Friday, June 4, 2010

Star Trek 1274: Splashdown, Part Two

1274. Splashdown, Part Two

PUBLICATION: Star Trek: Voyager - Splashdown #2, Marvel Comics, May 1998

CREATORS: Laurie S. Sutton (writer), Terry Pallot and Al Milgrom (artists)

STARDATE: Unknown (follows the last issue)

PLOT: Voyager is still sinking and taking in water (and nasty seafood). An injured Seven reaches sickbay while B'Elanna attempts to section off the flooded parts of the ship and restore the shields. From the bridge, Janeway tries everything to slow the ship's descent, from reversing the environmental systems, to beaming out the water, to powering up the anti-gravs, to the thrusters. Eventually, the ship stabilizes and stops going down. They detect where the drones' commands were coming from and send the ship's aerowing to investigate. The underwater ruins still have atmosphere, and Tuvok thinks the script on the walls inside looks familiar. But before he has time to translate them, the power systems come online...

CONTINUITY: Joe Carey and Vorik appear. They make use of the aerowing shuttle, which appears on Voyager's design as its own captain's yacht.
DIVERGENCES: The aeroshuttle was never used on the show, but that's a problem with the show. A Commander Sherwood appears, which seems too high a rank for us not to know who she is.

PANEL OF THE DAY - Will they have any air LEFT?
REVIEW: This issue uses technobabble right. We know Starfleet ships have all these systems, and Janeway uses as many of them as possible in order to address the sinking problem. I'm sure some crew members will be unhappy that their furniture got beamed out with the bathwater, so to speak, but hey, it's a crisis. And that's very well conveyed here. The situation is dire, and every new solution brings its own set of problems. It's really the kind of thing that could never be filmed for television (flooded decks, anti-gravity, oh my) but remains grounded in the show's reality. Character moments aren't forgotten, especially the tense relationship between Seven and B'Elanna. The appearance of the aerowing is an unexpected and very cool surprise. It always irked me that the Enterprise never used the Captain's Yacht (from the Technical Manual), and with the Delta Flyer, Voyager ignored its own design even more. The visit to the alien ruins is more standard fare then the disaster movie elements, so we'll see how that goes.

Thursday, June 3, 2010

10 and 1 Things About The Hungry Earth/Cold Blood

(Spoilers for episodes 8 and 9 of Doctor Who Series 5.)Item 1: The biggest talking point is no doubt the "new look" Eocenes. Though more or less associated with Silurians, they have more than a little in common with the Sea Devils (the mesh cloth, the gun shapes, the back of the head), but look like neither. There's been a lot of talk about the Star Trek aesthetic leaking into Doctor Who here, but there was a very good reason for Star Trek's emoting aliens, and it makes sense here as well. And had these guys been redesigned Draconians, I don't think we would have heard a peep. No, the thing here is that Silurians and Sea Devils were previously portrayed as inhuman, and some fans were let down by the design choice. I don't have a particular problem with it, though I did think the males of the species were a little too humanized in their behaviour, especially compared to the much more reptilian females. Performance makes a big difference. And while I think it's reasonable and interesting to think of the "Eocene era" as having multiple sentient reptilian races, it's surprising that they all had bases in and around what is today Great Britain.

Item 2: So that was really old school, wasn't it? Drawing heavily on the third Doctor era, not only bringing back the idea of sentient reptiles, but their entire dynamic with humanity and the Doctor. This is probably why I was a little bored by the exercise. I've seen it all before. THRICE before! Each time new Silurian cousins are discovered, the Doctor tries to make humanity share the planet with them, and every time, neither side is trusting enough to make it happen. I will be interested to know how people who didn't see the original stories felt about this, but for my part, it had an air of predictability until the last 15 minutes of Cold Blood where it was perhaps too late to redeem it.
Item 3: The "bad human" in this scenario is just a mom who's afraid for her family. And while Ambrose probably reacts the most realistically in the whole story (certainly more than wannabe companion Nasreen), she is an extremely frustrating character. As Doctor Who fans, we accept HIS point of view, and wouldn't want to admit that in that situation, we'd act more like Ambrose than Amy. However, she makes all the wrong choices, which makes us shout at the screen rather a lot. It certainly doesn't help that the Doctor piles it on with repetitive "you should have been better" rhetoric.

Item 4: Another problem I had was with Chibnall's over-reliance on coincidences and last minute reprieves. Amy gets a couple of those and they just cheapen the suspense. She gets in danger, and people just walk in an interrupt the jeopardy.

