ve fucked up somehow. I’d say the nastiest (in a good way) is “White Bear,” in which an amnesiac named Victoria awakens to find that civilization has crumbled and most people have either turned into murderous psychos à la The Purge, or silent, passive zombies who film everything on their phones. Victoria runs. The psychos chase her. The zombies film away. Is it a commentary on our chronic disconnection from violence? Yes and no. In the end, we learn that Victoria is a convicted child murderer. Her punishment is to experience the same “horror movie” every day and have her memory wiped each evening. The psychos are actors and the zombies are normal tourists enjoying their day in a theme park devoted to Victoria’s suffering. “We’d never be so cruel, even to a child killer!” you protest. Oh yes we fucking would, and Black Mirror has the balls to show us.
Bloom County: Rosebud is Female, Just Because
Berkeley Breathed’s Bloom County is my favorite newspaper comic of all time, and (despite the reboot) we shall not see its like again. A stellar example of its bonkers meta-humor: in response to complaints that the strip lacked women, Breathed sent his talking animals into a tizzy when Spuds MacKenzie (yes, that Spuds MacKenzie) revealed that one of them was secretly female. Could it be Opus the notably effete penguin? Portnoy and Hodgepodge the douchey woodland brobags? Bill the Cat?! Nope, it turned out to be Rosebud the phlegmatic basselope, a character whose Eeyore-like asexuality made “him” the perfect pick. What I found funniest was how arbitrary it all seemed; Rosebud’s abrupt gender-swap could only be Breathed’s middle finger to his overly PC critics. Then Rosebud hooked up with Hodgepodge the rabbit and they had creepy hybrid babies together. God, why do female characters always need a love interest?
The Cabin in the Woods: Unleash ALL the Monsters!
Speaking of meta! If you haven’t seen The Cabin in the Woods, you may still know the gist: young folks are trapped in your typical horror movie scenario, only the slashes and shocks are orchestrated by a gang of Dilberts in an underground control center. That’s the first twist of many. I won’t spoil all the details, but the film reaches a level of ironic brilliance toward the end, when the Final Girl and the Lovable Stoner find their way backstage and discover an entire caged zoo of horror movie baddies, any and every monster you can think of, all awaiting their turn to shine. So what do our heroes do? They open all the cages, of course. And the resulting carnage is too wonderful to put into words. Seeing somebody get impaled by a pissed-off unicorn? Priceless. Witnessing the icky payoff to one man’s mermaid fetish? Even more priceless. If I told you the film ends with additional plot twists and a last-minute celebrity cameo, would you just go watch the damn thing already?
Countdown: The Wrong Chosen One
In the 90s, we sure did love dark, brooding YA series. One example is Daniel Parker’s Countdown, which pounced on our Y2K fears: a virus kills off everyone on Earth except teens, who find themselves in a biblical End-of-Days scenario. Crucial among the subplots is a girl named Sarah who possesses a mystical scroll which prophesizes everything that’s going on. The scroll describes the exploits of a “Chosen One” and her enemy, the Demon Lilith. Sarah realizes the prophecies refer to her and she’s the Chosen One, while another girl, Jezebel, appears to be the Demon. In the end, Sarah and Jezebel kill each other...only it’s not the end, because there’s still a couple books to go. Huh? Turns out a completely different protagonist, Ariel, was the Chosen One the whole time, her BFF Leslie was the Demon, and all the prophesies, with their conveniently vague phrasing, referred to them just as easily. Is it contrived? Yes. Did it make me beat myself up for missing all the obvious clues and foreshadowing? Absolutely yes.
Final Destination 5: The Plane! The Plane! It’s the Plane!
I wasn’t expecting a cool last-minute twist from the fifth entry in a series about people getting murdered by weight machines and laundry cords. Not only was 2011’s Final Destination 5 surprisingly awesome, it brought the series full circle. We have our alleged happy ending, with the hero and his girlfriend hopping a plane to Paris. Only, who are those idiots having a fight several rows down? Why is that kid yelling about a crash? Is that...Devon Sawa? You bet your boots. The final stinger is that FD5 takes place in the year 2000 and ends with the same plane crash we witnessed in the very first Final Destination film. And it’s not a sloppy or nonsensical twist: watch the movie carefully and you’ll see that all the technology is over a decade old. The truth was right there, but we were too busy laughing at the guy getting skewered on the rotisserie spit. I guess if you’re gonna snuff your leads at the last minute, you find a way to do it with flair.
Hannibal: Dr. du Maurier’s Fateful Referral
Hannibal is chock full of shocking plot developments. I had to base my choice on which twist really dazzled me, and since I found Dr. Bedelia du Maurier (Gillian Anderson) such a fascinating character, I was most enamored with her arc. Why is she drawn to Hannibal Lecter, like a moth darting close to an inferno? We learn early on that she once killed a patient in self-defense -- a patient who had previously been Lecter’s, and who Lecter deliberately infected with madness to see what du Maurier would do. And we sense that du Maurier, on some level, enjoyed killing, or at least found it intriguing. She’s such an enigma, and over the course of the show, we get one puzzle piece after another. But we don’t see the big picture until the final fragment slots into place. The defining flashback, which all others have teasingly circled. That’s when we learn that it was never self-defense. Du Maurier’s patient never attacked her at all. She straight-up murdered him in cold blood. This revelation made me immediately want to go back and study her calm face, her hint of a smirk, her every soft intake of breath. Knowing that she’s not Hannibal Lecter’s victim, but a member of his tribe.
