Sunday, 20 January 2013
New GAME OF THRONES video
HBO have released another promo video for the third season of Game of Thrones. This one is a general look at Season 3 from the actors and producers, and features glimpses of new characters and actors:
Thursday, 17 January 2013
Tad Williams completes latest novel
Via Facebook, Tad Williams has reported that he has completed Happy Hour in Hell and sent it off to his publishers. This is the second novel in his Bobby Dollar series (the first, The Dirty Streets of Heaven, was released last year to a warm reception). Williams also reports that he is starting work on the third book, Sleeping Late on Judgement Day.
The novel is provisionally scheduled for release at the end of this year.
FALLOUT TV series in the works?
Bethesda has filed a trademark for an 'ongoing television program set in a post-nuclear apocalyptic world', sparking speculation that they are planning to turn their Fallout franchise into a TV series.
The Fallout series depicts a parallel history where the United States built a technologically-advanced future based on the designs and visions of the 1950s, only for this world to be destroyed in a nuclear war between the USA and China in 2077. The games are set between 100 and 205 years later and show the rise of new societies from the ruins of the old one. There are four main games (Fallout, Fallout 2, Fallout 3 and Fallout: New Vegas) and two spin-offs (Fallout: Tactics and Fallout: Brotherhood of Steel), as well as a tabletop wargame. The series was created by Interplay and Black Isle Studios, who created the first three games in the series. After Black Isle's dissolution in 2004 (whilst working on a third game in the series), other studios produced the spin-offs for Interplay. Bethesda bought the rights to the Fallout franchise in 2006 and released Fallout 3 in 2008. They then hired Obsidian Entertainment to make New Vegas, which was released in 2010.
Bethesda are currently working on Fallout 4, which will almost certainly be set in Boston (Bethesda researchers have visited the city recently, making notes on its layout and geography), and there is widespread speculation that they will start work on Fallout Online once The Elder Scrolls Online is released later this year.
Bethesda applying for this copyright does not necessarily mean that there will be a Fallout TV series - they may be simply trying to protect against another show being made using the same concepts - but it does indicate they are at least thinking about it. Reactions will likely be mixed. Whilst Bethesda are to be thanked for raising the profile of the Fallout franchise and introducing it to a huge number of new fans, it is also the case that their interpretation of the franchise in Fallout 3 was simplistic, though fun. This was particularly shown up by New Vegas, where Obsidian (consisting of many of the writers and developers of the first two games) delivered both a better game and a considerably more interesting and more nuanced view of the setting. If a Fallout TV series is to proceed, hopefully Bethesda would involve some of the Obsidian talent (particularly Chris Avellone and J.E. Sawyer) in some capacity.
The Fallout series depicts a parallel history where the United States built a technologically-advanced future based on the designs and visions of the 1950s, only for this world to be destroyed in a nuclear war between the USA and China in 2077. The games are set between 100 and 205 years later and show the rise of new societies from the ruins of the old one. There are four main games (Fallout, Fallout 2, Fallout 3 and Fallout: New Vegas) and two spin-offs (Fallout: Tactics and Fallout: Brotherhood of Steel), as well as a tabletop wargame. The series was created by Interplay and Black Isle Studios, who created the first three games in the series. After Black Isle's dissolution in 2004 (whilst working on a third game in the series), other studios produced the spin-offs for Interplay. Bethesda bought the rights to the Fallout franchise in 2006 and released Fallout 3 in 2008. They then hired Obsidian Entertainment to make New Vegas, which was released in 2010.
Bethesda are currently working on Fallout 4, which will almost certainly be set in Boston (Bethesda researchers have visited the city recently, making notes on its layout and geography), and there is widespread speculation that they will start work on Fallout Online once The Elder Scrolls Online is released later this year.
Bethesda applying for this copyright does not necessarily mean that there will be a Fallout TV series - they may be simply trying to protect against another show being made using the same concepts - but it does indicate they are at least thinking about it. Reactions will likely be mixed. Whilst Bethesda are to be thanked for raising the profile of the Fallout franchise and introducing it to a huge number of new fans, it is also the case that their interpretation of the franchise in Fallout 3 was simplistic, though fun. This was particularly shown up by New Vegas, where Obsidian (consisting of many of the writers and developers of the first two games) delivered both a better game and a considerably more interesting and more nuanced view of the setting. If a Fallout TV series is to proceed, hopefully Bethesda would involve some of the Obsidian talent (particularly Chris Avellone and J.E. Sawyer) in some capacity.