Item 5: Rory's erasure is the big surprise of the last episode, and while a shock, we get the feeling it'll all be undone by the finale. Beat the crack, return everything to reality. Right? Well, that's as maybe. For a character who started out as a second Mickey (and nobody wants that), he leaves quite a few fans pissed at his unrealized potential. I'm a little more even-tempered, and would rather have Amy as the sole companion, but I still liked Rory a heck of a lot. I just don't know how they could have gotten rid of him without breaking up the couple (which is part of the reason we like him, so that's no solution).

Item 6: There are two reasons why I think he'll be back. One is the story's structure. When an important character says his goodbyes, the episode usually focuses on him or her. That's basic television grammar. Not doing that needs a good reason. So while his death and erasure were given weight by Amy freaking out, Rory was much too marginalized in Cold Blood for it to be his farewell episode. Of course, he was rather central to The Hungry Earth (with Amy sidelined instead), so it may be a problem with the basic structure of the two-parter (especially since each part had alternative companions to take their places - Elliot and Nasreen). Or it may be that the direction didn't get the scene its proper weight.
Item 7: The other piece of evidence is much more conclusive. While Rory disappears, the wedding ring does not. There's a meaningful look to it, implying there's no way the Doctor won't be allowing Rory to remain erased forever. We've been told repeatedly in Series 5 that history can be changed (in this story and others). Is it foreshadowing?

Item 8: The piece of shrapnel inside the crack would seem to strongly imply that it's the TARDIS that blows up and cracks up the universe. Two ways to go: 1) A big fake-out because it's too obvious; 2) history can be changed so let's change it in a finale that's essentially a quest to prevent the TARDIS from exploding.
Item 9: This story features an overt appearance by a second Amy and Rory, where they wave from afar. The Doctor surmises that they've come to see a part of their own history, 10 years on. Maybe that's why he's so convinced that 2020 is a turning point and that history could be "made" with the reptilians. He may be wrong though. Other episodes have featured much more subtle hints that the TARDIS crew is doubling back on itself (to fix the cracks?). It all began with a mysterious figure running through young Amy 's house in The Eleventh Hour (Prisoner Zero had no yet learned to take on human shapes), and that door that opens on the roof in Victory of the Daleks. There are probably others. I just haven't watched the episodes enough yet. But keep an eye out!

Item 10: Fixed points. In Cold Blood, the Doctor uses the fixed point concept to illustrate exactly the reverse of what we've been told about fixed points before. For example, while Adelaide's death was meant to be a turning point that sent humanity far across the stars, the integration of the reptilians would change history at least has much and yet is allowed. He talks about creating a whole other timeline, so... a parallel? How does the TARDIS navigate back from that? It makes even less sense than usual, and they should probably stop talking about fixed points. It was much easier to understand when they just couldn't change history as it was understood by the companions. 2020 was in Amy's future, so no chance of paradox. Simple.

Item 11: But is there a chance of paradox with the rest of Doctor Who history if the reptilians come out and share the planet in 3020? Surprisingly, no. Even going back to Classic Who, there are no stories taking place on Earth around that time to put the lie to it. In fact, it sometimes seems that Earth has been completely forgotten in 3rd millennium stories. It's been abandoned. It's a legend. Perhaps they left it to the reptilians when solar flares started hitting hard (a frequent theme in Doctor Who future stories). Perhaps the reptilians came out of hibernation to an empty planet. Either they died out or left as well and carved their own niche among the stars. We don't see enough of Earth in thr 4000s and beyond to know if they made it or not.

Next week: Vincent van Gogh (pronounced Guff)!

Star Trek 1273: Splashdown, Part One

1273. Splashdown, Part One

PUBLICATION: Star Trek: Voyager - Splashdown #1, Marvel Comics, April 1998

CREATORS: Laurie S. Sutton (writer), Terry Pallot and Al Milgrom (artists)

STARDATE: Unknown (after Star Trek: Voyager #15)

PLOT: Voyager is already running low on power when it is attacked by a swarm of alien drones. Heading for their controlling signal's location, a volcanic planet in a nearby system, Janeway attempts to land the ship without lowering shields. The drones are burned up in the atmosphere, but Voyager crashes into an ocean and starts to sink. The ship takes in water, and engineering is all but flooded...

CONTINUITY: None.

DIVERGENCES: None.

PANEL OF THE DAY - Who left their cell phone on during the movie?
REVIEW: Basically a continuation of the Voyager series, with its usual creative team. Sutton has been hit and miss for me, but in this case, writes a crackingly suspenseful disaster movie. Essentially a faceless foe, the drones are no worse than the forces of nature itself once the ship makes splashdown. Pallot and Milgrom do some of their best work on a Star Trek series, I think, with strong likenesses and interesting panel transitions. Their ships look cool, the big crash especially, but the drone attack is a bit of a mess. They tried to replicate the show's special effects using coloring for phasers and shields and it's eaten up the art and made it hard to understand. Not a big complain, but there's a lot of it in the issue.