Monsters: Beginning at the (Unhappy) End
The skillful Monsters wastes no time in catching our attention. A strip of North America has been invaded by towering, octopoid alien creatures, and in the film’s opening scene, we witness a squad of soldiers assaulted by said aliens while civilians scream and bodies litter the ground. It’s just a meaningless hook, right? After all, most of the film is a slow-paced, meditative affair, as a man and a woman hike through the Infected Zone and develop a gradual bond. They discover the aliens are hardly mindless, and by the end, the idea of returning to their boring old lives holds little joy. They’re sharing a secret that most of us are too afraid to see. A squad of soldiers comes to rescue them, we hear one dude’s annoying, familiar riff on “Ride of the Valkyries,” and we realize we’ve looped back to the beginning. The first scene was the last scene, and those were our protagonists lying dead and screaming in the middle of the carnage. Because happy endings are for the weak, especially when We Are The Real Monsters. See what they did there?
Nostalgia Critic: Don’t Fuck With Mara Wilson
Once again, I should enlighten the non-internet-addicts who have no idea what happened to Mara Wilson. After her stint as a precocious child star in Matilda and others, she pretty much quit acting and has since leveled up to an awesome blogger, tweeter, and fame-deconstructor. I learned about her coolness upgrade in the best possible way, when e-comedian Doug Walker, aka The Nostalgia Critic, did a scathing video review of 1997’s A Simple Wish. Yeah, it was a lousy movie, but it’s still pretty juvenile to single out one actress -- a kid, no less! -- and trash her entire body of work. However, it set up one of the best unexpected payoffs I’ve ever seen, as Mara Wilson her actual self appeared onscreen to get revenge on Walker by showing a montage of his hideously embarrassing teenage home movies. She not only proved that she can still act, but that she’s got an A-one sense of humor and is in no way hung up on her child star days. Who could have seen this “celebrity cameo” coming? It didn’t make my day, it made my year.
A Perfect Getaway: Our Heroes are Murderous Lying Murderers Who Lie and Murder
A skillful twist can elevate mediocre material. Don’t get me wrong, A Perfect Getaway is a tense and competent thriller, but I wouldn’t remember much about it if not for its climactic switcheroo. It’s about a derpy honeymooning couple (Milla Jovovich and Steve Zahn) who befriend a far edgier, more badass duo (Timothy Olyphant and Kiele Sanchez) in the Hawaiian wilderness, right when some psycho is murdering in the area. There’s also a third couple, but they’re so sketchy and suspicious that they’re obviously a red herring. However, the truth is staring us in the gob the whole time. There’s nothing like seeing horror dawn on someone’s face (Kiele Sanchez’s, as she studies the photos on Milla Jovovich’s camera) and realizing how misled you were. Yes, the killers are Jovovich and Zahn, who murdered the real honeymooners and assumed their identities. First you get mad, then you go back through the film and realize that the clues were always there, that certain lines of dialogue had more than one meaning, and that even the opening wedding footage was edited to point you in the wrong direction. That, dear readers, is how you make a thriller thrill.
Singularity: One Short Night Equals One Long-Ass Year
Well, here’s another good example of terrible YA cover art. Based on this cover, you’d think you were about to read “James Marsden and His Clone vs. Demon Pac-Man.” Instead, William Sleator’s Singularity is an intelligent, fascinating little tale about a pair of twins who, while housesitting, discover that a backyard shed contains a wormhole to somewhere else. Time moves much faster inside, and one twin (the jerk) plots to rapidly age himself up so he won’t have to be a twin any more. However, his brother (the narrator) beats him to it. The second act of the book turns into an entirely different tale, a bizarro Hatchet in which our hero spends an entire year inside one small room while only a few hours pass in the outside world. We see his daily routine, his psychological turmoil, how he goes from a hapless teen to a muscular, zen-like survivor. That toothy golf ball on the cover barely features in the actual book; it’s really about something far cooler. Another twist that affected me as a kid and ensured I’d grow up to make lists like this one.
OH, FINE, HERE’S YOUR DAMN SPOILER WARNING. PROCEED WITH CAUTION AND SUCH.
DANG-BLASTED’S TOP TEN PLOT TWISTS, PART THE THIRD
Black Mirror: Cruel and Unusual Punishment
Fucking Black Mirror, guys...I can’t think of a recent sci-fi show that’s so well-executed and also so pessimistic about human nature. Each episode shows a future where we’ve fucked up somehow. I’d say the nastiest (in a good way) is “White Bear,” in which an amnesiac named Victoria awakens to find that civilization has crumbled and most people have either turned into murderous psychos à la The Purge, or silent, passive zombies who film everything on their phones. Victoria runs. The psychos chase her. The zombies film away. Is it a commentary on our chronic disconnection from violence? Yes and no. In the end, we learn that Victoria is a convicted child murderer. Her punishment is to experience the same “horror movie” every day and have her memory wiped each evening. The psychos are actors and the zombies are normal tourists enjoying their day in a theme park devoted to Victoria’s suffering. “We’d never be so cruel, even to a child killer!” you protest. Oh yes we fucking would, and Black Mirror has the balls to show us.
Bloom County: Rosebud is Female, Just Because
Berkeley Breathed’s Bloom County is my favorite newspaper comic of all time, and (despite the reboot) we shall not see its like again. A stellar example of its bonkers meta-humor: in response to complaints that the strip lacked women, Breathed sent his talking animals into a tizzy when Spuds MacKenzie (yes, that Spuds MacKenzie) revealed that one of them was secretly female. Could it be Opus the notably effete penguin? Portnoy and Hodgepodge the douchey woodland brobags? Bill the Cat?! Nope, it turned out to be Rosebud the phlegmatic basselope, a character whose Eeyore-like asexuality made “him” the perfect pick. What I found funniest was how arbitrary it all seemed; Rosebud’s abrupt gender-swap could only be Breathed’s middle finger to his overly PC critics. Then Rosebud hooked up with Hodgepodge the rabbit and they had creepy hybrid babies together. God, why do female characters always need a love interest?
The Cabin in the Woods: Unleash ALL the Monsters!