Dredd
Mega-City One: a vast metropolis of 800 million people stretching along the Eastern Seaboard of North America and a safe refuge from the radiation-ravaged Cursed Earth beyond. Fifteen thousand crimes take place daily in this huge city and only the men and women known as Judges - law-enforcement officers who summarily evaluate crimes and dispense sentences - can try to keep the peace.
Cassandra Anderson is a new recruit to the Judges who has already failed one evaluation. She has been given a second chance due to her powerful psychic powers and Judge Joe Dredd, one of the city's most effective Judges, has been assigned to undertake her second evaluation. Anderson's test takes place in Peach Trees Block, a kilometre-high residential block of eighty thousand people, which has been taken over by a criminal gang and turned into a drugs factory. The two Judges have two hundred floors to ascend and countless obstacles in their way...and no back-up.
Dredd is the second attempt to make a live-action movie based on the extremely popular Judge Dredd comic book. First appearing in 2000AD in the late 1970s, Judge Dredd is a satire on police procedurals and action movies. In particular, it pokes fun at the fascistic idea of single 'good' police officers being trusted to carry out law enforcement without oversight (something presented as laudable in Hollywood cop movies of the 1970s and 1980s, with 'good' policemen being hampered by bureaucratic officials from doing What Is Right in their eyes). Another film version was made in 1995 starring Sylvester Stallone in the title role. Whilst the 1995 moved nailed the offbeat, demented feel of Mega-City One in the comics and had some great (if impractical) production design, it was a failure in the departments of story, character and Rob Schneider. The 2012 film improves upon it in almost every department (starting with the laudable decision to not cast Rob Schneider) to deliver a highly entertaining action movie.
Playing Dredd this time out is Karl Urban (or, more accurately, Karl Urban's Chin), who brings the requisite amounts of gravitas and presence to the role without descending into camp (as Stallone had a tendency to on occasion). He doesn't wisecrack (though a couple of his deliberately-understated reactions are quite amusing) but gets about business with relentless, grim efficiency. Dredd is presented as a force of nature. Staying true to the comics, he does not remove his helmet (unlike Stallone) and is presented as the faceless embodiment of The Law. However, he does have a highly practical and more flexible side to him, as shown by his willingness to ignore minor crimes, like vagrancy, whilst investigating much more serious ones. One of the limitations from the comic is that Dredd's character changes very slowly, only over years or decades, whilst writer Alex Garland only has an hour and a half to work with here. He can only hint that Dredd's opinions and character has been changed by his experiences in the block and with Anderson in the final scenes, but this is actually successful. Dredd himself looks surprised - or as surprised as a chin can be - by his final decision in the film which reflects his experiences.
Olivia Thirlby plays Anderson with understatement. Anderson is a rookie who takes the carnage of dispensing justice on the streets with much less stoicism than Dredd, but is not presented as weak, only inexperienced. Anderson's psi abilities allow her to take courses of action that Dredd simply never considers (and usually rather less violent ones) and are used in a manner that makes sense: an elaborate deception and trap that is laid for her fails in a rather spectacular fashion. With Dredd not evolving much as a character over the course of the film, it's Anderson whose character evolution and arc is more central to the film and this is handled well by the writer and actress.
Opposing both is Lena Headey as 'Ma-Ma' Madrigal, the gang leader who has effectively taken over the block. Ma-Ma is presented as an utterly ruthless criminal whose backstory (one of abuse before killing her abuser and taking over his crime empire) is not allowed to excuse her actions. She is a sociopathic monster rather than a scheming villain, which would not fit in well with the film's stripped-down atmosphere. Headey does some excellent work with the material she's given, though we actually spend a lot more time with Wood Harris (noted for his role as Avon Barksdale in The Wire). Though given a fairly limited character, Harris also does some good work, particularly in his psychic sparring scenes with Anderson where he tries to shock her with mental imagery only for Anderson to turn them back against him.