Wednesday, June 2, 2010

Cat of the Geek #64: Morris

Name: Morris
Stomping Grounds: 9 Lives adverts
Side: Finnicky
Breed: American Shorthair
Cat Powers: Ability to rally other cats. Has the voice of He-Man.
Skills: Eat 8, Sleep 7, Mischief 4, Wit 6, Palate 9
Cat Weaknesses: Corporate shill. Finnickyness can be a curse.
His best work:

Star Trek 1272: The Enemy of My Enemy

1272. The Enemy of My Enemy

PUBLICATION: Star Trek: The Next Generation - Riker #1, Marvel Comics, July 1998

CREATORS: Dan Abnett and Ian Edginton (writers), Andrew Currie and Art Nichols (artists)

STARDATE: "Unimportant" (between First Contact and Rocks and Shoals)

PLOT: Will Riker is a renegade running from a court-martial for feeding information to the Maquis. It's all a ruse to infiltrate them of course, which he does after he proves his intentions to Ro Laren. After losing much of her cell in a Dominion attack, she's made an alliance with Commander K'nera who in return wants the Maquis to steal the secret of the Genesis Device. Riker uses his access codes to get it, but they are betrayed by K'nera. They escape and hide on his bird-of-prey. Meanwhile, Picard has been ordered to destroy the ship the Maquis are on. Riker comes clean with Ro, and together they sabotage the bird-of-prey, allowing the Enterprise to find it. Riker is beamed off just before it explodes, and Ro escapes in a shuttle.

CONTINUITY: Ro joined the Maquis in Preemptive Strike. Sam Lavelle is still tactical officer (Star Trek Unlimited). Riker uses TOM Riker's fate (Defiant) as his reason for joining the Maquis. Ro's cell has made an alliance with the House of Kruge (The Search for Spock). Commander K'nera (Heart of Glory) is apparently part of that House and wants to regain his honor by achieving what his ancestor could not - getting his hands on the Genesis technology. Admiral Nechayev appears.

DIVERGENCES: Possibly, the novels don't allow for Riker to be off the ship for three months.

PANEL OF THE DAY - Riker's pick-up lines
REVIEW: Abnett and Edginton bring to bear their usual knack for cool bits of continuity, bringing back a Klingon from TNG and giving him an important link with the Movie era. I'm a big fan of Ro Laren, and she's pretty cool here, though it's clearly Riker's show. He gets to be more badass than on the show, with strong action set pieces to feature his skill. To protect Riker's cover, Picard gives Data a promotion, and everybody believes Riker really is on the run. So the story matters to the rest of the crew, which is a good thing too. If anything, this should have been longer to better feel Riker's hardships, but it's good material either way, with both humor and pathos.

Tuesday, June 1, 2010

My RPG DNA, Part II: The Rise of Genre

Continuing my four-part series on my personal role-playing experience... We left things at the end of the 1980s where, from primitive homebrew beginnings, a group of teenagers found its own particular way of having fun. After 4 years of intense sword & sorcery play, I was looking for other pastures. And when a hobby store finally opened in my area, just as I entered my first year of university, it opened up so many doors as to leave my head spinning. Suddenly, money burned in my pockets, and a number of important purchases were made: Much of the early output of AD&D 2nd edition, everything ever published for Paranoia (1st and 2nd ed.) and a lot of DCHeroes material, most notably the 2nd edition boxed set. And while we slowly finished up ye olde Temple of Elemental Evil (still not using proper AD&D rules), I was running side games using other RPGs, mostly Marvel Super Heroes and Paranoia.

My God, it's full of stars!
You'd think that after a veritable drought of real AD&D product in my area, I would have finally converted to proper Dungeons & Dragons, sending my group into a more balanced and structured world of gaming. And the amount of AD&D product I bought in those days would indicate I at least had plans to do this. Instead, I abandoned AD&D. Or rather, I didn't abandon AD&D, but sword and sorcery as a genre. Why play the same thing I'd been playing for four years when there were all these new worlds available? Through my university years - thanks to moving to the larger Moncton with its comic book/gaming stores - I almost became more of a collector than a gamer. All manner of games too. Those games that I was playing, sure, but really anything that seemed interesting, either based on magazine articles, ads or from back cover copy. I didn't get into Palladium's stuff or I.C.E.'s output. My favorites were instead Steve Jackson Games (I own almost every GURPS book there is), West End Games and IDW. I picked up the very first edition of Ars Magica and the latest in MegaTraveller. I gobbled up every Torg sourcebook. I delved into grown-up stuff like Call of Cthulhu and Pendragon. Small indy games like Macho Women with Guns became collector's items. I collected every issue of Challenge and White Wolf magazines. And all the while, I continued to buy up AD&D product, mostly the excellent Planescape setting's.