Speaking of meta! If you haven’t seen The Cabin in the Woods, you may still know the gist: young folks are trapped in your typical horror movie scenario, only the slashes and shocks are orchestrated by a gang of Dilberts in an underground control center. That’s the first twist of many. I won’t spoil all the details, but the film reaches a level of ironic brilliance toward the end, when the Final Girl and the Lovable Stoner find their way backstage and discover an entire caged zoo of horror movie baddies, any and every monster you can think of, all awaiting their turn to shine. So what do our heroes do? They open all the cages, of course. And the resulting carnage is too wonderful to put into words. Seeing somebody get impaled by a pissed-off unicorn? Priceless. Witnessing the icky payoff to one man’s mermaid fetish? Even more priceless. If I told you the film ends with additional plot twists and a last-minute celebrity cameo, would you just go watch the damn thing already?
Countdown: The Wrong Chosen One
In the 90s, we sure did love dark, brooding YA series. One example is Daniel Parker’s Countdown, which pounced on our Y2K fears: a virus kills off everyone on Earth except teens, who find themselves in a biblical End-of-Days scenario. Crucial among the subplots is a girl named Sarah who possesses a mystical scroll which prophesizes everything that’s going on. The scroll describes the exploits of a “Chosen One” and her enemy, the Demon Lilith. Sarah realizes the prophecies refer to her and she’s the Chosen One, while another girl, Jezebel, appears to be the Demon. In the end, Sarah and Jezebel kill each other...only it’s not the end, because there’s still a couple books to go. Huh? Turns out a completely different protagonist, Ariel, was the Chosen One the whole time, her BFF Leslie was the Demon, and all the prophesies, with their conveniently vague phrasing, referred to them just as easily. Is it contrived? Yes. Did it make me beat myself up for missing all the obvious clues and foreshadowing? Absolutely yes.
Final Destination 5: The Plane! The Plane! It’s the Plane!
I wasn’t expecting a cool last-minute twist from the fifth entry in a series about people getting murdered by weight machines and laundry cords. Not only was 2011’s Final Destination 5 surprisingly awesome, it brought the series full circle. We have our alleged happy ending, with the hero and his girlfriend hopping a plane to Paris. Only, who are those idiots having a fight several rows down? Why is that kid yelling about a crash? Is that...Devon Sawa? You bet your boots. The final stinger is that FD5 takes place in the year 2000 and ends with the same plane crash we witnessed in the very first Final Destination film. And it’s not a sloppy or nonsensical twist: watch the movie carefully and you’ll see that all the technology is over a decade old. The truth was right there, but we were too busy laughing at the guy getting skewered on the rotisserie spit. I guess if you’re gonna snuff your leads at the last minute, you find a way to do it with flair.
Hannibal: Dr. du Maurier’s Fateful Referral
Hannibal is chock full of shocking plot developments. I had to base my choice on which twist really dazzled me, and since I found Dr. Bedelia du Maurier (Gillian Anderson) such a fascinating character, I was most enamored with her arc. Why is she drawn to Hannibal Lecter, like a moth darting close to an inferno? We learn early on that she once killed a patient in self-defense -- a patient who had previously been Lecter’s, and who Lecter deliberately infected with madness to see what du Maurier would do. And we sense that du Maurier, on some level, enjoyed killing, or at least found it intriguing. She’s such an enigma, and over the course of the show, we get one puzzle piece after another. But we don’t see the big picture until the final fragment slots into place. The defining flashback, which all others have teasingly circled. That’s when we learn that it was never self-defense. Du Maurier’s patient never attacked her at all. She straight-up murdered him in cold blood. This revelation made me immediately want to go back and study her calm face, her hint of a smirk, her every soft intake of breath. Knowing that she’s not Hannibal Lecter’s victim, but a member of his tribe.
Monsters: Beginning at the (Unhappy) End
The skillful Monsters wastes no time in catching our attention. A strip of North America has been invaded by towering, octopoid alien creatures, and in the film’s opening scene, we witness a squad of soldiers assaulted by said aliens while civilians scream and bodies litter the ground. It’s just a meaningless hook, right? After all, most of the film is a slow-paced, meditative affair, as a man and a woman hike through the Infected Zone and develop a gradual bond. They discover the aliens are hardly mindless, and by the end, the idea of returning to their boring old lives holds little joy. They’re sharing a secret that most of us are too afraid to see. A squad of soldiers comes to rescue them, we hear one dude’s annoying, familiar riff on “Ride of the Valkyries,” and we realize we’ve looped back to the beginning. The first scene was the last scene, and those were our protagonists lying dead and screaming in the middle of the carnage. Because happy endings are for the weak, especially when We Are The Real Monsters. See what they did there?
Nostalgia Critic: Don’t Fuck With Mara Wilson
Once again, I should enlighten the non-internet-addicts who have no idea what happened to Mara Wilson. After her stint as a precocious child star in Matilda and others, she pretty much quit acting and has since leveled up to an awesome blogger, tweeter, and fame-deconstructor. I learned about her coolness upgrade in the best possible way, when e-comedian Doug Walker, aka The Nostalgia Critic, did a scathing video review of 1997’s A Simple Wish. Yeah, it was a lousy movie, but it’s still pretty juvenile to single out one actress -- a kid, no less! -- and trash her entire body of work. However, it set up one of the best unexpected payoffs I’ve ever seen, as Mara Wilson her actual self appeared onscreen to get revenge on Walker by showing a montage of his hideously embarrassing teenage home movies. She not only proved that she can still act, but that she’s got an A-one sense of humor and is in no way hung up on her child star days. Who could have seen this “celebrity cameo” coming? It didn’t make my day, it made my year.