The film has a laid-back, minimalist atmosphere. In early scenes this is disappointing, with Mega-City One looking suspiciously like a mildly CGI-enhanced versions of Johannesburg (where the movie was filmed). The crazy exuberance of the city in the comic, which is the one thing the 1995 movie did get right, is simply not present here and Mega-City One becomes just another characterless, futuristic cityscape. In particular, presenting the blocks as being massively spaced out means that the Block Wars of the comics are simply not possible now. However, this minimalism does work well once Dredd and Anderson hit the block and the mayhem kicks in. The aliens and robots of the setting are not in evidence, with Dredd and Anderson instead having to take on a tower full of human criminals (a tower considerably larger in volume than the Burj Khalifa in Dubai, for comparison's sake) in a focused hour or so of combat scenes and psychological warfare. Aside from a few moments that don't make sense (like a certain scene with three miniguns which is not only gratuitous, but completely pointless) these scenes are directed with energy, vigour and an awful lot of CGI blood.
CGI is used sparingly throughout the film, with real explosions, bullets and models preferred. The most notable special effect sequences are those involving the 'Slo-Mo' sequences, where time is slowed down to a fraction of its normal rate by drugs. These add an air of balletic elegance that counterpoint the more frenetic action scenes. The film's score is also a success, with stripped-down industrial tracks giving way to more appropriately atmospheric mood pieces during the Slo-Mo scenes.
Overall, Dredd (****) is a film that overcomes a low budget and limited premise though excellent performances (even by the bit-players), some impressive effects and a relentless pace, helped by a concise running time. Though the film's disappointing box office performance - which in the UK at least could be attributed to a crazy decision to not show the film in 2D in most cinemas - makes a sequel unlikely, I for one would welcome a return for Karl Urban's take on the lawman. The movie is available now on DVD (UK, USA) and Blu-Ray (UK, USA).
Cassandra Anderson is a new recruit to the Judges who has already failed one evaluation. She has been given a second chance due to her powerful psychic powers and Judge Joe Dredd, one of the city's most effective Judges, has been assigned to undertake her second evaluation. Anderson's test takes place in Peach Trees Block, a kilometre-high residential block of eighty thousand people, which has been taken over by a criminal gang and turned into a drugs factory. The two Judges have two hundred floors to ascend and countless obstacles in their way...and no back-up.
Dredd is the second attempt to make a live-action movie based on the extremely popular Judge Dredd comic book. First appearing in 2000AD in the late 1970s, Judge Dredd is a satire on police procedurals and action movies. In particular, it pokes fun at the fascistic idea of single 'good' police officers being trusted to carry out law enforcement without oversight (something presented as laudable in Hollywood cop movies of the 1970s and 1980s, with 'good' policemen being hampered by bureaucratic officials from doing What Is Right in their eyes). Another film version was made in 1995 starring Sylvester Stallone in the title role. Whilst the 1995 moved nailed the offbeat, demented feel of Mega-City One in the comics and had some great (if impractical) production design, it was a failure in the departments of story, character and Rob Schneider. The 2012 film improves upon it in almost every department (starting with the laudable decision to not cast Rob Schneider) to deliver a highly entertaining action movie.
Playing Dredd this time out is Karl Urban (or, more accurately, Karl Urban's Chin), who brings the requisite amounts of gravitas and presence to the role without descending into camp (as Stallone had a tendency to on occasion). He doesn't wisecrack (though a couple of his deliberately-understated reactions are quite amusing) but gets about business with relentless, grim efficiency. Dredd is presented as a force of nature. Staying true to the comics, he does not remove his helmet (unlike Stallone) and is presented as the faceless embodiment of The Law. However, he does have a highly practical and more flexible side to him, as shown by his willingness to ignore minor crimes, like vagrancy, whilst investigating much more serious ones. One of the limitations from the comic is that Dredd's character changes very slowly, only over years or decades, whilst writer Alex Garland only has an hour and a half to work with here. He can only hint that Dredd's opinions and character has been changed by his experiences in the block and with Anderson in the final scenes, but this is actually successful. Dredd himself looks surprised - or as surprised as a chin can be - by his final decision in the film which reflects his experiences.