That first hobby store also sold really cool AD&D lead miniatures, and so I started painting them, sometimes with results I was quite happy with. However, I was seldom playing in games where they would come in useful.

In those early college years, my longest running campaign used DCHeroes and covered two groups (with one player in common with both). The "Free Spirits" as they'd chosen to call themselves were an 80s-style DC superhero team, as was best supported by the game's adventure scenarios. The characters were all original, and the players almost all recruited from people who'd never roleplayed before, a good portion of them women. This continued to my trend of consciously picking players among the ranks of the uninitiated. The few times I'd been exposed to real gamers, I hadn't liked what I'd seen. Name your negative cliché about role-players, and that'd been it. I guess I had little interest in clashing with such players over how I did things. Or perhaps I was just more comfortable playing with friends, whether they'd gamed or not in the past. Either way, this is an important part of my development as a GameMaster. The focus would remain off crunchy rules and more on juicy roles (which a superhero game can certainly encourage). Beginner-friendly was the order of the day.

Gone clubbing
After a year in Moncton, I'd met a guy in my class who was a gamer from Quebec on the lookout for other gamers. Nice enough chap, and we bonded over role-playing games. The following year, we set up a role-playing club at university together, based on his experience of coming into town and looking for other French-speaking gamers to pursue his hobby. The first meeting did not go well for me, further ostracizing me from the mainstream. Everybody was interested in D&D, but I wanted to try something else. I read over my list of potential games, and was met with either blank stares or mocking laughter. So you DON'T want to try Ghostbusters, well okay! Needless to say, I didn't put a lot of effort in the club after that.

I continued to run other games with my closer friends, but the club's co-founder went on to run AD&D for the players he'd picked up there. I was invited to a few games, of which I have little memory. I do remember making a Bard that followed a Paladin around, and writing songs (parodies of current hits) to accompany his adventures. I seldom got to play, but when I did (when I do), my characters are high on color and low on usefulness, when they're not outright pains in the ass. The guy who owned the apartment where we played thought it was a hoot, and then went back to the "I hit it" style of play. I was obviously trying to make things interesting for myself because I was essentially bored either by the way most people played or the genre itself. (D&D is, I can safely say, a genre unto itself. It goes beyond sword & sorcery, it's also strangely procedural, the way encounters are done, the characters' singular quest for treasure and XP... The way it's PLAYED has become its own genre, quite unlike any literary source). Anyway, that guy got arrested for lying on a job application and the game collapsed.

I would get to use the club's players for new and different things eventually. As I got to know them through those sleepy AD&D games, they started to trust me, and a little game called Dream Park would again change everything...

In Part III: The Rise of Multi-Genre!

Further reading about this era :
One of my failed attempts at playing
My miniatures from that era
Using my RPG book collection as reference for university papers

Star Trek 1271: Operation Assimilation

1271. Operation Assimilation

PUBLICATION: Star Trek: Operation Assimilation #1, Marvel Comics, April 1997

CREATORS: Paul Jenkins (writer), Steve Erwin and Terry Pallot (artists)

STARDATE: Unknown (between Conspiracy and The Neutral Zone)

PLOT: Romulan Commander Moliok is out putting down rebellions on the fringes of the Star Empire when an outpost calls for help. It is being attacked by an unknown enemy - the Borg. She is captured and turned into a Romulan equivalent of Locutus, and the outpost cannot resist.

CONTINUITY: The Neutral Zone featured both Federation and Romulan outposts "scooped out" of the ground, which turned out to be the Borg modus operandi in The Best of Both Worlds.

DIVERGENCES: None.

PANEL OF THE DAY - Your memories will be assimilated.
REVIEW: An insubstantial continuity plug-in featuring an unsympathetic Romulan (it couldn't have happened to a better person) told by Jenkins in an irritating 2nd person narrative (I hate that so MUCH). It's almost interesting to see the goings on of the Romulan Empire, there's really no story here. If the Romulan Locutus had been showcased in another comic, maybe. She isn't though, and we're left wondering why the Borg never came back to finish the job. It needed to be double-sized to do the concept justice and stands as a cheap First Contact tie-in to take advantage of Borg fever.