A Perfect Getaway: Our Heroes are Murderous Lying Murderers Who Lie and Murder
A skillful twist can elevate mediocre material. Don’t get me wrong, A Perfect Getaway is a tense and competent thriller, but I wouldn’t remember much about it if not for its climactic switcheroo. It’s about a derpy honeymooning couple (Milla Jovovich and Steve Zahn) who befriend a far edgier, more badass duo (Timothy Olyphant and Kiele Sanchez) in the Hawaiian wilderness, right when some psycho is murdering in the area. There’s also a third couple, but they’re so sketchy and suspicious that they’re obviously a red herring. However, the truth is staring us in the gob the whole time. There’s nothing like seeing horror dawn on someone’s face (Kiele Sanchez’s, as she studies the photos on Milla Jovovich’s camera) and realizing how misled you were. Yes, the killers are Jovovich and Zahn, who murdered the real honeymooners and assumed their identities. First you get mad, then you go back through the film and realize that the clues were always there, that certain lines of dialogue had more than one meaning, and that even the opening wedding footage was edited to point you in the wrong direction. That, dear readers, is how you make a thriller thrill.
Singularity: One Short Night Equals One Long-Ass Year
Well, here’s another good example of terrible YA cover art. Based on this cover, you’d think you were about to read “James Marsden and His Clone vs. Demon Pac-Man.” Instead, William Sleator’s Singularity is an intelligent, fascinating little tale about a pair of twins who, while housesitting, discover that a backyard shed contains a wormhole to somewhere else. Time moves much faster inside, and one twin (the jerk) plots to rapidly age himself up so he won’t have to be a twin any more. However, his brother (the narrator) beats him to it. The second act of the book turns into an entirely different tale, a bizarro Hatchet in which our hero spends an entire year inside one small room while only a few hours pass in the outside world. We see his daily routine, his psychological turmoil, how he goes from a hapless teen to a muscular, zen-like survivor. That toothy golf ball on the cover barely features in the actual book; it’s really about something far cooler. Another twist that affected me as a kid and ensured I’d grow up to make lists like this one.
Wednesday, March 2, 2016
Myst Series, pt. 12
The Witness -- Draw a Line in the Sand and Then Make a Stand
It would have been appropriate to begin this post with a deeply profound quote from someone like Thomas Edison or Voltaire, or at least Kurt Vonnegut. I have chosen instead to begin with lyrics from Rent. If that makes no sense, neither does The Witness. Har har.
This is technically a Cautious Enthusiasm post, but I’m sticking it in my Myst review series because...well, come on. I’ve been eagerly awaiting The Witness for some time, because A) it’s made by Jonathan Blow, whose first game, Braid, was awesome, and B) it looked exceptionally Myst-like. Oh, is it ever. In fact, it could serve as the finale to my Myst review series (even though it won’t be), for it incorporates elements from many of the previous entries. As with Myst, you are an anonymous explorer plunked down on a peaceful island covered in puzzles. You will glide through pristine, beautifully-rendered desolation (The Talos Principle!) and perform obscure acts of archaeology (The Dig!) with the strong sense that this is some sort of ancient repository of knowledge (Submachine!) and the growing suspicion that the obtuse mysteries of the landscape have no real solutions (Kairo!). And, just like in Fez, you’ll probably tear your hair in anguish once you realize that you’d need to be the lovechild of Buddha and Alan Turing in order to unlock each and every secret. None of this is a bad thing...mostly.
See, Jonathan Blow makes games that have Deep, Profound Meanings and subvert the very definition of the medium. Braid took the most primeval elements of gaming -- you’re basically Mario fighting Goombas -- then turned it upside-down with time manipulation, then introduced another layer -- the Princess you’re trying to save actually needs saving from you -- and then stirred in an even deeper layer with a bunch of allusions to the Manhattan Project. “Layer” -- that’s a buzzword we’ll return to soon. The Witness bears no obvious resemblance to Braid, but there are a couple parallels: the teasing of very simple puzzle mechanics into complex and unexpected forms, and a subversion of the idea that you, the player, are merely a passive observer pushing buttons with no emotional investment. A witness. Braid toyed with your expectations about the main character, and The Witness has no main character at all, just you. Who are you?
Well, you might be someone who hates The Witness and finds it inane and tedious. You’ll know within the first few minutes. As the game begins, you emerge into the daylight, utterly alone. The first puzzle you face couldn’t be simpler: draw a line on an electronic panel, connecting a start point and an end point. In the second puzzle, the line bends. Then it branches. It becomes a grid, then a maze. Each panel unlocks something, and each is a little trickier than the one before. And that’s all you’re gonna get -- it’s panels all the way down. The beautiful setting is bigger than many islands from the Myst games but small enough that hiking around never becomes boring. The island is divided into obvious temperate zones, and scarred by the remains of industry. You obviously aren’t the first visitor, but as you explore, you’ll find...well, they’re either people who turned to stone or they were statues to begin with, but their appearance and frozen poses hint at a great deal. There’s a desert and a swamp, the ruins of temples, castles, and factories. And panels.
I can easily enjoy a game that’s fun to explore, and The Witness is wonderful to explore. The graphics have a painted-in quality -- soft at the edges with a slight oversaturation of color -- which adds more to the experience than if they were simply realistic. There’s no music and plenty of ambient sounds. You won’t want to be distracted, because the initial simplicity of the puzzles is an illusion. At its core, each panel is the same: draw the line from A to B. But new variations, new themes, appear constantly. You might need to draw the line so it touches certain points, or creates Tetris-block shapes. Many puzzles combine with the environment around them. Often, you must look carefully, listen keenly, or be standing in a certain spot. I don’t want to spoil too many specifics; this game is better when you discover it for yourself. But I was delighted by the innovations. The Witness is very nonlinear; you’ll often find puzzles that you can’t understand, as their solutions lie elsewhere on the island. Each zone -- desert, castle, swamp, etc. -- is a classroom lesson that you can apply to the game as a whole. Layers.