Olivia Thirlby plays Anderson with understatement. Anderson is a rookie who takes the carnage of dispensing justice on the streets with much less stoicism than Dredd, but is not presented as weak, only inexperienced. Anderson's psi abilities allow her to take courses of action that Dredd simply never considers (and usually rather less violent ones) and are used in a manner that makes sense: an elaborate deception and trap that is laid for her fails in a rather spectacular fashion. With Dredd not evolving much as a character over the course of the film, it's Anderson whose character evolution and arc is more central to the film and this is handled well by the writer and actress.
Opposing both is Lena Headey as 'Ma-Ma' Madrigal, the gang leader who has effectively taken over the block. Ma-Ma is presented as an utterly ruthless criminal whose backstory (one of abuse before killing her abuser and taking over his crime empire) is not allowed to excuse her actions. She is a sociopathic monster rather than a scheming villain, which would not fit in well with the film's stripped-down atmosphere. Headey does some excellent work with the material she's given, though we actually spend a lot more time with Wood Harris (noted for his role as Avon Barksdale in The Wire). Though given a fairly limited character, Harris also does some good work, particularly in his psychic sparring scenes with Anderson where he tries to shock her with mental imagery only for Anderson to turn them back against him.
The film has a laid-back, minimalist atmosphere. In early scenes this is disappointing, with Mega-City One looking suspiciously like a mildly CGI-enhanced versions of Johannesburg (where the movie was filmed). The crazy exuberance of the city in the comic, which is the one thing the 1995 movie did get right, is simply not present here and Mega-City One becomes just another characterless, futuristic cityscape. In particular, presenting the blocks as being massively spaced out means that the Block Wars of the comics are simply not possible now. However, this minimalism does work well once Dredd and Anderson hit the block and the mayhem kicks in. The aliens and robots of the setting are not in evidence, with Dredd and Anderson instead having to take on a tower full of human criminals (a tower considerably larger in volume than the Burj Khalifa in Dubai, for comparison's sake) in a focused hour or so of combat scenes and psychological warfare. Aside from a few moments that don't make sense (like a certain scene with three miniguns which is not only gratuitous, but completely pointless) these scenes are directed with energy, vigour and an awful lot of CGI blood.
CGI is used sparingly throughout the film, with real explosions, bullets and models preferred. The most notable special effect sequences are those involving the 'Slo-Mo' sequences, where time is slowed down to a fraction of its normal rate by drugs. These add an air of balletic elegance that counterpoint the more frenetic action scenes. The film's score is also a success, with stripped-down industrial tracks giving way to more appropriately atmospheric mood pieces during the Slo-Mo scenes.
Overall, Dredd (****) is a film that overcomes a low budget and limited premise though excellent performances (even by the bit-players), some impressive effects and a relentless pace, helped by a concise running time. Though the film's disappointing box office performance - which in the UK at least could be attributed to a crazy decision to not show the film in 2D in most cinemas - makes a sequel unlikely, I for one would welcome a return for Karl Urban's take on the lawman. The movie is available now on DVD (UK, USA) and Blu-Ray (UK, USA).
Tuesday, 15 January 2013
The Sandman: The Kindly Ones by Neil Gaiman
The Kindly Ones, three powerful beings also known as the Furies. They have the power to even harm the Endless, if they should be summoned to do so by a mortal with a just grievance...and if that member of the Endless has spilled the blood of one of their own family. When Lyta Hall's young son Daniel goes missing, she blames Dream and calls upon the Kindly Ones for aid. When they agree - for Dream has the blood of his own son on his hands - a sequence of events is set in motion which will profoundly change everything.
The Kindly Ones is the ninth of the Sandman graphic novels and is also the largest. It is a sustained storyline, originally published across thirteen issues of the title's original comics run. It was also deliberately written by Neil Gaiman to be read as a single graphic novel, a decision that provoked the ire of some readers of the comic who felt that many of the individual issues failed to satisfy when taken on their own merits. However, read as a single story it becomes clear that The Kindly Ones may be the strongest of The Sandman's long storylines.
The Kindly Ones takes no prisoners. Previously, Gaiman was careful to reintroduce older characters in a way that newer readers would still be able to follow and enjoy what was going on. He has no truck with that here, instead pulling together dozens of characters and narrative strands from earlier issues and collections. These storylines include: the aftermath of Dream's slaying of his son Orpheus, Delirium's acquisition of a talking dog named Barnabas; the saga of Lyta Hall and her infant son Daniel; the relationship between Dream and the witch Thessaly; the retirement of Lucifer as Lord of Hell and his vow to destroy Dream; Desire's long-standing ire with his/her brother; the adventures of the faerie lord Cluracan and his sister Nuala; the resurrection of the Corinthian; the misadventures of Rose Walker; and numerous subplots involving the inhabitants of the Dreaming, including Cain and Abel, the raven Matthew, the librarian Lucien and handyman Mervyn. It's a challenging juggling act which Gaiman pulls off with skill, by drawing the various narratives together in often surprising ways. The story also revisits the very beginnings of The Sandman, with the manor house where Dream spent seventy years imprisoned figuring prominently.
As well being a feast for continuity lovers, the collection also delivers its own thematic arc: this is a Greek tragedy, pure and simple. Events build slowly and with growing intensity towards an ending that is not actually that inevitable, but only becomes so when the Sandman refuses to allow himself to deviate from what he sees as his own responsibilities and obligations. A key theme referred to throughout the comics, but much more prevalent here, is that the Sandman used to be far too rigid for his own good, but has changed since his imprisonment by humans. The Kindly Ones shows how far he has changed...and how far he has to go. As a result, The Kindly Ones offers the most insight into the character of Dream himself, even when he is not actually on the page. Other characters are also well-served, with even minor players from earlier issues getting moments to shine.
The art style in the collection has attracted a lot comment. It's an interesting choice, giving the largest and most coherent Sandman storyline the most stylised and perhaps 'weird' art style in the history of the series. The juxtaposition of the heavy drama and odd art style actually works well, with the art tying in well with the more oddball moments of the story (such as Cluracan giving birth to his own nemesis).
The Kindly Ones (*****) is Neil Gaiman at the top of his game, delivering the rich and powerful climax (though not the conclusion) that The Sandman deserves. The collection is available now in the UK and USA, and as part of The Absolute Sandman, Volume IV (UK, USA).
The Kindly Ones is the ninth of the Sandman graphic novels and is also the largest. It is a sustained storyline, originally published across thirteen issues of the title's original comics run. It was also deliberately written by Neil Gaiman to be read as a single graphic novel, a decision that provoked the ire of some readers of the comic who felt that many of the individual issues failed to satisfy when taken on their own merits. However, read as a single story it becomes clear that The Kindly Ones may be the strongest of The Sandman's long storylines.
The Kindly Ones takes no prisoners. Previously, Gaiman was careful to reintroduce older characters in a way that newer readers would still be able to follow and enjoy what was going on. He has no truck with that here, instead pulling together dozens of characters and narrative strands from earlier issues and collections. These storylines include: the aftermath of Dream's slaying of his son Orpheus, Delirium's acquisition of a talking dog named Barnabas; the saga of Lyta Hall and her infant son Daniel; the relationship between Dream and the witch Thessaly; the retirement of Lucifer as Lord of Hell and his vow to destroy Dream; Desire's long-standing ire with his/her brother; the adventures of the faerie lord Cluracan and his sister Nuala; the resurrection of the Corinthian; the misadventures of Rose Walker; and numerous subplots involving the inhabitants of the Dreaming, including Cain and Abel, the raven Matthew, the librarian Lucien and handyman Mervyn. It's a challenging juggling act which Gaiman pulls off with skill, by drawing the various narratives together in often surprising ways. The story also revisits the very beginnings of The Sandman, with the manor house where Dream spent seventy years imprisoned figuring prominently.
As well being a feast for continuity lovers, the collection also delivers its own thematic arc: this is a Greek tragedy, pure and simple. Events build slowly and with growing intensity towards an ending that is not actually that inevitable, but only becomes so when the Sandman refuses to allow himself to deviate from what he sees as his own responsibilities and obligations. A key theme referred to throughout the comics, but much more prevalent here, is that the Sandman used to be far too rigid for his own good, but has changed since his imprisonment by humans. The Kindly Ones shows how far he has changed...and how far he has to go. As a result, The Kindly Ones offers the most insight into the character of Dream himself, even when he is not actually on the page. Other characters are also well-served, with even minor players from earlier issues getting moments to shine.