The what and the how can be untangled, but everyone who plays The Witness will be asking why. Why are you doing this? What’s the ultimate goal? Well, without revealing too much, each section of the island sticks another key in a lock. There’s an obvious endgame. But if you’re looking for a story, a point beyond zen-like ambiguity, I have to break the bad news to you. The Witness is a very, very, very pretentious game. It’s high-minded and arsty-fartsy. It takes you to task for daring to expect a plot and characters and such. There is plenty of dialogue, but it all takes the form of obtuse quotes from famous deep thinkers, read by actors with soothing voices. Likewise, if you solve the extra-tricky vault puzzles and find the hexagonal keys, what they unlock is murky and yawn-inducing. Many critics will heap praise on The Witness for being profound. I don’t believe that a bunch of flowery wisdom and self-help platitudes equal profundity. But maybe that’s part of it? Maybe it’s subtly satirizing the recent trend for “deep” games that showcase style over substance? More likely Jonathan Blow is a Jonathan Blowhard.
Layers. The Witness contains layers upon layers, for better or worse. As I implied earlier, I didn’t come close to discovering all it had to offer. I guess I beat the “main” game. I appreciated how the central village is like the island’s final exam. I wasn’t a big fan of the endgame, which seemed determined to annoy me with esoteric puzzle handicaps. I liked the ending I got, but it’s probably not the only ending, because I left a shitload of stones unturned. Beneath the panels and their many variations lies at least one more layer of puzzles. They’re insidious. Puzzles are literally woven into the landscape, the ground, air, and water. Once I realized they were there, I found myself noticing more and more of them. But finding every single one? It’d take an age. My eyes would fall from my skull. I wouldn’t be surprised if no one has gotten one hundred percent completion on The Witness yet. I think, the more we discover, the more impressed we’ll be. The wait was long, but Blow didn’t give us a half-assed result. In fact, he went farther than I ever imagined.
Is The Witness saying something incredibly profound, or does it have nothing to say at all? People will disagree. The biggest thing I got from it was satisfaction. Not from grasping its elusive “meaning” but from simply solving puzzles. Making the connections. Hearing the lightsaber-hum of a completed panel, an electrical line lighting up, connecting me to the next panel, and the next. Progressing. I refuse to offer any wishy-washy interpretations of The Witness, but one credo I detected within its many layers was that there is great human pleasure in the act of creating something. Especially if it’s something that lingers, remaining for others to appreciate. Like a game. In The Witness, others have come before you and left their mark. They remain in stone, silent witnesses to you, the latest contributor. They provided the puzzles, you’re providing the solutions. It feels good. If a game makes you feel good, it has succeeded, and hopefully you can forgive it for certain traces of artistic arrogance.
Do me a favor. Google Andy Goldsworthy. He’s one of my favorite artists, and you should quickly see why. I bet he and Jonathan Blow would agree on a lot of things. You don’t always need pages and pages of academic interpretation. You don’t need to stand before a work of art, sipping champagne and endlessly debating its themes and subtext. Sometimes it’s just beautiful.
Draw a line in the sand. Look: you made something.
It would have been appropriate to begin this post with a deeply profound quote from someone like Thomas Edison or Voltaire, or at least Kurt Vonnegut. I have chosen instead to begin with lyrics from Rent. If that makes no sense, neither does The Witness. Har har.
This is technically a Cautious Enthusiasm post, but I’m sticking it in my Myst review series because...well, come on. I’ve been eagerly awaiting The Witness for some time, because A) it’s made by Jonathan Blow, whose first game, Braid, was awesome, and B) it looked exceptionally Myst-like. Oh, is it ever. In fact, it could serve as the finale to my Myst review series (even though it won’t be), for it incorporates elements from many of the previous entries. As with Myst, you are an anonymous explorer plunked down on a peaceful island covered in puzzles. You will glide through pristine, beautifully-rendered desolation (The Talos Principle!) and perform obscure acts of archaeology (The Dig!) with the strong sense that this is some sort of ancient repository of knowledge (Submachine!) and the growing suspicion that the obtuse mysteries of the landscape have no real solutions (Kairo!). And, just like in Fez, you’ll probably tear your hair in anguish once you realize that you’d need to be the lovechild of Buddha and Alan Turing in order to unlock each and every secret. None of this is a bad thing...mostly.
See, Jonathan Blow makes games that have Deep, Profound Meanings and subvert the very definition of the medium. Braid took the most primeval elements of gaming -- you’re basically Mario fighting Goombas -- then turned it upside-down with time manipulation, then introduced another layer -- the Princess you’re trying to save actually needs saving from you -- and then stirred in an even deeper layer with a bunch of allusions to the Manhattan Project. “Layer” -- that’s a buzzword we’ll return to soon. The Witness bears no obvious resemblance to Braid, but there are a couple parallels: the teasing of very simple puzzle mechanics into complex and unexpected forms, and a subversion of the idea that you, the player, are merely a passive observer pushing buttons with no emotional investment. A witness. Braid toyed with your expectations about the main character, and The Witness has no main character at all, just you. Who are you?
Well, you might be someone who hates The Witness and finds it inane and tedious. You’ll know within the first few minutes. As the game begins, you emerge into the daylight, utterly alone. The first puzzle you face couldn’t be simpler: draw a line on an electronic panel, connecting a start point and an end point. In the second puzzle, the line bends. Then it branches. It becomes a grid, then a maze. Each panel unlocks something, and each is a little trickier than the one before. And that’s all you’re gonna get -- it’s panels all the way down. The beautiful setting is bigger than many islands from the Myst games but small enough that hiking around never becomes boring. The island is divided into obvious temperate zones, and scarred by the remains of industry. You obviously aren’t the first visitor, but as you explore, you’ll find...well, they’re either people who turned to stone or they were statues to begin with, but their appearance and frozen poses hint at a great deal. There’s a desert and a swamp, the ruins of temples, castles, and factories. And panels.