The art style in the collection has attracted a lot comment. It's an interesting choice, giving the largest and most coherent Sandman storyline the most stylised and perhaps 'weird' art style in the history of the series. The juxtaposition of the heavy drama and odd art style actually works well, with the art tying in well with the more oddball moments of the story (such as Cluracan giving birth to his own nemesis).
The Kindly Ones (*****) is Neil Gaiman at the top of his game, delivering the rich and powerful climax (though not the conclusion) that The Sandman deserves. The collection is available now in the UK and USA, and as part of The Absolute Sandman, Volume IV (UK, USA).
Sunday, 13 January 2013
Merlin: Season 5
Three years into the reign of King Arthur Pendragon, Camelot is experiencing a golden age. The people are prospering and Arthur's attempts to forge a peace between the kingdoms of Albion appear to be bearing fruit. But Morgana is still at large, vowing to destroy the kingdom. When Mordred - whom Merlin has foreseen will kill Arthur - joins the Knights of the Round Table, the glory days of Camelot are doomed and Arthur's path is set on a road that will lead to Camlann and Avalon.
Over the course of its five seasons, Merlin has evolved from a simple kid's show to something more interesting. The show's early-evening timeslot still prevents much in the way of blood and gore from appearing, but the producers have shown a willingness over the last two seasons to embrace the Arthurian legends (even the darker elements) more wholeheartedly. They've dropped the tiresome 'comedy' episodes (which rarely raised a smile) in favour of pursuing the more dramatic parts of the storyline more intently and this has paid off.
The final season of Merlin is the show at its best. The actors have matured to the point where they can handle more dramatic storylines convincingly. In particular, the perennially under-used Angel Colby gets more to do this year as Guinevere with a disturbing multi-episode arc which tests the show's limits on what constitutes childrens' entertainment. Also well-served is newcomer Alexander Vlahos as the adult Mordred (he previously appeared in the first two seasons as a child played by Hugo's Asa Butterfield), who gets a highly satisfying storyline which avoids cliche and puts Merlin in a very difficult - and unlikable - position, which Colin Morgan rises to with skill.
Of course, the show has not lost all of its foibles. The same few patches of woodland are used to represent widely varying locales across dozens of miles. Camelot's security still has enormous holes in it. The geography of Albion still defies logic (especially when it is confirmed in the final episode that Albion - even with its Alp-like mountain ranges and vast canyons - is indeed supposed to be the island of Britain). Despite being proven right dozens of times, Merlin's suggestions and warnings are often ignored (even by those who know the true extent of his abilities). Morgana continues to be defeated every other week, leaving her as a rather toothless villain by season's end. The show also continues to have its young male cast strip to the waist at every possible opportunity, to the point of self-parody (note: may not be counted a fault by some). Some might also question the wisdom of leaving 'the big reveal' to the final episode, although it does provide Morgan and Bradley James with several of their best scenes together in the entire series. And, even though the show is more willing to push the boundaries of its audience and timeslot more freely than before, it still pulls its punches more often than might be wished.
For all of that, the show remains entertaining. The cast do good work and the writers clearly relish the fact they have a final ending to work towards. As the last few episodes tick down and several supporting cast are killed off (rather unpleasantly in some cases) the stakes are raised for a final episode that is surprisingly emotionally powerful (and truer to the legends than could have been expected a few seasons back). The ending isn't exactly wrapped up with a neat bow, although most of the questions that the series has raised are finally answered.
Merlin's final season (****) is a satisfying ending to the show. Whilst Merlin will never be counted as one of the all-time classic SFF series (and Game of Thrones has definitely stolen some of its thunder by tackling similar themes in a much more uncompromising way), it was still a fun show that evolved and matured away from its inauspicious start to become something much more interesting at the end. The season is available on two DVD box sets now, with a full-season set to follow.