I can easily enjoy a game that’s fun to explore, and The Witness is wonderful to explore. The graphics have a painted-in quality -- soft at the edges with a slight oversaturation of color -- which adds more to the experience than if they were simply realistic. There’s no music and plenty of ambient sounds. You won’t want to be distracted, because the initial simplicity of the puzzles is an illusion. At its core, each panel is the same: draw the line from A to B. But new variations, new themes, appear constantly. You might need to draw the line so it touches certain points, or creates Tetris-block shapes. Many puzzles combine with the environment around them. Often, you must look carefully, listen keenly, or be standing in a certain spot. I don’t want to spoil too many specifics; this game is better when you discover it for yourself. But I was delighted by the innovations. The Witness is very nonlinear; you’ll often find puzzles that you can’t understand, as their solutions lie elsewhere on the island. Each zone -- desert, castle, swamp, etc. -- is a classroom lesson that you can apply to the game as a whole. Layers.
The what and the how can be untangled, but everyone who plays The Witness will be asking why. Why are you doing this? What’s the ultimate goal? Well, without revealing too much, each section of the island sticks another key in a lock. There’s an obvious endgame. But if you’re looking for a story, a point beyond zen-like ambiguity, I have to break the bad news to you. The Witness is a very, very, very pretentious game. It’s high-minded and arsty-fartsy. It takes you to task for daring to expect a plot and characters and such. There is plenty of dialogue, but it all takes the form of obtuse quotes from famous deep thinkers, read by actors with soothing voices. Likewise, if you solve the extra-tricky vault puzzles and find the hexagonal keys, what they unlock is murky and yawn-inducing. Many critics will heap praise on The Witness for being profound. I don’t believe that a bunch of flowery wisdom and self-help platitudes equal profundity. But maybe that’s part of it? Maybe it’s subtly satirizing the recent trend for “deep” games that showcase style over substance? More likely Jonathan Blow is a Jonathan Blowhard.
Layers. The Witness contains layers upon layers, for better or worse. As I implied earlier, I didn’t come close to discovering all it had to offer. I guess I beat the “main” game. I appreciated how the central village is like the island’s final exam. I wasn’t a big fan of the endgame, which seemed determined to annoy me with esoteric puzzle handicaps. I liked the ending I got, but it’s probably not the only ending, because I left a shitload of stones unturned. Beneath the panels and their many variations lies at least one more layer of puzzles. They’re insidious. Puzzles are literally woven into the landscape, the ground, air, and water. Once I realized they were there, I found myself noticing more and more of them. But finding every single one? It’d take an age. My eyes would fall from my skull. I wouldn’t be surprised if no one has gotten one hundred percent completion on The Witness yet. I think, the more we discover, the more impressed we’ll be. The wait was long, but Blow didn’t give us a half-assed result. In fact, he went farther than I ever imagined.
Is The Witness saying something incredibly profound, or does it have nothing to say at all? People will disagree. The biggest thing I got from it was satisfaction. Not from grasping its elusive “meaning” but from simply solving puzzles. Making the connections. Hearing the lightsaber-hum of a completed panel, an electrical line lighting up, connecting me to the next panel, and the next. Progressing. I refuse to offer any wishy-washy interpretations of The Witness, but one credo I detected within its many layers was that there is great human pleasure in the act of creating something. Especially if it’s something that lingers, remaining for others to appreciate. Like a game. In The Witness, others have come before you and left their mark. They remain in stone, silent witnesses to you, the latest contributor. They provided the puzzles, you’re providing the solutions. It feels good. If a game makes you feel good, it has succeeded, and hopefully you can forgive it for certain traces of artistic arrogance.
Do me a favor. Google Andy Goldsworthy. He’s one of my favorite artists, and you should quickly see why. I bet he and Jonathan Blow would agree on a lot of things. You don’t always need pages and pages of academic interpretation. You don’t need to stand before a work of art, sipping champagne and endlessly debating its themes and subtext. Sometimes it’s just beautiful.
Draw a line in the sand. Look: you made something.
Myst Review Series
Myst • Riven • Myst III: Exile • Myst IV: Revelation • Submachine • Kairo • The Talos Principle • The Dig • Daymare Town • Fez • Tri: Of Friendship and Madness • The Witness
Wednesday, January 27, 2016
Myst Series, pt. 11
Tri: Of Friendship and Madness -- The Fox Went Out on a Trippy Night
Advance spoiler alert: this blog post does not have a happy ending. So don’t read it if, say, you hated seeing Selma get hanged to death at the end of Dancer in the Dark. OH, SHIT, SORRY. Ignore that last bit! Spoilers! Spoilers!
For some reason, the Myst games are often compared to Portal, often along the lines of, “If you loved X, try Y!” If you loved solving cryptic, vaguely steampunk-themed puzzles inside a magical book, try bouncing around with wormhole technology while an insane A.I. makes catty comments about your weight! If Portal is a puzzle/exploration game set entirely in the realm of sci-fi, and the Myst games exist in a nifty little no man’s land between sci-fi and fantasy, then there must be something on the far end of the seesaw, a Myst-like, Portal-like game that is one hundred percent fantasy. Well, stop digging, because I found one!
Tri: Of Friendship and Madness has a stupid title but is not at all a stupid game. I could recommend it, but there’s this glaring asterisk that I’ll get to later. It’s a game that instantly piqued my interest on Steam. Yes, a lot of the reviews compared it to Portal. With reason: you’re a silent protagonist, apparently female (judging by the timbre of your grunts of exertion), exploring a series of disorienting levels, armed with a device that generates a particular mechanic which you can exploit in various ways. But it’s all magic and mysticism. You arrive at a cliffside temple and encounter a friendly masked priest who gives you the lowdown: there are two playful fox gods, red and blue, who were once carefree best friends. Some undefined malady caused Red to go insane, and Blue ran away in fright. Now the priest hopes you can track down Red and calm his madness so Blue can return and rekindle the foxes’ friendship. Get it?