Over the course of its five seasons, Merlin has evolved from a simple kid's show to something more interesting. The show's early-evening timeslot still prevents much in the way of blood and gore from appearing, but the producers have shown a willingness over the last two seasons to embrace the Arthurian legends (even the darker elements) more wholeheartedly. They've dropped the tiresome 'comedy' episodes (which rarely raised a smile) in favour of pursuing the more dramatic parts of the storyline more intently and this has paid off.
The final season of Merlin is the show at its best. The actors have matured to the point where they can handle more dramatic storylines convincingly. In particular, the perennially under-used Angel Colby gets more to do this year as Guinevere with a disturbing multi-episode arc which tests the show's limits on what constitutes childrens' entertainment. Also well-served is newcomer Alexander Vlahos as the adult Mordred (he previously appeared in the first two seasons as a child played by Hugo's Asa Butterfield), who gets a highly satisfying storyline which avoids cliche and puts Merlin in a very difficult - and unlikable - position, which Colin Morgan rises to with skill.
Of course, the show has not lost all of its foibles. The same few patches of woodland are used to represent widely varying locales across dozens of miles. Camelot's security still has enormous holes in it. The geography of Albion still defies logic (especially when it is confirmed in the final episode that Albion - even with its Alp-like mountain ranges and vast canyons - is indeed supposed to be the island of Britain). Despite being proven right dozens of times, Merlin's suggestions and warnings are often ignored (even by those who know the true extent of his abilities). Morgana continues to be defeated every other week, leaving her as a rather toothless villain by season's end. The show also continues to have its young male cast strip to the waist at every possible opportunity, to the point of self-parody (note: may not be counted a fault by some). Some might also question the wisdom of leaving 'the big reveal' to the final episode, although it does provide Morgan and Bradley James with several of their best scenes together in the entire series. And, even though the show is more willing to push the boundaries of its audience and timeslot more freely than before, it still pulls its punches more often than might be wished.
For all of that, the show remains entertaining. The cast do good work and the writers clearly relish the fact they have a final ending to work towards. As the last few episodes tick down and several supporting cast are killed off (rather unpleasantly in some cases) the stakes are raised for a final episode that is surprisingly emotionally powerful (and truer to the legends than could have been expected a few seasons back). The ending isn't exactly wrapped up with a neat bow, although most of the questions that the series has raised are finally answered.
Merlin's final season (****) is a satisfying ending to the show. Whilst Merlin will never be counted as one of the all-time classic SFF series (and Game of Thrones has definitely stolen some of its thunder by tackling similar themes in a much more uncompromising way), it was still a fun show that evolved and matured away from its inauspicious start to become something much more interesting at the end. The season is available on two DVD box sets now, with a full-season set to follow.
Friday, 11 January 2013
CDProjekt on CYBERPUNK 2077 and THE WITCHER 3
CDProjekt have released a CGI trailer for their upcoming SF RPG, Cyberpunk 2077 (based on the classic 1980s pen-and-paper RPG, Cyberpunk). It features lots of bullets and a woman in unseasonal garb:
Meanwhile, CDProjekt have also revealed that they have another game much closer to release and that everyone can guess what it is. There'll be more on this - almost certainly The Witcher 3 - next month.
Meanwhile, CDProjekt have also revealed that they have another game much closer to release and that everyone can guess what it is. There'll be more on this - almost certainly The Witcher 3 - next month.
GAME OF THRONES Season 3 teaser trailer
This is slightly different, showing the three-eyed crow flying across 'our' world to herald the arrival of Season 3 of Game of Thrones (which debuts on 31 March).
We likely won't see the first 'proper' trailer, featuring a decent amount of new footage, until next month, but there's another behind-the-scenes featurette airing in the States on HBO next week.
Wednesday, 9 January 2013
More detailed plans for PLANESCAPE: TORMENT successor emerge
InXile Studios may be hard at work on Wasteland 2, the crowd-funded sequel to the seminal 1988 computer RPG Wasteland, but they have already announced their next project. With most of the writing and concept art completed for Wasteland 2, those teams have started work on a game that may be called Numenera: Torment. This game will be a spiritual sequel to the classic 1999 RPG Planescape: Torment, widely-regarded as the finest (and most literate) computer roleplaying game ever made.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
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