You chase the red fox into a dream-realm where physics is not welcome, and you quickly equip yourself with the Tri, an artifact that enables you to create solid triangles on most available surfaces. This seems simplistic -- it’s like you’re MS Painting shit into the game -- but it fucks with your head in all manner of ways. The triangles serve as makeshift platforms to reach new areas, but then you get a gravity-defying power, allowing you to scuttle like a spider across walls and ceilings, laying down pathways of triangles like an infestation of viral cheddar cheese. The game comes to life at this point, as you must let go of the notion that you’re limited by what’s up and what’s down. It’s important to grasp Tri’s M.C. Escher logic, because each level contains three fox statues that must be recovered to open the way forward. And the levels get progressively more massive. Each is expertly designed, coiling in and around itself, utilizing architectural space in surprising ways. The game’s aesthetic is reminiscent of origami, with bold colors, complex angles, folds and creases and countless hidden nooks. It’s psychedelic and awesome.
Tri is all about patient exploration. The later levels may take hours. The fox statues are tricky enough, but there are also dozens of small totems, the collecting of which unlocks bonus content. Some of these totems are so challenging to find and/or snatch that even a major completionist like me can’t be arsed. There are pools of acid, bottomless drops, areas where your triangles don’t stick, you name it. Many of the puzzles are familiar: dropping crates onto switches and redirecting beams of light gave me flashbacks to The Talos Principle. However, even the unoriginal stuff is made less so by the addition of those crazy triangles. Can’t reach something? Walk straight up the wall! Acid pools got you down? Build a triangle bridge! You’ve got time! Despite the constant presence of the red fox god, who flits tauntingly about, the pace of Tri is leisurely indeed, with scant story elements. And (possible spoiler alert) the whereabouts of the blue fox god are easy to guess, given the paucity of options. There’s no sense of urgency, no feeling that some sort of fantasy-GLaDOS is going to murder you...a nice evocation of the similarly chill Myst series.
So. All the things I’ve said about Tri have been positive. But I didn’t finish the game. Because Tri has one horrible flaw: its gameplay mechanics kinda suck. I can deal with that TO A POINT. Yes, first-person platforming will always be wonky. You’ll jump, land on a narrow platform, and skid off it to fall fifty feet. Walking on walls is fun, until your invisible foot touches down on the wrong few inches, gravity violently corrects itself, and you fall another fifty feet. Now try doing the same thing while carrying a wobbly crate that seems barely glued to your pinky finger. Prepare to do a lot of falling, climbing, falling, climbing, falling, and climbing. Again, I can live with that if the game is interesting, as Tri is. But from a certain point onward, you are required to use your triangles to redirect light beams. This mechanic is so badly implemented, so frustrating, so tedious, that it ruined me. I spent what felt like hours fiddling with triangles, nudging each vertex here and there, trying to get the beam to point at a tiny target. I created zig-zaggy spiderwebs of light without making any progress. In desperation, I watched a Let’s Play, but the player was just as stuck on those fucking light beams as I was. That was when I forced myself to utter the sentence that kills a game:
This isn’t fun any more.
And I feel terrible. Because Tri really, really tries hard (no pun intended), and it won my heart with its early levels, and I was gonna put it on my games-of-the-year list. I wanted to finish it and I still do. But I am not willing to struggle with its lousy light-bending nightmare any longer. Who the hell test-played Tri and gave that a thumbs-up? It brings everything to a screeching halt. The game smashes into a brick wall and totals itself. Puzzles can take time, but it should be because they challenge the intellect, not because the goal is obvious but the means to get there is next to impossible. All the fun drained from Tri, and I gave up with a couple levels left to go. The end.
Thus, I can’t recommend this game, unless you are divinely patient. It has plenty going for it. I love its unique fantasy world, which combines different mythologies (mostly Japanese, but I noticed Hindu, Tibetan, and Inuit elements as well). I love how the triangle-building completely overturns and deconstructs traditional level design. I love the quirky music. I love how the protagonist just happens to be a woman. I love foxes. I mean, I really love foxes. But I do not love how Tri sucked me in and then stabbed me in the back with infuriating, poorly realized mechanics. A game that starts out great and turns rotten can be worse than a game that’s crap from start to finish. When I abandoned the horribly-designed Albedo: Eyes from Outer Space after playing for three minutes, I felt sweet relief. But when I gave up on Tri after nearly making it all the way, I felt disappointment and melancholy.
There’s my unhappy ending. The next entry in the Myst review series is probably gonna be The Witness, and, GOD, do I hope I have a better experience with it. I failed to help the cute fox gods become friends again, and it will haunt me for the rest of my life.
Well, maybe that’s overdramatic. But it FUCKING SUCKS, okay?
Advance spoiler alert: this blog post does not have a happy ending. So don’t read it if, say, you hated seeing Selma get hanged to death at the end of Dancer in the Dark. OH, SHIT, SORRY. Ignore that last bit! Spoilers! Spoilers!
For some reason, the Myst games are often compared to Portal, often along the lines of, “If you loved X, try Y!” If you loved solving cryptic, vaguely steampunk-themed puzzles inside a magical book, try bouncing around with wormhole technology while an insane A.I. makes catty comments about your weight! If Portal is a puzzle/exploration game set entirely in the realm of sci-fi, and the Myst games exist in a nifty little no man’s land between sci-fi and fantasy, then there must be something on the far end of the seesaw, a Myst-like, Portal-like game that is one hundred percent fantasy. Well, stop digging, because I found one!
Tri: Of Friendship and Madness has a stupid title but is not at all a stupid game. I could recommend it, but there’s this glaring asterisk that I’ll get to later. It’s a game that instantly piqued my interest on Steam. Yes, a lot of the reviews compared it to Portal. With reason: you’re a silent protagonist, apparently female (judging by the timbre of your grunts of exertion), exploring a series of disorienting levels, armed with a device that generates a particular mechanic which you can exploit in various ways. But it’s all magic and mysticism. You arrive at a cliffside temple and encounter a friendly masked priest who gives you the lowdown: there are two playful fox gods, red and blue, who were once carefree best friends. Some undefined malady caused Red to go insane, and Blue ran away in fright. Now the priest hopes you can track down Red and calm his madness so Blue can return and rekindle the foxes’ friendship. Get it?
You chase the red fox into a dream-realm where physics is not welcome, and you quickly equip yourself with the Tri, an artifact that enables you to create solid triangles on most available surfaces. This seems simplistic -- it’s like you’re MS Painting shit into the game -- but it fucks with your head in all manner of ways. The triangles serve as makeshift platforms to reach new areas, but then you get a gravity-defying power, allowing you to scuttle like a spider across walls and ceilings, laying down pathways of triangles like an infestation of viral cheddar cheese. The game comes to life at this point, as you must let go of the notion that you’re limited by what’s up and what’s down. It’s important to grasp Tri’s M.C. Escher logic, because each level contains three fox statues that must be recovered to open the way forward. And the levels get progressively more massive. Each is expertly designed, coiling in and around itself, utilizing architectural space in surprising ways. The game’s aesthetic is reminiscent of origami, with bold colors, complex angles, folds and creases and countless hidden nooks. It’s psychedelic and awesome.
Tri is all about patient exploration. The later levels may take hours. The fox statues are tricky enough, but there are also dozens of small totems, the collecting of which unlocks bonus content. Some of these totems are so challenging to find and/or snatch that even a major completionist like me can’t be arsed. There are pools of acid, bottomless drops, areas where your triangles don’t stick, you name it. Many of the puzzles are familiar: dropping crates onto switches and redirecting beams of light gave me flashbacks to The Talos Principle. However, even the unoriginal stuff is made less so by the addition of those crazy triangles. Can’t reach something? Walk straight up the wall! Acid pools got you down? Build a triangle bridge! You’ve got time! Despite the constant presence of the red fox god, who flits tauntingly about, the pace of Tri is leisurely indeed, with scant story elements. And (possible spoiler alert) the whereabouts of the blue fox god are easy to guess, given the paucity of options. There’s no sense of urgency, no feeling that some sort of fantasy-GLaDOS is going to murder you...a nice evocation of the similarly chill Myst series.
So. All the things I’ve said about Tri have been positive. But I didn’t finish the game. Because Tri has one horrible flaw: its gameplay mechanics kinda suck. I can deal with that TO A POINT. Yes, first-person platforming will always be wonky. You’ll jump, land on a narrow platform, and skid off it to fall fifty feet. Walking on walls is fun, until your invisible foot touches down on the wrong few inches, gravity violently corrects itself, and you fall another fifty feet. Now try doing the same thing while carrying a wobbly crate that seems barely glued to your pinky finger. Prepare to do a lot of falling, climbing, falling, climbing, falling, and climbing. Again, I can live with that if the game is interesting, as Tri is. But from a certain point onward, you are required to use your triangles to redirect light beams. This mechanic is so badly implemented, so frustrating, so tedious, that it ruined me. I spent what felt like hours fiddling with triangles, nudging each vertex here and there, trying to get the beam to point at a tiny target. I created zig-zaggy spiderwebs of light without making any progress. In desperation, I watched a Let’s Play, but the player was just as stuck on those fucking light beams as I was. That was when I forced myself to utter the sentence that kills a game:
This isn’t fun any more.
And I feel terrible. Because Tri really, really tries hard (no pun intended), and it won my heart with its early levels, and I was gonna put it on my games-of-the-year list. I wanted to finish it and I still do. But I am not willing to struggle with its lousy light-bending nightmare any longer. Who the hell test-played Tri and gave that a thumbs-up? It brings everything to a screeching halt. The game smashes into a brick wall and totals itself. Puzzles can take time, but it should be because they challenge the intellect, not because the goal is obvious but the means to get there is next to impossible. All the fun drained from Tri, and I gave up with a couple levels left to go. The end.
Thus, I can’t recommend this game, unless you are divinely patient. It has plenty going for it. I love its unique fantasy world, which combines different mythologies (mostly Japanese, but I noticed Hindu, Tibetan, and Inuit elements as well). I love how the triangle-building completely overturns and deconstructs traditional level design. I love the quirky music. I love how the protagonist just happens to be a woman. I love foxes. I mean, I really love foxes. But I do not love how Tri sucked me in and then stabbed me in the back with infuriating, poorly realized mechanics. A game that starts out great and turns rotten can be worse than a game that’s crap from start to finish. When I abandoned the horribly-designed Albedo: Eyes from Outer Space after playing for three minutes, I felt sweet relief. But when I gave up on Tri after nearly making it all the way, I felt disappointment and melancholy.
There’s my unhappy ending. The next entry in the Myst review series is probably gonna be The Witness, and, GOD, do I hope I have a better experience with it. I failed to help the cute fox gods become friends again, and it will haunt me for the rest of my life.
Well, maybe that’s overdramatic. But it FUCKING SUCKS, okay?
Myst Review Series
Myst • Riven • Myst III: Exile • Myst IV: Revelation • Submachine • Kairo • The Talos Principle • The Dig • Daymare Town • Fez • Tri: Of Friendship and Madness • The Witness
Subscribe to:
Posts (Atom)









































